The Death of Story, Part II

October 16th, 2008
Last time we began our look at how stories are dying in games. Stories occur on two levels in MMOs, the global and personal. I began our investigation of the global story by arriving at two conclusions about what’s necessary for players to feel like they are the part of such a tale. First, players must be able to see and feel changes occur around them. Second, players need to be a source of permanent and long term change. The only aspect of gaming that currently is exploring this concept is PvP. While advances in PvP are promising so far, this focus has neglected the numerous other aspects of MMO gaming. If “war is the continuation of politics by other means” doesn’t that suggest deeper potential actions behind the current pre-arranged conflicts? If “the pen is mightier than the sword” then why are players only able to use swords? The answer is that the devs won’t let go of the pen.

In establishing a world story, game developers have four roads open to them. The most common is to neglect it altogether, beyond the establishment of a back-story. A second method, as championed by AC and discussed last time, is to have a strong story but have it strictly controlled by the devs. The opposite decision, as employed by EVE is to have no running story at all and leave everything in the hands of the players. This is a courageous choice, because who knows what players are capable of, yet it is still only a thin veil hiding the reality that this is just another means of ignoring a world story. I say this because even EVE can’t escape the need for NPCs (albeit in limited roles). Nor do they give full control over to the players in the sense that someone who starts as an Amarr cannot defect from the Amarr Empire and join the Gallente Federation. Nor can the Caldari as a people align with the Amarr or the Brutor tribe rise up against the remainder of Minmater. In a world of true player control, all of these would be possible.

This leads to the final model: a hybrid of shared player and developer control over a living storyline. The story starts with the devs (they created the world history after all), but the events that unfold in the game are not locked in a prearranged sequence. Instead, the chapters ahead are unknown and players can influence what unfolds, even on the highest level. So how can players feel they are gaming in a dynamic world and how can they influence the story of that world? It can occur in many ways, on many levels of complexity and depth.

Remember last time when I referred to events taking place in our real world and our awareness of them, even if we aren’t directly involved? This basic concept remains missing from most MMOs. Take, for example, WoW’s PvP arena matches. Not being a big PvPer myself, I haven’t been directly involved in them. I’m only aware of it when I hear players spamming global chat for partners in the competition. In a way, this is the “sport” of an MMO world. Wouldn’t it make sense that there would be billboards in the major cities that could advertise the lead contestants? Why do the NPCs that wander the streets of Stormwind only regurgitate the same meaningless blather over and over when they could serve a more practical and realistic role by saying such things as “Did you see the fight between so-and-so and so-and-so? That troll was butchered like a murloc!” Not only would this put actual game events into the mouths of NPCs, it’s also a way to give recognition to the contestants that do well.

Assuming you actually have a game that changes over time, this concept could be expanded. AC used town criers to advertise new events. That worked for dev changes and was a good idea. It should work for player changes too. To use another WoW example, why don’t the NPCs at Refugee Point talk about who is winning on the Arathi Basin battleground? Warhammer Online uses a slide bar to show regional Realm control. While practical, it isn’t particularly immersive. Couldn’t NPC dialogue be driven in part by who is winning?

Another level of reality can be gained by adding geographical locations that emphasize the changing face of the world. Most games do this to some degree already. In WoW, I got a kick out of visiting Grom Hellscream’s Tomb not to mention dozens of other scenes of destruction from the previous three RTS games. LOTRO has its stone trolls, the famous Prancing Pony Inn, along with a myriad of other sites from Tolkien’s novels. These are nice touches, but again I’ve got to say that AC has the best examples. This isn’t because of some obsession with AC, but rather because it is a prime example of a game that has no previous IP. The reason for this potency in the storytelling sense is that the locations you encounter in AC you don’t necessarily understand. If you’ve played the previous Warcraft games, you don’t wonder who Grom Hellscream was. Nor do you wonder why the three stone trolls in LOTRO are standing in the forest near the road to Rivendell. But when you wander past the long straight line of statues in the middle of the AC desert near Tufa, you wonder what they are, how they got there, and why they were built. When you see the thousands of skeletons lying around the Hill of Pines, you wonder what battle happened there. These aren’t just encounters with history, but with the unknown and that makes the world real and mysterious. Games which build off of old IP will have a much harder time achieving the sense that there are new things for players to discover.

