Showing posts with label commentary. Show all posts
Showing posts with label commentary. Show all posts
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Social Scientist as Game Designer

Tuesday, February 9, 2010

I have wondered for a while now if a social scientist, given the proper training, would make a good game designer. Heck, give him a double major in psychology and I think one might have the next super dev.

This thought sprout out of my recent break from LOTRO (and blogging). Why did I just drop the game? Well, I started getting bored. I played LOTRO since August of '06 when I was invited to the closed beta. That's three years to the point that I stopped playing (a little longer). I don't think anybody could fault someone for taking a break after that sort of investment. But why was I bored?

It's that kind of question that speaks to a social scientist. I happen to be one, or my degree is in social science. Perhaps armchair social scientist is a better term for what I do. I'm certainly not employed in the field. I digress. If we can answer those types of questions then I think MMOs can be designed to with greater sticking power.

This type of discussion came up in the latest Shut Up We're Talking. Interestingly enough, this is the latest episode after Darren (the host) took a break from MMO playing and podcasting/blogging. Coincidence? I don't think so. Every guest agreed that there is (was?) a general discontentment amongst the blogosphere about MMOs through no fault of the games. Instead, it's the player's attitudes that are changing, rather than the games themselves. Perhaps that's the problem? Shouldn't the games adapt to what the players want?

I speak in generalities, of course. Not every MMO player is burned out. The industry is still going strong. And MMOs do try to cater to what their population wants. So what's the missing link here - the muscle tissue, bone structure, that can lead the way to better design?

I think the answer lies in understanding how people think, particularly players. One way they think is that not all of them think the same thing. SUWT touched on this and I think they're right: MMOs cannot cater to all audiences. WoW is the exception to the rule, the fluke, the unrepeatable success (well, maybe another Blizzard MMO). Instead of sending a dev team off with 50 million dollars to make the next WoW how about a few million and focus on a particular playstyle? Darkfall anybody?

Seriously. Darkfall did that. So did Fallen Earth. Both are successful in their target audience. And those who don't like PvP or post-apocalyptic worlds don't care. That's fine. Ideally there will be a MMO for you.

So what does all this have to do with LOTRO? Yes, this is still a LOTRO blog and I will not post without somehow linking it back to my beloved game. And yes, I still love this game. As a wise parent once told me, love is a choice, not an emotion. I choose to love LOTRO even though I'm not feeling it right now. Eh, more digression.

LOTRO seems to be lacking something for me - I'm not quite in their target audience. Oh, sure, I look like it on the outside. I love the Lord of the Rings. I love RPGs. I'm a completionist. I can't stand PvP. Still, I'm straddling the line.

I game for story. LOTRO has an awesome story. But all the other mechanics have impeded me in my quest to experience the story. Not because they're bad mechanics, or cumbersome. No, they're just required to use in order to play the story. So am I complaining that I can't just watch the LOTRO story passively? No. That wasn't what LOTRO was designed for. My increasing appetite for story out of my games is my own problem, not LOTROs. But I think games can be designed for people like me: The Longest Journey for instance. Or even the Bioware RPGs - heavy on talking and story (which is what I have been playing instead of LOTRO).

Those are single-player examples. Can MMOs focus on story to the extent I want? Sure. The better question is "Is the target audience large enough to sustain such an MMO?" Let's go back to that money thing: Yes, if the budget and development take into account target audience size. What would that MMO look like? Good question. One I'm going to save for later.

In any case, a social scientist understands personal and group motivations (or attempts to understand them). Considering MMOs deal with both motivations shouldn't we consider the value of such perspectives when developing these games?

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What is Content?

