Credit goes to Tai.
Tuesday, September 20, 2011
TF2 Screenshot of the Year
Posted by
motstandet
at
11:33 AM
Posted from our server, I don't think I've ever seen a more majestic screen shot. It captures the essence of TF2: one man with deer antlers wielding a pickaxe sailing towards another man wearing a samurai Kabuto and a pickaxe of his own--their destiny yet to be determined.

Monday, September 19, 2011
Biting the Bullet
Posted by
motstandet
at
11:40 PM
This weekend was wholly uneventful in EVE which is 100% my own fault. EVE requires players to actively engage it, and that's what I did tonight. I convinced myself to pick a fight (and most likely lose it). There is no use sitting on all this ISK if I'm not going to spend it.There are a few systems known for their PvP. One of which is Amamake. I hopped into my Tech-2 fit Rifter and charted a route.
The last time I was in lowsec, I found myself dying in a Gate Camp. This time I was extra cautious--I inspected the systems for kills on the Star Map and even warped to nearby celestials so that I could scan the gate before approaching it. This is how things are learned in EVE: you die in a horrible ball of fire and then try to minimize that occurrence.
I got to Amamake without incident, warped to a bookmark I had in the middle of nowhere, and started to chat up local. I like playing the Mildly Naive Optimist: it's a nice foil for all the Internet Tough-Guys.

After a few minutes of banter, I warped to an asteroid belt to see who would bite. Eventually a Vexor shows up on scanner. I know it's a Cruiser, but I do a quick Google search to make sure; yep, a Cruiser. "Ok," I think, "I know I can beat Cruisers with this Rifter." The Vexor lands, and I begin approaching using a manual orbiting technique like a pro. My heart is pounding throughout all 150 KMs.
We get in range of each other and start the dance. Lock, scram, Confirm this Dangerous Act (take a standing hit), web, orbit, guns. My 150mm Light Autocannon IIs are eating through her shields like butter.
I bet a lot of EVE vets can guess what happens next.
Five Hobgoblin II drones appear. They begin attacking me. I turn on damage control, but it is just too much. I don't even have drones on my overview; I'm trying to manually target them, but no luck. I pretty much smile and concede defeat at that point. I last a few more seconds; pop.
I warp off to a station (and immediately pray that the station won't fire at me since I was the aggressor. Thankful it did not). We talk a little in local; I'm her first kill :) Apparently I'm not the only newbie in EVE.
I consult the notes I took from the Rifter Guide, and lo and behold the #1 ship listed under "RUN AWAY" is Vexor. Primarily because of their drone capabilities. Horrible ball of fire. Minimize occurrences. Thus I won't trying to fight Vexors next time ;D
What a rush! It was unbelievably exhilarating, and I cannot wait to load up a few more Rifters and head back. These ships cost about 5 million ISK, and I can easily steal that in 15 mins. Every time I think I'm drifting away from EVE, I do something incredibly risky and end up loving it again.
Thursday, September 15, 2011
Back in the EVE Saddle
Posted by
motstandet
at
9:35 PM
A month ago I began my third trial of EVE Online after reading a convincing article (part 2, part 3). I decided to jump in the deep end and stir up trouble. Previously, I had fallen into pitfalls or made up reasons why I discontinued playing. Friends of mine will cite the same excuses for not playing, so I decided to enumerate and debunk them.
"I can't fly the ship how I want."
Players often expect avatar control to be transferable across games. WASD is the de facto control scheme for any game in which the player assumes a character. Players expect familiar interfaces. How a planar movement model would work with three dimensional space is an unaddressed question. If not WASD, players expect something akin to a flight simulator or Tie Fighter.
The issue really stems from the simplification of the controls. In EVE a destination is selected, and then the Approach/Orbit/Warp button is pressed. Manual flight is as simple as double-clicking anywhere in space. Players' ship controls are abstracted to the point where player agency feels stifled. Fumbling over controls to move from A to B can be frustrating.
This awkwardness can be overcome, but it feels like relearning to walk. While the tutorial does have content to help the player move about in space, it takes several sessions to get accustomed to it. It becomes second nature eventually.