A big area of storytelling that is already being explored as a subset of PvP is city building. This is a great idea, but so far is only scratching the surface. Why can’t there be buildings in non-conflicted regions? Of course with building schemes, a measure of control is necessary. Housing on Star Wars Galaxies is a prime example of a real-estate market gone crazy. On AC, even though housing was developer controlled, it still went bonkers. Within a year, you could hardly run five feet without crashing into a housing settlement. But players should be able to influence and even partake in controlled building projects. Take, for example, the Arathi Plains in WoW. As a predominantly Alliance player, I’m annoyed that I have to run all the way to Menethil or Southshore to find an inn or a mailbox. Why shouldn’t I be able to get a group of people and/or guilds together and petition an NPC stoneworking guild at Ironforge (aka dev oversight) for building permits? Of course there may be a hefty outpouring of gold for the project, players may be required to perform some serious resource collecting, and it wouldn’t happen overnight, but in the end a community effort could result in a new inn.

This leads to my final and largest example of ways for world stories to exist and for players to influence them: the use of NPCs and factions. In most MMOs, players have no expectation of being the ruler of a realm, the general of an army, or the leader of a faction (not that it wouldn’t be a bad idea for any of these to be possible). The highest a person can generally aspire to is leadership of a guild or the highest rank in PvP. The role of king and general and chancellor are held by NPCs and in those MMOs with world stories, the plot generally evolves around these figures. In games without a story, if these roles exist they serve no purpose at all. Similarly, many games have NPC factions for whom players can earn a reputation but not true membership. Why not?

The closest influence I’ve ever seen for players on world events occurred a few years into the AC storyline. A certain NPC by the name of Nuhmudira had been dabbling in ancient dark magic and was caught and put on trial. Players could complete a small dungeon and at the end were levers. Pull one to vote that she should be forgiven; pull another to have her executed. Gamers actually got to decide on what happened next. This is a brilliant idea. Players should be involved in NPC factions and influence what that faction is going to do in the future. In a broad sense, the devs can steer a storyline through the use of powerful NPCs while the players can influence the outcome through the collaborative (and combative) use of factions. The current Realms idea is a good building block for this, but the roles and rivalries are too set in stone. In WoW, why must the Blood Elves and Tauren always be allied? Can’t they have a falling out and one side become independent or chose to join the Alliance? Or looking within a single race, why can’t Stormwind and Theramore go to war? Even existing factions seem to be de facto realm based. Those who are not are always outsiders who help or hate both equally. Why can’t the neutral factions actually have members from both warring realms? That’s how the real world works: history is replete with people that follow money and power and play both sides against each other, even if it conflicts with their own national loyalties. Players and/or guilds could influence faction behavior through earning “shares” in the faction and then voting for certain alignments and behaviors for the faction to take, either independently or in response to unfolding story events.

Pretty much any action could be possible for player-influenced factions, but probably the biggest lure would be things that contribute to individual gameplay. Factions are already a source of less expensive or rare items but they could be so much more. Most non-aligned factions seem to be based around money-raising ventures, though it would be logical that most (if not all) of the profits were not spent by individual players on individual equipment like in the standard auction house, but rather on bigger world undertakings such as the aforementioned building projects, or campaigns against other factions, bribery, hiring NPC mercenaries, etc. For that matter, wouldn’t it be cool if factions could offer bounties to players to kill PvE or PvP opponents, collect certain resources, or perform other tasks. SWG dabbled with the bounty idea and I’m sorry to see it hasn’t gone further.

By definition, an MMO is a community game and not just a bunch of players who happen to be playing their own single-player RPG in a shared geographical space. As such, wouldn’t it make sense for the community to feel like the world they play in is alive and changing and that they can garner some influence over what transpires? This would allow MMOs to tap into the power of fantasy and sci-fi that served as a major source of their inspiration.

Next time we’ll look at the second half of the tale: the individual story.

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October 16th, 2008

How do the World of Warcraft gameplay servers relate to Battle.net and/or the Diablo Realms? The World of Warcraft servers utilize an entirely new network architecture that has been designed from the ground up specifically for this style of gameplay.

We created this next-generation architecture by incorporating our knowledge of multiplayer gaming with our numerous Battle.net and Diablo experiences. wow gold Where are servers located? World of Warcraft servers are located around the globe in order to support our worldwide gaming community. How many players will you support? Players are divided into several Realms, with each Realm comprising a complete version of the game world.

How many Realms will there be when World of Warcraft is released? We will have as many Realms online as necessary. As the population within the game grows, we will add more Realms to the initial base. Others will be held in reserve and will be set up the moment they are needed. Will there be a limit to the number of players on a Realm? Based on our experiences in the beta test, we now have established an optimal number of players per Realm. This number is in the thousands, but manageable enough to foster a sense of community and to prevent overcrowding.

