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Category: General Gaming

Sony MMOs: An Uncertain Future

Posted on May 4, 2011 by Gazimoff

The last two weeks have been a difficult time for Sony. The PlayStation Network has suffered some two weeks of downtime, initially thought to be some form of emergency system maintenance. The followed the announcement that the Network had been hacked, exposing the personal details and passwords of some 77 million gamers and users of the Qriocity streaming service.

More recently it was announced that Sony Online Entertainment had also been hacked, with the details of nearly 25 million players of games like EverQuest, Star Wars Galaxies and Vanguard being stolen. All SoE MMO games are currently offline and are likely to remain so until additional security is implemented.

For Sony the next few months will be a hard slog for them as they attempt to win back the trust of their customers. While offers of compensation or free game time will help to placate some, it’s Sony’s future customers that are going to be the hardest to win over. A rough Twitter poll broke players down into roughly three camps.

Continue reading “Sony MMOs: An Uncertain Future”

The Finished Next-Gen MMO Machine

Posted on April 4, 2011 by Gazimoff

Apologies for the lack of updates, but I’ve been a little busy. I’ve previously talked about putting together a new PC to handle the next range of MMO games on the horizon. This hasn’t been some kind of hypothetical question about building something in my mind – I was really planning on building a new rig. After months of planning and some heavy work during the weekend, it’s finally done!

The parts were ordered, checked and prepped ready for installation. I’m told variously that the dining table looked either like some kind of Geek Christmas or a Shrine to Technology. Either way that makes me some kind of Geek Santa or techno-Oracle, so I guess I shouldn’t complain.

Continue reading “The Finished Next-Gen MMO Machine”

An Appreciation of Developers

Posted on March 26, 2011 by Gazimoff

Earlier this week I stumbled on a brilliant idea from Scarybooster. For a couple of years now he’s been running Developer Appreciation Week, a chance for us to say thanks to all those in the video games industry who make our lives that little bit better.

I know I’ve been a grouchy malcontent recently, poking holes and picking problems. Yet to be fair, Scarybooster has a point. I honestly can’t remember the last time I stood up and said “You know what, for all its faults you still made a bloody great game that I’ve had great fun playing.” Sure, I might think certain things could be better but that doesn’t mean that the fatalistic “everything sucks” approach is the right one.

That said, there are some groups of people within the video game industry that I wanted to single out for special thanks. While I appreciate the work of everyone who spends their day job producing this form of entertainment, I reckon these folks deserve a particular mention.
Continue reading “An Appreciation of Developers”

Blueprint for a Next-Gen MMO Machine

Posted on March 20, 2011 by Gazimoff

This post is part two in my series on the Next-Gen MMO Machine. The first part is about salvaging and keeping your existing good stuff, while the part on getting the latest accessories is still to come!

Once I’ve worked out what I’m going to keep and what’s going to get trashed or donated to someone else, it’s time to work out the budget. I always find it pretty important to keep a hard cap on the amount you’re going to spend. It’s easy to persuade yourself into spending a little extra for things here and there, and before you know it your build costs double. If you’re going to buy off the shelf the same thing applies – be ruthless and discard systems that are over budget by 10%.

Don’t forget hidden costs as well – have you factored in taxes like VAT or sales tax? What about shipping costs? There’s even import duy to consider if you’re having something shipped from a seller overseas. You might want to carve your budget up and set aside a chunk of money for all these unexpected things.

Continue reading “Blueprint for a Next-Gen MMO Machine”

Building the Next-Gen MMO Machine

Posted on March 18, 2011 by Gazimoff

Part One: Laying The Foundations

I’ve been hoping to pull this off for a while now. My faithful companion, commonly known as “Gazdesktop” but affectionately known as “that black monolith that weighs a ton” is finally going to be upgraded. The stars have aligned, the gods have smiled upon me and the process has begun. It is once again time to scour all known tech resources in pursuit of that final PC blueprint called The Spec.

The reason I want to upgrade is simple: PC gaming is more than just World of Warcraft. There are other games that are vying for my attention that I want to be able to enjoy to their fullest. While my current rig will churn out a healthy framerate in Stormwind, it’s really starting to struggle with anything more current. With Aion, Rift, The Secret World and Star Wars: The Old Republic all using higher quality graphics I’d like to have a machine that can do them justice.