Tuesday, October 20, 2009

I got into a lively discussion on Twitter the other morning. And by morning I mean 5:45 AM. I like to check my overnight tweets before work (I follow quite a few people significantly outside my time zone). Anyhow, since I didn't ask permission to give out the name, this follower shall remain anonymous, but had a few gripes about Orion's post on some improvements to the rep system. The contention, if I didn't misunderstand, is that additions to the rep system, notably deeds for completing rep, doesn't constitute "content" where content is new activities for the player to partake in. Of course, we're arguing about the definition of "content." I assert that content is anything added to the game. My follower would prefer a more narrow reading of the term. I don't think this definition needs to be hard and fast. I can accept his opinion. Where the discussion became more dynamic was in the idea of too much non-content. And by non-content, I'm using the narrower definition.

Indeed, the whole of Orion's post was about improving the reputation system, in some cases with what could be termed fluff content. That is, rewards that don't directly affect your ability to combat mobs or complete content. This is not to say the improvements won't include useful rewards, but Orion wanted to also implement these fluff items as well - albeit a ways in the future. Notable in my Twitter conversation was deeds for completing reputation. Not trying to put words into my follower's mouth, but it seemed that he would prefer resources devoted to more significant content. As a completionist, I would love deeds/titles for reaching kindred in rep. But I can understand why someone would be disappointed at seeing effort devoted to this type of content.

On the whole, the reputation absolutely needs a steroids shot. It's pretty flabby now, and I think that's a relic of it being added post release, and with limited resources amidst a host of other content additions, many more significant or impacting than rep. The later rep "factions" (for lack of a better word) such as Forochel and Lothlorien implement reputation much better and more fluidly with the rest of the world - quests, deeds, gear, etc. But we're getting a piecemeal system, visible in the game. I would love to see Orion take putting all the reputation factions on the same level. This is especially important regarding rewards. Breeland and the Mathom Society, off the top of my head, have utterly useless rewards, almost entirely comprised of fluff. And this brings me to my last point: I agree with my follower that fluff is disconcerting - but only if all we're getting is fluff. Orion's post clearly points out we'll be seeing the more significant and impactful improvements first, and fluff stuff such as the deeds/titles much later on. He's got his priorities right.

Content, whether fluff or not, is always welcome so long as it's well designed. I think we've seen some hiccups lately with some content, but Orion's work on the early zone revamps gives me supreme confidence that the content improvements we see in the reputation systems will be of excellent quality.

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Developer Q&A Part 2

Saturday, October 17, 2009

Not sure if I linked to the first part of the Q&A, but you can find that link here. This post will pretty much be a run down of the questions I personally find interesting and my thoughts. To simplify, I'll just quote the answers. So, here goes...

AMD’s recent announcement of their first DirectX 11 video cards included a mention that LOTRO was adding DX11 support. You will not see it with Siege of Mirkwood, but you should expect it to arrive sometime next year.

I'm really stoked that the dev team is putting effort into adding support for the next gen technology in an previously existing game. There's no doubt LOTRO has some amazing graphics. Anything to further enhance that is good, so long as it doesn't seriously hamper performance. The great thing about the DX10 support is it is activated via check boxes in the graphics options. There's no forcing players to use DX10 cards. I hope their comitment to their graphics engine continues as the game does - perhaps a ways down the road we can see a graphics overhaul similarly experienced in Eve and Ultima Online. This kind of work can certainly prepare them for such an endeavor.

Mirkwood is roughly 75-80% of the size of the Northdowns.

A little disappointed in the size, but oh well. I guess I'm just partial to a grand experience in size and scope of Middle-Earth.

Not for Siege of Mirkwood, though we’d love to revisit [housing and guilds] at some point in time.

Vague enough that I'm pretty positive they do not have any plans in the works yet. I too would love to see this "at some point in time" but previous posts from the dev team have pretty much said housing isn't a priority because it would require enough resources to cut significant work in other areas of the game. Still, at some point in time that priority has to change.

Many of the questions are very specific and reminiscent of dev chat type responses, rather than a press release. That's a good thing. I hope to see more of these types of articles in the future. Perhaps a better method then a dev chat? Maybe that's where they're going. I haven't seen a dev chat in quite a while, now that I think about it.