Can players select what Realm they play on? Yes. However, you must choose a Realm that is located within your geographical region. For example, North American players must select a North American server, and European players must select European servers. Some exceptions will exist. Australian and New Zealand players, for example, will connect to servers on the U.S. West Coast. The regionally specific servers are there to improve game performance and provide the best online experience possible. Are player names unique on each Realm? Yes. In order to promote individuality, World of Warcraft features an advanced naming system allowing players to create a unique name for their characters on each Realm. Are there player-vs.-player (PvP) servers where players can fight other players from anywhere in the world? Yes.

In fact, all servers allow some sort of player-vs.-player combat in varying degrees. There are normal servers, where player-vs.-player combat is mostly consensual; you do not have to engage in PvP gameplay if you do not want to, but it does exist for consenting individuals. Then there are devoted player-vs.-player servers where the excitement of PvP combat is always possible and players can be plunged into PvP battle without warning. Visit our online guide on Realms type for more information.

Are there Realms specifically for role-playing? Yes. We want to ensure that role-players have the best experience possible in World of Warcraft. To that end, we also offer role-playing servers with special rules that promote role-playing and staying in-character. See our Realms type page for more details. Can players have characters on more than one wow goldserver without paying additional fees? You are billed by account, not by character. There is one monthly fee to play World of Warcraft and it allows you to create multiple characters on multiple servers. Will players be able to host small (8 players max), temporary servers on their own machine?

We do not allow players to run their own servers for World of Warcraft. A massively multiplayer online role-playing game demands a high level of server security and a well-connected community to flourish and evolve. We are focusing all of our networking efforts on creating such an environment.

Play Logs: Week six of Warhammer Online (PC)

October 16th, 2008

Welcome to week six of our play logs for Warhammer Online. We’re getting close to the end of this play log review of Mythic’s title, which means that digging into the simple features should be over. Next week will be the big overview of RVR, the game’s principal (and most complex) mechanic. When I initially planned this coverage, though, I expected crafting to be just as significant. Coming from games like Star Wars Galaxies, Final Fantasy XI, EverQuest 2, and World of WarCraft, I expected Warhammer to follow suit with some kind of worthwhile crafting offering. Sadly, such has proven to not be the case, and thus this week’s entry is pretty straightforward.

One of the few areas where there is a huge amount of room for improvement in Warhammer Online is the game’s crafting system. With only two main craft skills and four supplementary gathering abilities, the crafting is somewhat shallow and limited. Artisans who enjoy crafting more than any other aspect of the game

Court: No, You Can’t Sell Software To Cheat In World Of Warcraft

October 16th, 2008

Big win for Blizzard: the gaming company won a $6M summary judgment against MDY Industries, which sold an auto-playing program called “Glider” that let World of Warcraft players walk away from their computer and return a few hours later with a more powerful character and a big stack of gold. Translation: Glider let players cheat.

Warhammer Online Review - WAR is a World of Warcraft for PvPers

October 16th, 2008

The Scoop on Warhammer Online

Some Class Changes in Latest Build

October 16th, 2008

Blood
Bloody Vengeance: Reduced to 3 ranks, stacking up to 9% damage (Old: 5 ranks, stacked up to 15% damage)
Frost
Annihilation: Changed to 33% instead of 30%. Same outcome, just different numbering.
Killing Machine: Now only has 50% chance to proc on crit (Old: 100% chance)
Frigid Dreadplate: Changed to 33% instead of 30%. Same outcome, just different numbering.
Merciless Combat: Damage reduced to 12% (Old: 20%)
Rime: Now increases your Icy Touch crit chance by 15% and gives it a 15% chance for a free Howling Blast (Old: Increases damage of Icy Touch and Howling Blast by 30%).
Howling Blast: Tooltip damage reduced
Blood of the North: Changed to 33% instead of 30%. Same outcome, just different numbering.
Frost Strike: Damage reduced to 30% (down from 50%)
Unholy
Necrosis: Now deals 10% Shadow damage (down from 25%)
Blood-Caked Blade: Hits for 20% weapon damage plus 10% for each diseases (Old: 50% weapon damage for each disease on target)
Desecration: Damage increase reduced to 5% (Old: 10%, as if it was ever working before)
Unholy Blight: Damage reduced significantly, to 37 tooltip damage (Old: 152). Also now has a one minute cooldown and lasts 14 seconds, down from 20.
Hunter
Beast Mastery
Aspect of the Viper changed: The hunter takes on the aspect of the viper, each ranged attack regenerates a percentage of maximum mana equal to base ranged weapon speed, but reduces your total damage done by -50%. Only one Aspect can be active at a time.
Cobra Strikes now causes your pet”s next 2 special attacks to critically hit. (old version: next 3 special attacks)
Invigoration changed: When your pet scores a critical hit with a special ability, you have a 50/100% chance to instantly regenerate 1% mana.
Marksmanship
Improved Steady Shot mana reduction lowered from 40 to 20%.