I’d also like to have a bit more headroom when recording videos. FRAPS is pretty resource intensive and Sony Movie Studio can take a while to encode a video, so anything that makes this easier is a Good Thing. Besides, I fancy giving machinima a go!

Continue reading “Building the Next-Gen MMO Machine”

Encounters That Rock!

Posted on January 28, 2011 by Gazimoff

Earthen Pantheon after their first Lich King 10-man kill

There’s a great shared topic over at BlogAzeroth right now: Naithin asks what causes an encounter to ‘click’ in our minds. When do we reach that point when a boss fight switches from being a difficult challenge to possible, then to trivial? It’s a good question, but I don’t think it’s just down to preparation, planning and persistence. There’s something else besides.

For me it’s the music.

I’m not talking about the melodies playing in the background, serenading us from the moment we’re greeted with the login page to the point we click the Exit button.  I’m talking about the soundtrack that plays in my head.

Continue reading “Encounters That Rock!”

The Future of MMO Control

Posted on December 31, 2010 by Gazimoff

A modified action bar set from World of Warcraft

As MMO players we have a fond familiarity with the traditional keyboard and mouse interface. We use the mouse to click on something then use the keyboard to perform an action to it. Sure, we might look at getting a fancy mouse to perform more actions or a snazzy keyboard to automate some sequences, but the principle remains the same.

The question is: do we still need them? Would it be possible to streamline the interface and bin the old keyboard-mouse combination or are MMOs just too complex to simplify? Is voice chat viable or do we still need text based chat these days? Would we get any benefits for making this change?

Continue reading “The Future of MMO Control”

Getting Real About Idents

Posted on May 11, 2010 by Gazimoff

Battle.Net Real ID Logo

Social gaming has been kicking around for a while. Anyone with a Facebook account knows what it’s like to be flooded with requests to join some game or another. Usually these games are joy-stealing fun vampires, purely designed to drain away any thought you had that they’re designed to entertain you. They thrive on being able to render players into such a catatonic stupor that they’ll pay real cash just to be able to press their buttons more often.

I’d lay odds that one of the big reasons people are turning off from Facebook in their droves (apart from the privacy concerns) is because they’ve had enough of being spammed by a horde of grovelling farmhands or inept Mafioso. The players themselves probably mean well, but finding hundreds of Xeroxed pleas for help is enough to try the patience of a saint. And even though you can ignore everything from one application, there’s soon another that springs up to spew forth a torrent of spam from its drooling mouth. It’s like playing whack-a-mole just to keep on top of it.

There are other ways to pull together a social gaming experience. Both the Xbox and Playstation networks use an ID that you can link to friends with and share messages. You can even use voice chat, see what your friends are playing and team up in games together. It’s a pretty slick experience and one that most gamers seem comfortable with. The key thing though about the setup on consoles is that it’s usually about playing single-player or basic team games. If I share my Xbox Live details with a friend, I’m not sharing details on all the characters I have in Dragon Age: Origins, just the games that I play and the achievements I’ve earned. I’m also using a nickname, not my email address or other information.

So why the big deal about Blizzard’s new RealID system? It initially feels like a good idea, providing players with a way to communicate with each-other no matter what realm, faction or even game you’re playing. Say you’re working on a refer-a-friend alt but a guild needs your help with a raid, it’s now possible for them to get you a message without having to resort to SMS messaging or ventrilo camping.

It’s also a big tool for Blizzard in order to encourage players to subscribe to both Warcraft and their next-gen MMO. One of my own experiences with dabbling in games like Lord of the Rings Online and Age of Conan is that I tended to miss out on things happening in Warcraft. Sometimes this is a good thing, such as when you’re after a break or suffering from burnout. Other times it can be a real hindrance – you become scared to try out your new game in case you miss something in your old one. By having a messaging system that works in both, Blizzard ensures that players can feel comfortably contactable whatever game they choose to play.

The difficulty comes with trying to match up a messaging system with more esoteric concepts, such as how gamers view themselves and their relationships with other gamers. There’s also the problems that arise from how you uniquely identify each player on the network, and how that player shares their identity with others. There are also issues with how gamers view their activities in-game and whether they feel comfortable disclosing those activities.