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Skirmishes Dev Diary 3

Here's the part I was most interested in regarding skirmishes: randomization and scaling. These two features combined offers so much potential for content that will retain players beyond the typical instance or raid progression. I'll let the dev diary speak for itself, but I have to mention I'm not keen on the idea of the fellowship leader being required to set the group level (i.e. solo, 3-man, 6-man, and 12-man). I'd rather see it auto set. Why? Because it puts the UI and system in between the player and the world/content. Certainly setting the difficulty, if you will, is a small and painless step in the process. That isn't the point. Instead I think a philosophy of transparency is better. Completely subjective design opinion on my part so long as the UI interaction is as painless as I'm assuming. I'll leave the thought here, but I have a post in the works that delves more into this design philosophy. For now, know that I'm still excited about skirmishes. It's my biggest anticipated feature. Well, the horse change too but just because I want to collect all the horses. It should be a pretty awesome system.

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Skirmishes Dev Diary 2

Tuesday, October 13, 2009

To sum up this second part of the Skirmish dev diary series: "Skirmishes are..." Zombie Columbus (author of the dev diary) details exactly what skirmishes are and the goals behind which they were created. In a nutshell, the War of the Ring is advancing into Eriador at the current time point we leave off the story: In Lothlorien with the resting Fellowship. However, Eriador as a persistant zone in LOTRO does not move beyond the time frame assigned to it and its quests when it first entered the game. As such, we cannot see Bree come under assault, for example. With skirmishes, we'll be entering an instanced space where we can move time forward (i.e. winter snow in Bree). And the world immersion factor isn't broken by suddenly having an assault while quest NPCs continue to direct you away from their location to fight evil.

In reality, we're not seeing much more information here than we already know. Part 3 will delve into the technology and systems used in skirmishes. This is actually the part that interests me the most. I'm very much excited about how Turbine is handling their randomization and scaling. I think these two techs/approaches can be applied in other arenas to great benefit. I won't go into detail here (save it for a separate post - gotta get my count up. Hehe.)

1 comments

A Bit More Legendary

Tuesday, October 6, 2009

A legendary weapons dev diary was released today and I must say, I'm excited. This is a much needed boost to a system that, after a while, felt worse than some of the upper level slayer deed grinds. Here are some of the highlights:
  • All Weapons Lvl to 60
  • Legacy Modifying Scrolls
  • IXP Curve Altered
  • Crafted Relics
  • 4th Runic Slot
All these features combine to do a couple of things. First, the grind is significantly lessened. Second, we will have a good idea of a weapon's value to use right at identification, instead of after leveling it 20 - 30 levels. Third, less pressure to have a 2nd or even 1st age weapon - 3rd ages, at 60, should be pretty decent, especially if you used some of those scrolls. Fourth, crafters play a better roll in the legendary system.

What this means is that we're seeing this system closer to what a "legendary" weapon really would be. While not perfect, we should be hanging on to our swords and bows and javelins a little bit longer now that we can foresee where they're going and significantly alter them at any point in the process. This is an excellent change to the system - and one that many have wanted for a while. Some of the changes were predicted, and others were a pleasant surprise. Quality work, Turbine.

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A Skirmish Overview

Sunday, October 4, 2009

This starts a series of dev diaries about the new skirmish system to launch with the Siege of Mirkwood expansion this December. While the first installment is just an overview, I think it gives a nice picture of how long a development cycle a major system like this requires. Zombie Columbus and Rhidden started musing about skirmishes just as Moria was launching last year. And even then, they were just under the deadline for getting something new into the next expansion.

The overview here doesn't really give us any new info about the specifics of skirmishes. The Ten Ton Hammer interview with Jeffery Steefle does a much better job of that at the moment. However, if any of the previous dev diaries are an indication, we should be getting a lot more juicy tid-bits soon.