I should also point out that EVE is not a space flight simulator nor a shooter--don't expect the game to meet those genre criteria. The game must be approached with an open mind; it is unlike anything else.
"I have no idea where I am."
This attitude also derives from the control abstraction. Players move about with what seems like lists of planets, stations, and warp gates. How all these objects relate to each other spatially can be a mystery.
There are two tools in game that I think can be helpful: the Map and the Mapbrowser. The map (F10) defaults to the Star Map of the whole galaxy and can be confusing. In the World Map Control, there is a button labeled "Solar System Map". This is a navigable view of the current solar system. It displays all the planets, stations, and warp gates in positions such that players can understand where these objects are.
Additionally there is a Mapbrowser (F11) which displays 4 panes on the side of the player's screen (Universe, Region, Constellation, and Solar System). Only the bottom, Solar System pane is useful: it displays a flat representation of the system as well as a white cone showing the direction the player camera is currently facing. It helps to put celestial objects in perspective.
The maps at Dotlan are also very helpful.
"Combat is boring."
I agree that solo combat against mission NPCs is boring, which is why I don't do missions. But EVE is not really a fast-paced action game. It is slower and tactical. Where, when, and how to approach a target is paramount. Knowing when to activate, "pulse", and overheat modules assures victory against smarter or better-armed opponents.
It is also worth noting that there is no such thing as a fair fight in EVE. PvP in MMORPGs is about exploiting advantages, cheating, using every trick up your sleeve to win the day. This is what "world PvP" is, and exactly what Battlegrounds and Arena are not. An unwritten rule of EVE is "always assume your target has friends". Kill him before they arrive :) When I want a fair fight, I play TF2 or a board game.
PvP is emotionally charged. This is the sole reason I gave EVE another chance--the thrill of victory and the agony of defeat after my heart races and my mind defends that which could be lost. I can analyze and read literature explaining the exact effects and chemicals that I am experiencing, but adrenalin and fear of loss are visceral, and I want to be swept away by my animal instincts.
"I can't be competitive."
Since training is all time-based in EVE, players assume that they cannot catch up to the veterans. While they may never catch up in raw Skill Points, they could catch up in a singular role. EVE is very wide, and veterans can fly a variety of ships, but only one at a time. As long as players set their sights on a single ship and fit, they get get there quickly and be competitive. And skills are often prerequisites and stepping stones for more powerful modules and ships.
To give you some numbers (for PvP):
- Within a week, you can fly a throw-away Cruiser.
- In a week and a half, you can fly throw-away Battlecruisers.
- Within 2 weeks, you can fly a tech 2 fitted Frigate.
- In 5 weeks, you can fly a tech 2 fitted Interceptor or Assault Frigate.
- In a month an a half, that Cruiser and Battlecruiser can have tech 2 modules.
- In 3 months, you could be sitting in a very formidable tech 2 Cruiser (AKA Heavy Assault Cruiser).
Cruisers and Battlecruisers are staples of small gang PvP. Even though newbies won't be packing much heat without tech 2 guns, they are still an asset to the fleet. These ships can get really cheap, too, which helps when players are learning the ropes. I calculated that the Rupture cruiser I bought cost me 8,836,500 ISK. Insurance pays out 6,875,000 ISK, meaning the total loss would only be 2,360,500 ISK. That is practically free. (I would equate 1 million ISK to 1 WoW Gold.)
Players can easily earn more money than they can spend if they leave the beaten path and try things other than missions. Within a few hours and in cheap frigates, a fresh character can make 40 million ISK an hour from ninja salvaging and hacking. Or you could scam your way to trillions.
"I don't have the time."
Some players think that they need to invest vast amounts of time or know everything about EVE in order to play. Null-sec territory wars might require players to log in for 6 hours at a time while a station is being attacked, but small gang PvP can be very spontaneous and take only an hour block.
If long sessions are few and far between, there is plenty to do solo in and out of game. I spend half my EVE time reading about EVE. That includes fits and modules, planning training, how wormholes work, can I fight a ship belonging to a certain class, and miracle stories of raid fights. EVE is as much a context for my learning about EVE as it is a game. I am enjoying the whole package.