Gamers have traditionally given themselves aliases for use in the online world. Nicknames like my own are in common use, readily shared and exchanged. It’s how we identify ourselves and how we share that identity with others. The trouble is there are quite often several people who share the same nickname, resulting in names like switchblade6764. Blizzard’s solution was to use the only piece of information they have that’s different for each individual – our email address. In many ways it makes sense – it’s a logical identifier to build a system around. In other ways it’s a nightmare – we might use the same email address for our billing information, or for PayPal, or any one of a number of other systems. It pushes players into a situation where they have to think very carefully about who they would link up with over RealID, which in turn reduces the usefulness of the system as a whole.

As an example, I use a different email address for my guild’s website and other WoW stuff than the one I have linked to my Battle.net account. While my open email address gets tons of Warcraft related phishing emails, I know they’re fake by default because they’re in the wrong inbox. Tying my identity and my email address together removes this security. Personally, I would rather have seen a push towards nicknames instead of the current solution.

The other issue is related to presence and how that presence is handled. To give an example, when I fire up my desktop I’m automatically logged into Messenger. Across the world various people receive little alerts that I’ve come online. What they don’t get is status updates to say I’m checking my email, surfing the net, coding in Visual Studio or doing any of a hundred other activities that I can use my PC for. All they know is that I’m either online or not. And if I choose, I can set myself to “appear offline” and vanish.

The problem with RealID is that it overestimates how much of a social experience gaming really is. It’s true that MMO gamers like to talk to each other and have shared experiences. But it’s also true that sometimes a gamer just seeks peace and solace in a fantasy world, away from other people. By automatically linking a RealID to every character on every server in every game that you have, you remove that opportunity for gamers to have a solo experience in your game. You force gamers to go elsewhere and off your network if they want to play a game without being disturbed, without being watched or followed. It’s this aspect that doesn’t make sense to me, and feels like a strong oversight.

Gaming is evolving into a shared experience because players prefer them and developers want to provide them. It makes sense to try and stretch those shared experiences beyond a single game and into an entire fleet for players to meet and team up in. But it has to be done in the right way, understanding the social nuances and conventions that gamers have established and working with them. By going against these norms, developers risk alienating the very people they hope to bring together.

The Dying High Street Retailer

Posted on April 23, 2010 by Gazimoff

Back when I was a kid, my dad used to take me shopping for videogames. I can only half-remember the store – a brightly lit and almost empty room with shelving lining the walls and and a small island with a till in the centre. We’d go and spend maybe £3 on a cassette tape game, take it home and try it out. Sometimes the game was good, sometimes it was bad, but the journey itself was enough for me back then.

Fast forward to today and the world has changed. Independent videogame stores have now been replaced with common retail chains in almost every town. But now, even this role of a high street videogames retailer is being called into question.

Earlier in the week the retailer Game Group announced that profits had dropped by a third since last year. At the same time the CEO and COO of the firm have both decided to leave the business. It’s like they can both sense the writing on the wall and have decided to leave before things get really bad.

Thinking about it, the market that they’re in these days is hugely different from how it was even five years ago. I’ve cut down dramatically on the amount of games I buy every year. I have XBox games that I’ve not even opened because I’ve been spending so much time playing Warcraft.

The places I can buy games from has exploded as well. Supermarkets, music and DVD stores are all stocking the latest titles. The internet poses it’s own problems, with cheap prices and home delivery slicing away at the market. Services like Steam make the high street pretty much redundant – Valve have managed to build up an online gaming service with an extensive catalogue and a solid community in a way that’s almost self-sustaining.

What gets me is the complete blunder that the high street seems to be making at the moment. They’re selling a commodity product, but instead of rattling off a list of why people should buy from them instead of their local supermarket or online store, they seem to be in retreat. There doesn’t seem to be any strategy beyond relying on new games and consoles in order to have something customers want to buy. This is flawed – if you set yourself up so that I only want to buy from you when a new console is released you’re setting yourself up for a fall.

It’s not that I’m opposed to buying from the high street – I just want a compelling reason to do so. If I can get better service from an online retailer I’ll use them. If I can get a better returns policy from a supermarket, I’ll buy my games with my groceries.