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Shared Storage Overview

This dev diary is small, as the system is quite straight forward. However, it is one of those much desired "extra" features that polish the game even more. I'm not the type of player this is catered to, though. Altoholism isn't my vice in this game. Rather I'm a completionist. There's no help or hope for that one. Anyway, the shared vault space is great for those of you who love your alts, specifically crafting alts. The coin to send stacks and stacks of mats in the mail adds up quickly, and it's a pain to have to retrieve all of those mats one at a time from your mailbox.

One nice feature is the ability to put bound items into the shared storage. At first this might seem unnecessary but in effect the shared storage space becomes extra vault space for your characters. While only the character that an item is bound to can retrieve it from the shared storage, having it there means it's not taking up space in your regular vault, and visa-versa. Yay for more vault space!

1 comments

Mounts 2.0 Dev Diary

Tuesday, September 29, 2009

It's the little quality of life improvements that make me the happiest in LOTRO. And seeing the new changes to the mount system gets me almost as excited as trying out the skirmishes. I doubt any dev would call what they did for mounts in SoM a "little" update, but it is a refinement of content.

And that's the best way to describe it. We can talk to NPCs on our mounts, go through doors or "portals" on our mounts, emote on our mounts, use certain skills on our mounts. It makes mounts less of a simple point-A-to-point-B device and more a part of our character. And as a skill, mounts no longer take up space, so that means we can collect as many as we like without having bags or bank space devoted to our stable. I know this will give me a new money sink on Jaxom. A horse of every color and variety for me please!

One last thing: the dev diary has a little blurb at the end pretty much trying to say that this mount system change was not designed to take on mounted combat. However, despite this, they do say the system was designed for expandability and flexibility. I think mounted combat does fit into that design feature.

And lastly, at this point in LOTRO's life, it's a little known fact that mounts weren't going to be in release until quite late in the development process - the dev diary alludes to that as well. I for one am supremely happy they did make it in, even limited as they were. It would suck to run all the time and could have been a serious stumbling block to player retention.

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Siege of Mirkwood Release Date

Hayo! We got a launch date for the Siege of Mirkwood digital expansion. And it is *drum roll* December 1st. This is actually a bit later than I predicted. I would have figured on a pre-Thanksgiving release. However, in hindsight the Thanksgiving shopping rush isn't as important to a digital only product as it would be to something in retail outlets. Black Friday is very much a traditional shopping event and digital distribution tends to even the field when it comes to when something is purchased. Indeed, if Christmas were earlier in the year, Turbine might have even passed up that holiday - gifts residing solely in a computer is hard to put under the tree. Really, the supreme guiding force for this was to stay in Fall (Winter beginning Dec 21st) and in 2009. December 1st is a perfect fit.

Now, here's where things get a little chaotic. If you check out Turbine's official press release, you'll find a host of pre-order options. Yay for pre-orders! But what the heck is an Adventure Pack and how is it different from the Siege of Mirkwood expansion? Seriously, could they have made this any more complicated? Don't even bother trying to figure it out from Turbine's release. Check out A Casual Stroll to Mordor's overview of the whole thing; they do an excellent job of cutting through the marketing BS.

And that's what it is. They're selling the Adventure Pack, which is basically the bonus goodies normally included with a pre-order and offering SoM for "Free"... if you buy the AP under certain conditions. Now, the AP is 19.99, the price-point previously stated for SoM. And that little similarity can lead to the question: is the AP the same thing as the expansion? Nope. It's not. And what if you don't want to pre-order (in other words, by the AP) but want to buy the Siege of Mirkwood when it releases? Well, apparently they'll now throw in the AP (minus one of the bonus perks) but tack on another 20 bucks.

So really, the Siege of Mirkwood expansion is 39.99, not 19.99. What this should have looked like is this: Pre-order the Siege of Mirkwood now for a 20 dollar discount and a bonus item. Regular price is 39.99. The whole reason this Adventure Pack thing exists is so they can use the word "Free" in their advertising. We all like free. We jump at free.