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Survival
Hunting Party now lasts for 15 seconds.
Lock and Load now cause your next Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. (old version: your next 3 Arcane Shot or Explosive Shot spells were affected by this talent).
T.N.T critical strike chance lowered from 5/10/15% to 3/6/9%.
Mage
Frost
Gives your Frost damage spells a 5/10% chance to grant you (old version: chance to apply) the Fingers of Frost effect, which treats your next 2 Frost spells cast as if the target were Frozen. Lasts 15 seconds.
Deep Freeze rank 4 damage lowered.
Warrior
Arms
Wrecking Crew: Your melee critical hits Enrage you, increasing all damage caused by 2/4/6/8/10% for 12 seconds.
Fury
Commanding Shout is now a raid wide buff: Increases maximum health of all party and raid members within 20 yards by 1080.  Lasts 2 minutes.
Enrage now gives you a 30% chance to receive a 2/4/6/8/10% damage bonus for 12 seconds after being the victim of a damaging attack.
Rampage now affects ranged critical hit, in addition to melee. Your melee critical hits cause you to go on a rampage, increasing ranged and melee critical hit chance of all party and raid members within 45 yards by 5%. Lasts 10 seconds.
Titan”s Grip allows you to equip two-handed axes, maces and swords in one hand. Also reduces your chance to hit with melee abilities that require weapons by -15%.
Protection
Devastate changed: Sunder the target”s armor causing the Sunder Armor effect. In addition, causes 80% of weapon damage plus 101 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
New Talent: Improved Spell Reflection (Tier 4), which reduces the chance you”ll be hit by spells by -2/4%, reduces the cooldown of your Spell Reflection ability by 2/5 seconds and when the ability is used it will reflect the first spell cast against the 2/4 closest party members.

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13 World Of Warcraft Windows In 36 Seconds

October 16th, 2008

The guys at TGDaily were apparently playing around with a Fusion-io solid state hard drive at E for All last weekend, and to show off the drive, they loaded up thirteen World of Warcraft windows in just 36 seconds.

Normal hard drives, like the one in your computer (unless you”ve already shelled out a ton of cash for an SSD) have discs in them that spin, and they take time to find the information stored on them — that”s why, when you double click your WoW icon, it takes a few seconds (up to a few minutes if you”ve got a slower computer) for your WoW window to load up. But a “solid state” hard drive doesn”t have discs or moving parts — it”s essentially one big block of memory — so it”s much, much faster in terms of retriving information.

And what”s going on in the video on their website is that they”re pulling so much information from the hard drive that WoW is installed on that it”s taking only seconds to load up thirteen windows” worth of WoW. Of course, how fast all of those windows actually run depends on a lot of other things in the computer — you”d need a lot more than just an SSD to have the video power to run 13 separate 3D windows at the same time (though TGDaily says they weren”t breaking the bank at 5 instances running, they just didn”t have any more accounts), not to mention the bandwidth that would come from 13 different connections. But just the startup is interesting enough — eventually these SSD drives will become cheap enough to be used all over the place, and information will be almost instantly accessible from wherever it”s stored on your PC.

7200 RPM doesn”t come close to an SSD, which does no RPM at all. A disk drive can only read a small bit of data when the laser is at that specific part of the disk, which might look pretty fast but it”s actually pretty slow. SSD drives work like your RAM, which is essentially a big chip - it has no laser, no moving parts, it”s just data. No spin-up time, no retrieval time trying to get the laser into position, it”s instant. The only limitation to a SSD speed is the bandwidth/latency going to/from your computer, which your normal HDD has too.

It also has other advantages too; your computer has extremely little ‘boot-up” time, most of that was your HDD spinning up to full speed. It also has a much higher lifespan than HDDs, as no moving parts means no maintenance and extremely small chance of failure in relation to HDDs. They also have very little power consumption, no noise at all (HDDs are usually loud), and aren”t effected by file fragmentation

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Beta Wow Gold Testing

October 16th, 2008

Pay attention beta is testing again, if you read today”s news you will know that, is it the good news? Someone like it, but I know some others don”t like it ,they like the one before. Despite what you may have heard, the life of a Wrath of the Lich King beta tester isn”t always filled with action and excitement. Sometimes it”s filled with, gulp, bugs! I can tell you from personal experience that life in the beta involves plenty of “World Server Down” and “Restart in 15:00″ messages and some things plain don”t look or work the way they ought to.