EVE really is about finding the fun. The game will not deliver fun-cakes to you, but instead give you ingredients to bake your own, or a machine gun to steal someone else's. Other players are my content, and I am content for other players. Players who are willing to learn and are open minded about the game will find it to be a treasure trove.
Within a month: I've roamed around lowsec looking for fights that never happened; stole millions of ISK from players running missions; lost ~10 frigates; was podded in a gate camp; joined a player corporation which received a Declaration of War a week later; and prepared for war that ended in 2 days. And all of it was really fun.
Plus all my ship names come from the Space Mutiny episode of Mystery Science Theater 3000.
Congratulations on the insurance on your ship. A very wise choice indeed. This letter is to confirm that we have issued an insurance contract for your ship, Stump Beefgnaw (Rupture) at a level of 100.0%.
Thursday, September 1, 2011
You Don't Talk about FF14
Posted by
motstandet
at
9:14 AM
Final Fantasy XIV has been undoing many changes over the last year. It is slowly letting itself become... *dramatic pause* Tyler Durden FFXI.
Most recently in development has been an official Job System, with unlock quests and everything. It has moved away from the convoluted Physical Level and Job Rank nonsense into a more traditional Level and Experience system. It's added Chocobos and Air Ships (albeit not unique to FFXI). They've removed the poorly designed Stamina combat system and replaced it with a more traditional cooldown and autoattack system.
Something unique they are working on is a Materia System (related to FF7's Materia only nominally). Use weapons, convert 'experienced' weapons to Materia, socket Materia on to new weapons.
The combat system chances are on-going, and it will take at least 2 more patches until things are "balanced". So maybe the game will be worth playing right when SWTOR arrives on the scene to steal its thunder.
Thursday, August 11, 2011
The Power of External Rewards Compels You
Posted by
motstandet
at
9:02 AM
This seems like the quickest way to make sure no one reads your painstakingly created cut scenes and dialogue trees.
I don't listen to my friends' stories unless they entice me with candy.
Tuesday, August 2, 2011
Time, Money, and the Journey
Posted by
motstandet
at
9:52 PM
A discussion of the Diablo 3 $AH took place on our TF2 forums, and someone commented:
it all just seems silly to me.. why play the game if you're going to buy your way to the end result? I've spent $4 on tf2.. and I still look at it as a waste.. items will come and go, and there is always trading.. same goes with diablo3, why pay for pixels that you can obtain yourself and they're obviously going to continue releasing bigger and better weapons that you're going to replace said weapon with, and I see it happen in WoW all the time.. people pay for gold, buy the new shiny off the auction house, and the next day they win a drop in a raid thats better.. $20 down for a days' virtual satisfaction. Its all fickle to me lol
The following was my response.
Diablo, like other action-focused computer RPGs, is designed to be very Achievement oriented. The heavy Goal-Oriented-Play coupled with high-accessibility (and very few set backs, i.e. punishment) fosters an environment where the ends of playing the game are the achievements themselves. For many Achievers, there is no longer any fun in the journey--they want as many vacuous trophies as quickly as possible. There is nothing wrong with getting your jollies from virtual shinies, but here is where the contention lies.Traditionalist gamers have been, I believe, vaccinated from these psychological lures. They have seen leaderboards and Skinner boxes for decades. If they play a game, they enjoy learning the system, assuming that system is complex enough to hold their interest. If they play strategy games, they enjoy complex resource management. If they play RPGs, they like the journey. They are OK with gating content, with stratifying players into Haves and Have-Nots.They have been trained to believe that Time and Skill equates to Power. To Traditionalists, games are a great equalizer. The Real World does not leak into their synthetic worlds, and each player's reputation (and Power) are built via in-game means only. This is a fallacy.The person playing the game has a certain amount of real world resources and real world dexterity. Resources come in the form of Time and Money. Dexterity is both Mental and Physical. Different game genres tap these 4 attributes differently. MMORPGs typically require Time. TF2 takes Physical and Mental dexterity, as well as practice Time. What we are seeing in the Game Industry is the incorporation of Money resources.This transformation is occurring because many Traditionalists are opting for other responsibilities: jobs and families. They no longer have 10 hours a day to throw at Everquest or StarCraft. They can't wait