Seriously? Selling us the bonus stuff? And "lying" about the price? Cut the crap, Turbine marketing.

And just because I hate ending good news on a bad note, I've got to say "Yay! We have a release date! And pre-order goodies!"

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Falling Behind

Saturday, September 26, 2009

I've not been able to make the last few Massive Hobbits events due to other things being scheduled during the play times. This Saturday again finds me busy. And I'm starting to fall behind - especially since the group is moving to Book 3.4+ and I haven't even started Book 2 yet. Not that I think they wouldn't mind catching me up, but I just feel less motivated to play when I know I'm behind. And that's sort of where I've found myself with Jaxom on Elendilmir.

Perhaps I'm suddenly moving away from being hardcore casual to just casual. With a new job, my time is even more limited now. I have a host of activities I used to fill up my excessive free time and now I need to make the choice of which ones are most important. It would seem from the outside that LOTRO would be high on the list but even high on the list doesn't change the amount of time in the day. I also want to get into the habit of regularly writing fiction, which I've dabbled with on and off for years now to no finished projects. Indeed if I could discipline myself enough to push a piece or pieces off for potential publishing, that would be fantastic. That means a lot more time spent writing rather than playing.

There's some other life choices I need to make soon, which I won't get into here because it's not important for the gaming side of this. Regardless, I'll be blogging less, and playing LOTRO less. the idea of having two kinships (three with the blogger kinship The LOTRO Reporter has been discussing.) is out of the question. I'll have to stick with my first. I just cannot devote the time and effort (I'm a big believer in helping the kin as much as possible). I'm already torn about missing so many Massive Hobbits events.

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MMORPG.com SoM Preview

Monday, September 21, 2009

There's nothing really new in this preview. Not even new screenshots. So, it wouldn't even rate mentioning except for a line right near the beginning that's a bit ambiguous:

"This expansion ends the epic story of Moria and the land mass that players will be able to explore is Southern Mirkwood. Dol Guldor, Elves and Olog Hai, oh my! What about Northern? Well yes, if there's Southern Mirkwood, Northern will follow. Soon. Okay, it's not Rohan, but we'll get there eventually."

The question is, does this comment reflect something said to the interviewer or did MMORPG.com just assume that Northern Mirkwood would be soon because Southern Mirkwood is coming soon? I'm inclined to go with the latter myself, because I'm hard pressed to see Turbine deviate so far from the Fellowship's journey. Then again, if we're a year out from the Rohan Expansion (i.e. next fall) then there should be one or two landscape additions from free Book updates between now and then. Where would these landscape additions go? They could be south along the Anduin to prepare for Rohan. Or they could be north farther into Mirkwood, exploring more of the evil there. Or maybe into the fields of Gladden.

It's an interesting question, at any rate, and based off of the MMORPG.com quote, there's very little to point us in the right direction. It actually just confuses the matter even more.

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Theme Park vs World

Wednesday, September 16, 2009

I haven't touched on the topic of the world in LOTRO for quite a while, which is surprising considering that's one of my favorite topics. In any case, I'm mentioning it today because I'm starting to see a pattern I'm not 100% pleased about.

Today while out gathering journeyman tier ore (silver for my tinker) I traveled from Bree across the Brandy Hills, through the woods, and down to the banks of the Brandywine. If I was so inclined, I could have made a boundless journey from Weathertop in the Lone Lands to Needlehole in the Shire with my only moment on a road being the crossing of the Greenway in Breeland. In other words, that journey would feel like I was in a world, rather than a collection of zones in an MMO - a theme park if you will.