What can I say? It”s a beta and it still has some rough edges to be polished out — that”s the whole point of having a beta test! Nowhere is the game”s beta state more obvious than in this shot by Ferin of Hakkar, who logged into Stormwind City to find… well, this. I”m pretty sure that this is a graphical glitch and doesn”t mean Stormwind City, like Dalaran, has been relocated in Wrath, though I”ve been wrong before…
This image came to us straight from the Wrath of the Lich King beta — and we”d love to have your beta screenshots, too! If you have anything our readers might like, sharing it with a copy of your shot and a brief explanation of the scene. You could be featured here next!

Remember to include your player name, server and/or guild if you want it mentioned. We prefer full screen shots without the UI showing — use alt-Z to remove it. And, please, no more sunsets! Hope the next one will be best.

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Gold Capitulates

October 16th, 2008

Given the financial economic world meltdown, some die hard wow Gold Bulls have to be wondering what it takes or will take to get Gold to move up. What we now know is that the current world credit crisis is not the situation it will take to do so. That leaves inflation. My guess is that once inflation comes back, Gold will bottom and move up and over $1000 an ounce. Another possibility is the failure of the Bailout Plan that is being implemented in practically every major world economy today.

As I have been pointing out for months, October is rarely a friendly month for Gold or Silver. Stock indices fall into the same camp. No, I did not see the size of this meltdown coming, but the size of the meltdown is not to me as important in being on the “right” side of things.

The move to the Dollar, which is causing the Dollar to appreciate, is simply too much pressure for Gold to handle in today’s environment. As such, Gold has broken down. The next downside target in Gold looks to be the September 11th low of $740 per ounce. Currently, it will take a move over $859.3 to reverse my thinking.

Deflation versus Inflation

Last week I wrote about deflation. You might want to revisit last week’s Metal Report as deflation is now taking place at a pace not many are ready for. It seems the world, yes the world, is pricing in recessionary prices in all commodities. No commodities look to be immune.

The pace of the breakdown in Grains, Energies, Softs and Metal Markets has been nothing short of breath taking.

There is however a silver lining. It is that prices will make a bottom much sooner than many expect. The downward spiral will end as the Credit Markets straighten themselves out and credit becomes more available to buy goods. Once that takes place, it will mark the beginning of and a shift to an inflationary environment in my opinion. I say this because as prices have broken down, credit has remains tight. Read the newspapers. Many projects have either been put on hold or simply eliminated. Expansion in mining, farming, retailing, restaurant expansions and so on are all affected. As such, fewer goods are available. The key to watch for is when demand begins to outstrip supply. Right now the opposite is taking place. In fact the pace of change to those traders new to the Futures Markets probably has them frozen in place. It is something they have never witnessed. Those of us who have years of trading experience have seen this and know that the market will do as it did in the past. It will overshoot to the downside. That’s the event that will cause the market to forge a bottom. When that happens you’ll see it. The chart action will show it.

So, right now the trend in metals is down and my guess is that the largest part of the decline in Silver and Copper is already behind you. Gold remains something of a question, as a rising Dollar will continue to pressure it.

It really was “Echoes of Doom” in World of Warcraft yesterday

October 15th, 2008

wowhaircut

Blizzard named yesterday’s gigantic World of Warcraft patch “Echoes of Doom.” How prescient.

Right, so Blizzard “dropped” patch 3.0.2 yesterday. Servers were done for a good 24 hours while the company’s elves did their magic. The full patch notes, as always, are available online. Among other things, Stormwind now has a harbor and my Hunter, Fredfresno, has a new hair cut; hints of the upcoming Wrath of the Lich King abound. Life is grand, in a horribly depressing sort of way.

But my God in Heaven, after four years of running this game, Blizzard still has a hell of a time keeping everything up to speed on patch day. Servers went up and down; character lists were incomplete (“hey, didn’t I have two alts on this server?”); and the lag, once you were able to log in, was marked. Call pet, wait four minutes, feed pet, wait three minutes, log out and read an old copy of Proust you’re so annoyed.[wow gold]

General chat was filled with people (for a change) expressing their frustration. You know, “This patch sucks,” “F-ck Blizzard,” “We’re trapped in Shatt.” The gold farmers had even stayed home. That’s defcon right there.

Right now, a little before 1:00pm EDT, the game (several servers) seems to be running better. It’s just weird to see Blizzard still have such a hard time not completely shanking it on patch day.