around for 2 hours to get a game started; they need high-accessibility games. Lowering the barrier to entry is also allowing brand new players to enter the scene. This is the explosion of Casual and Social gaming. These players have Money, but no Time. And quite a few of them are willing to trade their Money for Power. Believe it or not, there are markets that enjoy Paying to Win. This makes Traditionalists exclaim, "WTF ARE YOU DOING?!"The Time-rich no longer have the upper hand, and that makes the status quo feel as if their time isn't as valuable. And they are correct: with the inclusion of Money, it inflates the resource supply. Buying characters, power leveling, and gold was and still is seen as cheating in various online games primarily because it devalues the achievements (i.e. Time) of players.To more directly answer your question, "why would someone drop $20 for such an ephemeral trophy?" we really have to answer why humans trade resources for ANY status-signalling good. Fashion, competition, self-worth, belonging to a group: all of these are deeply rooted social instincts. The next time you do a farming run for a piece of loot, ask yourself why are you trading your time for these synthetic goods. And then ask if you'd rather trade money instead. If the goal is the trophy, it really doesn't matter how you got it. If you value the story attached to the trophy, then hopefully the journey is worth taking--and that is something money can't buy.
Wednesday, July 6, 2011
Farmville's merits as a game do not matter.
Posted by
evizaer
at
11:48 AM
What of heroin's merits as a drug? Does it do a great job of expanding people's minds and letting them see mundane experiences in new and interesting ways? Does it bring people together to help one another? Can it help people who have legitimate medical problems by reducing their suffering?
People don't do heroine because of its abstract, broader merits as a drug. They do heroin because it feels good and because doing heroine makes you want to do more heroin. We don't analyze heroin in the hopes of discovering how to make commercial drug products more addictive and deride heroin for being "not a drug."
Farmville is an effective social parasite and advertising mechanism. The game is designed directly to extract money from players. Analyzing it as only a game is pointless, because its manifestation as a game is just the very blunt tip of a sprawling iceberg. Analyze it as a business. Compare it to direct mailing, viral videos, and banner ads.
Farmville is the ultimate sign of the commoditization (not really the traditional sense of the word--the mass marketization is more what I mean) of gaming. The games industry is maturing. "Make games we want to make and hope we get paid for it" has been replaced by "make games that we will get paid to make." The same happened to the music industry--and will happen to any art-based industry as it matures. The business model now drives, not the content. The cascade of free-to-play games and nickle-and-diming DLC are the first steps large steps down this long road. Sequelitis is merely a symptom. We can't go back to the good old days (if they even existed), we must recognize the shape of this beast and confront it directly.
This is another reason why I have stopped playing MMOs.
[EDIT: Made some corrections thanks to an anonymous commenter who apparently deleted his comment...]
People don't do heroine because of its abstract, broader merits as a drug. They do heroin because it feels good and because doing heroine makes you want to do more heroin. We don't analyze heroin in the hopes of discovering how to make commercial drug products more addictive and deride heroin for being "not a drug."
Farmville is an effective social parasite and advertising mechanism. The game is designed directly to extract money from players. Analyzing it as only a game is pointless, because its manifestation as a game is just the very blunt tip of a sprawling iceberg. Analyze it as a business. Compare it to direct mailing, viral videos, and banner ads.
Farmville is the ultimate sign of the commoditization (not really the traditional sense of the word--the mass marketization is more what I mean) of gaming. The games industry is maturing. "Make games we want to make and hope we get paid for it" has been replaced by "make games that we will get paid to make." The same happened to the music industry--and will happen to any art-based industry as it matures. The business model now drives, not the content. The cascade of free-to-play games and nickle-and-diming DLC are the first steps large steps down this long road. Sequelitis is merely a symptom. We can't go back to the good old days (if they even existed), we must recognize the shape of this beast and confront it directly.
This is another reason why I have stopped playing MMOs.
[EDIT: Made some corrections thanks to an anonymous commenter who apparently deleted his comment...]
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