What I mean by theme park is a series of zones where the travel to and from is fairly strictly channeled and the experience highly organized and planned. We're seeing much more of this in LOTRO lately. From the Trollshaws into the Misty Mountains or into Eregion to Moria to Lothlorien to eventually Mirkwood, the process becomes an exercise in changing themes, rather than actually moving about a landscape. Oh sure, these zones are very good sized, and within them the world is very well crafted. Yet I can't escape the feeling that I'm on the greatest hits tour of Middle-Earth rather than a summer long backpacking trip through the countryside.

The fact that a seamless connection between zones (Shire, Breeland, Lonelands, Northdowns, Evendim) exists only heightens the sense of what's missing in later developments. Forochel itself is wide open, but the connection between it and Evendim is like two triangles precariously balancing on their points together - it's tenuous and contrived, not altogether stable. Or the trip east after the Trollshaws.

Middle-Earth
has so much potential to be more than just a series of zones following the Fellowship. There's the key, though. Following the Fellowship. That's the main idea of the development pattern. And it's one that makes sense. It's the most famous set of places in Middle-Earth. It's where the peak of the story takes place. It's where we can really connect with the core journey and struggle.

I do hope we will go back and visit the rest of the landscape at some point. It'd be a shame not to. An awful waste of space. Middle-Earth hovers on the edge of theme park territory. Perhaps when the game expands into Rohan we'll see a more broad and seamless set of zones. This adventurer can only hope. For him, Middle-Earth is a world, not just set of zones.

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The Other Bounty Quests

We've had a discussion about bounty quests before, but did you know that in addition to the IXP bounty quests in Esteldin, there's crafting related bounty quests in Breeland (and perhaps other places)? While adventuring with Massive Hobbits in the Barrow downs I ran across three repeatable bounty quests that reward single-use recipes to whichever type of crafter you are. One of them even rewards the particular shard (in this case sapphire) that you need to complete these recipes. Of course, that means you'll have to find two other shards for the other two recipes you get, but that's not unreasonable. Indeed, these quests are an excellent way to get some good recipes for some nice jewelry early in your tier when you couldn't otherwise make a crit item with good stats. I do hope to see more of these for the later tiers.

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Psychochild's Legendary Evaluation

Friday, September 11, 2009

Psychochild, a game developer named Brian Green, has put up a blog post evaluating the Legendary item system in LOTRO and what could change to make it better. I thought I'd point it out and respond.

He points out two problems with the system. First, its randomness, and second its negative affect on crafting. I whole heartedly agree with his assessment visa-vie crafting. Lucky for us, Siege of Mirkwood will expand the current craftability of legendary items. Depending on what is implemented, this could be a moot point. On the whole, I feel the randomness is generally well balanced, especially with the most recent changes to allow the choice of legacies (out of two) to add or upgrade. In essence, legendary items as a system actually aren't that bad right now. But I do think I would have preferred a different approach, one that would have required implementation of legendary items from launch. Such wishful thinking, however, is futile since the past cannot be changed now.

Despite the system being "not that bad", could Psychochild's suggested improvements help? First he advises to make legacies slottable instead of inherent to the weapon. Like the relics. This immediately eliminates any difference between relics and legacies and therefore should become one and the same - slottable stats. I like the idea but there needs to be a way to keep the current level of randomness present. If we can choose our legacies out of a pool like the relics, then we have too much freedom to create "uber" weapons. Now, of course legendary weapons should be some of the best weapons in the game, but not to the point where freedom to customize will lead to them being overpowered. Psychochild doesn't have any ideas on keeping the randomness, but that's because he thinks there's too much randomness at present. I would suggest that once you slot your legacy, it cannot be removed - only leveled, like present. There is mention of removing the legacy, but I think that keeps the pool of legacies too powerful and perfect. Perhaps removal is permanent - you lose the legacy. This is really only delays the inevitable super collection of legacies. Players will eventually quest enough to get any legacy the want. And since it's not random on the weapon, they will gain the "perfect" weapon relatively quickly.