By contrast , earlier this month I was in Cardiff. One of the things I always try to do when visiting the city is visit Cardiff Games – a small shop that sold a range of tabletop RPG and board games. When I went there last, the shop had closed down completely – I’m not sure why, but I can’t help but feel that it’s part of a change in geek culture. Where once we’d meet up at game stores, chat and share what we thought about the latest games it’s now all done online through messageboards, forums and blogposts. we can make our purchasing decisions based on a Google search, with a skip over to someone like Amazon or Spirit Games to place an order.

I wonder that since so much geek life is now carried out online, are the physical representations of them in forms like high street stores set to fade away? Not because we don’t want to use the store, but because we actively embrace an online existence?

Will there always be a place for geekdom in the real world?

Where Videogames Go To Die

Posted on April 12, 2010 by Gazimoff

Back when I was a kid, one of the first videogames I remember playing was Horace Goes Skiing. I was about three years old, playing this basic Frogger clone on a computer with a dead-flesh keyboard. It was great, even though it was frustrating trying to steer this character down a virtual slalom course. There were a number of other games that hallmarked my youth, from Fantasy World Dizzy through to Shenmue, stopping off at Sonic the Hedgehog, Doom, Unreal and Half-Life on the way.

It’s awe-inspiring in a way – as I’ve grown up over the last thirty years this whole new form of entertainment has grown up with me. It’s something that simply didn’t exist before my generation, yet it’s something I’ve lived with all my life.

And yet I can’t help but feel that somehow videogames are the only form of entertainment that has a built in shelf-life. I’m not talking about things like DRM or anything as draconian. It’s much more fundamental. Videogames are the only form of entertainment that is almost welded to the hardware it was created for. We expect that in time to come we will move on to better hardware, and with it newer videogames. Those older ones, the classics of forgotten generations of hardware, are abandoned and rarely see the light of day again.

Let me try and give a clumsy analogy. I have a bookshelf, on which lie a collection of books. Most of them I’ve read, some of them I’ve yet to start. But I’m in no rush – a book is a book is a book. I won’t open it one day to find the book technology has changed, or the book server has been shut down and my book service closed. It’s a kind of comfort, knowing that they will still be there and that I can get round to them, some day.

It’s the same with music – I listen to music every single day. Sometimes it’s on CD, sometimes it’s on my iPhone, sometimes it’s on computer. Sometimes I make my own music, cranking out badly plucked half-tunes on my cheap Squier Strat. But music is transient in nature, being easily movable from one medium to another. Notation on paper to bytes on a magnetic platter, it’s all the same. But I can still dig out the music I was listening to ten or twenty years ago and pull it forward, making it play on my latest gadget or gizmo. It never goes out of date.

I think it’s my fast-approaching wedding that’s thrown this into the forefront for me. One of the biggest joys in my life is being able to play videogames with other people, be they in the same living room or a different continent. I want to be able to share and pass on those experiences, and I don’t know why but I feel it all the more as I grow older. But although I can share the stories that shaped my youth and the music that inspired me as a teenager, the videogames that defined my gaming life will probably stay in the past.

Think about the games you’ve played, the characters you’ve created and the experiences you’ve had. In the case of Warcraft, you might have characters that you’ve been playing for five years or more. They have their own stories, their own paths. Even if you’ve never roleplayed, you’ve still fought battles and overcome the horrors of the world. There’s a history there full of memories.

One day the game will end. The servers will shut down and the hard drives scrubbed. Our characters will probably be long gone by then, probably only recorded in blogs like this one or merchandise like the plastic figurines or posters. And unlike a book that you can pull of a shelf and pass on to the next generation, a videogame is like a fixed point in time that we cluster around for a brief moment before moving on to the next one. Then the next one. Again, and again.

Consider that the creative endeavours of a single person might last for over four thousand years, it seems such a waste of effort that something touched by several hundred people might only live for a few years. For some reason it feels broken, as if a videogame is like a Nexus-6 replicant trying to live out beyond it’s dedicated lifespan.

In the meantime, I can only imagine that one day there’ll be a time when I’m asked about the Big Daddy figurine or the Wind-Rider plushie, and where these creatures came from. And I’ll reply:

“From worlds that once existed, but that exist no more.”

See you in-game.

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