Honestly, I don't think changing the legendary item system in this manner will bring about any improvement from a game mechanic perspective. From the player's point of view, they'll certainly like it better because they can now really get the weapon or item they've always wanted. But because the grind is virtually eliminated (aside from collecting legacies/relics and leveling) it has less utility for keeping players engaged.

This of course begs the question - is a grind with this system the best way of engaging the players? I would argue no, there's got to be a better, more fun, way. And I think that way can be in part linked to the crafting. Incorporating more playstyles into the legendary system will help it, regardless of the grind. If we can get crafted legendaries to speed up the grind a little, we'll see a little bit more fun.

The root problem, I think, is the dichotomy between randomness and an actual legendary weapon you would keep with you, like Sting or Glamdring or Anduril. With as much randomization as we have, it necessitates burning through legendaries we don't want to find the one that will suffice. Retaining a weapon for a long period of time, as a truly legendary weapon would, requires it be less randomized to ensure desirability on first acquisition. The latter isn't good, as I said above, for retaining interest in the mechanics of the system beyond leveling.

I think the ideas would be good to put on hold till we see how exactly the legendary system improves (or doesn't as the case may be) with SoM. Still worth thinking about though.

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I Need to Cool It

Tuesday, September 8, 2009

I went a little nuts with yesterday's rant about TenTonHammer. Looks like the video is back up and is only 22 minutes long. All hints indicate it was merely a problem with how the video was posted to their site. I don't know for sure, but despite my tirade, I'm giving them the benefit of the doubt. It's the least I can do. Still, being wrong about this case doesn't invalidate my logic - I just hope nobody will be shortsighted in the manner I wrongfully accused TenTonHammer of being.

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TenTonHammer Vid Blocked

Monday, September 7, 2009

So there is a Siege of Mirkwood preview video over on TenTonHammer. Or there was. Now it's gated behind "Premium Content". Stroll to Mordor commented that this might be simply a way to fix the fact that the vid stopped at the 10.30 mark (out of a 40 min runtime). I'm not so certain that this is the case. A better way would to simply take down the page until it's fixed, or even just leave it be until it's fixed. So I honestly do think they intended to make the video preview premium content and just screwed up in the original posting.

Please forgive the use of profanity, but there's no better way to say this: I think premium content of this nature is bullshit. Why? Because the whole point of a developer talking about new content is to disseminate it to the players, fans, and interested consumers. It's a marketing tool and the best marketing is the marketing that sees as many eyes as possible. Making it premium doesn't do that.

Don't get me wrong - I'm not against places like TenTonHammer making money, but they've got to do it in a way that doesn't negate the time effort of someone like Jeffery Steefle taking to show off his game. Look at IGN. Their premium content is comprised of better quality video and unique content produced by them and them alone. I don't personally see a value in that type of content, but many do, and IGN isn't destroying a good marketing tool in the process. More power to them. Just don't ever hinder another company's efforts to make money and spread the word about their product by your own desire for a bit of cash.

I also need to say I'm not arguing that marketing should be free for the company desiring exposure. Rarely is marketing free, but the company pays for advertising in venues that reach a wide audience. It's worth the money because the money doesn't interfere with the goal of the ads. In this venue, where a majority of the information is disseminated in free-to-view forums, gating material only lessens the number of people able to see it, and thus the effect.

I'm not going to out and call TenTonHammer greedy. It's their right to do whatever they want with their content pending it doesn't violate agreed upon terms. But I don't think it's in the best interest of the company providing the material or the potential consumers of that material. And by extension, despite a monetary gain through membership, not in the best interest of TenTonHammer.

EDIT: YouTube for the win. Someone uploaded the TenTonHammer vid in its entirety.

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Blind Adoration

Saturday, September 5, 2009

There's some question if 20 bucks is an appropriate price for what might be argued is a glorified book update. Before I even knew the price (though 20 was my guess) I knew I would pay it. I'd probably grumble if it cost 30 or 40, but I'd still have paid it. Why? Because I love this game. I love playing this game. But is that enjoyment translating into blind adoration? Is my willingness to shell out cash without question a sign I'm just a rabid fanboi? Indeed, I do not see 20 bucks as too steep; although I really don't want to spend money right now, I will, for this. I'd even pay five bucks for the book updates if Turbine charged for them.

Perhaps my loose pocket book for LOTRO has to do with my lifetime subscription purchase at launch. I've gotten my money's worth and more out of this game so far. Indeed, it paid off after the first year going by $10/month (the lesser known lifetime sub option). Maybe it's a case where I feel I've gotten a lot out of Turbine with this game and I'm perfectly willing to give back a little when I know my money goes directly into the product/service I'm consuming. I don't think a willingness to pay for well crafted content makes me or anybody else blind to where their money is going - we're just quick to decide it's worth the cost.

And for the record, nobody has called me a rabid fanboi, or said I'm blinded by love for LOTRO. This is a purely hypothetical post based off of comments seen on the forums in various places and a thought on Stroll to Mordor (see above link). I'm essentially ruminating on how I didn't even flinch at spending 19.99 on this new expansion.

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PAX Siege of Mirkwood Preview

The folks over at ignvault were lucky enough to snag a preview of some of the Siege of Mirkwood content, specifically more info on the skirmishes. I'm absolutely thrilled by what I read. I think this could be an excellent activity for those at the cap who aren't big instance runners and raiders (such as me and some of my kinship). We as yet don't know what the rewards will be for gathering skirmish points, but I'd imagine they'd be inline with the barter items from loth rep quests or something similar.

And, as I've said before, scalable content is the wave of the future. Seriously, having content that caters to the group size rather than being forced to either 1) find more or choose between your friends who gets to go or 2) ignore some of the content because it doesn't fit your group size is an better direction. We're always looking for a more living breathing world in MMOs. Usually this means wanting more of the fluff that fills out a world, but I think it can also mean content that caters to you, rather than you to it. We're removing a barrier to entry, a wall that breaks the player from the world and puts him into the game-side of things, and a stumbling block to fun. We need to see more of this - and again, I'd love to see this implemented for all instances/raids.

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No Rohan?

Friday, September 4, 2009

I wanted to handle this as a separate post because it brings up larger questions. First, though, why didn't we see Rohan? I think we need to look at the development pattern we saw post Moria. Book 7 released the whole of Lothlorien which was supposed to be included with the Moria expansion itself. Book 8 included quite a lot of work in fixes for Moria content. Neither were devoid of Moria slippage content, but it did indeed affect the release schedule. We've had two Book updates from November to (guessing SoM release) November whereas we saw three in the previous year.

Like I said with the announcement post, this is Turbine keeping their promise for one expansion per year. Will this be something we'll see more often in the future? I don't know. I think it's a tool in their box they can pull out when needed. Perhaps we'll see a retail expansion every 1.5 to 2 years with one of these "digital expansions" in the middle. Honestly, that seems a more reasonable schedule than producing one large expansion on the scale of Moria per year. And even with the year and a half from release to Moria, there was some content that didn't make it to MoM.

The content needed for Rohan also made seeing Rohan only a year after Moria unfeasible. First, there's a lot of landscape needed. Two major centers are critical to Rohan - Edoras and Helm's Deep. These locations are on separate sides of Rohan, which is the size of two to three Eriador type zones. Then there's the landscape needed for the lead up to Rohan: down the Anduin and into Fangorn. We also need to look at the idea of mounted combat. Rohan is the perfect, quintessential place to launch such a combat system - and it would require a lot of work: getting the tech built, reconciling the current skills onto a horse, then adding the animations. None of this even touches on the huge amounts of quests, the at-least six books of new epic story. All the instances and raid(s). It's a huge undertaking when the development team has been working overtime on finishing up the Moria content.

I hope that makes sense, and of course it's just my guesses. A dev would be better able to tell us why. Next dev chat or a blog post?