Showing posts with label Practicum-AlexG. Show all posts
Showing posts with label Practicum-AlexG. Show all posts

Tuesday, May 3, 2011

Practicum 7- Alex Girard MMORPGs

One of the things we talked about in the review today during section was about how MMORPGs make it so you have to interact with other players to be successful. Though there has been a trend in the last several years of the genre toward a more soloer-friendly structure, the emphasis on teamwork and general social interaction is still definitely there.

Even if you sometimes don't want it.

One way that a lot of the mandatory (And I use the term loosely, as you can comfortably drag yourself through the game alone, though you'll be missing out on a lot of the content) social interactions comes through is through crafting professions.

Crafting has wisely been designed, in Rift along with many other games, so that no one person can master everything. In Rift, crafting is divided into manufacturing and gathering professions. As the names imply, gathering professions gather raw materials from the world (metal ores, skins, herbs) and manufacturing professions take those raw materials and turn them into usable items (Armor, weapons, potions, etc.).

You can already see where I'm going with this: players need to cross-pollinate for their mutual benefit. Gatherers sell the things they don't want to or can't manufacture to manufacturers who do. Manufacturers sell the things they make but don't want to people who will use them. That's how the player economy essentially works. As you get higher along, higher-level raw materials become more scarce and require more skill to harvest. This leads to higher-level raw materials costing more, which in turn affects the price of the more advanced manufactured items that require them. In a healthy economy, this ensures that the upper level items are harder to come by and are more expensive.

Most of this training is done fairly impersonally through Auctioneers, who are non-player characters available in the main cities. You simply post your item, choose a starting bid, buyout (if desired) and run time, and after a small fee your auction is up and someone can buy your stuff.

One interesting thing to look at in MMORPGs that is kind of tied to this is how inflation works. In MMORPGs, if you sell an item to an NPC, you're not taking some of their money in exchange for the item. NPC vendors have an unlimited supply of money, so when you sell things to NPCs, you're slightly inflating the in-game currency. Many items dropped by enemies have no use to players, and exist solely to introduce money into the economy. Similarly, killing enemies will sometimes net you gold directly, as will turning in completed quests.

To deal with the constant inward flow of money, the game (as with most MMORPGs) has introduced a few mandatory expenses that help to deflate currency a bit. First of all, there's the death penalty. That is to say, a penalty you incur for dying. Every time you die in Rift, you lose 10% of your "soul vitality." When that bottoms out, all of your stats drop and you're basically rendered useless. You repair damage to your soul vitality by speaking to healers, who of course take a nominal fee. The fee scales with level to ensure that higher-leveled players, i.e. the ones who have the most money, are paying the most. Monetary rewards for in-game actions scale as you level, so it makes sense that so should the penalties. A flat penalty would be extremely punishing to a low level player and laughable to an upper level.

Aside from this, players must pay to upgrade their abilities when they level (which again, scales with level) and crafters must purchase reagents from NPCs that cannot be found regularly in the world (with upper-level crafting recipes requiring more expensive reagents).

Despite these efforts, MMORPGs tend toward inflation as the amount of money coming into the economy always greatly outweighs the amount going out. Rift was only released a few months ago, so right now prices are still pretty low, but if it follows the trend other popular games (notably World of Warcraft) have, the economic landscape should look wildly different in a year's time.


Monday, May 2, 2011

Practicum 6- Alex Girard MMORPGs

I brought pictures today! Just one, actually.

I took several more, but none of them were particularly exciting. This one kind of hits on something we talked about in class back during the gaming unit: gold sellers. As you can see in the chat box (lower left), I received the message in purple from a gold seller's account.

This is a semi-common occurrence in Rift, as with many MMORPGs. Usually what'll happen is the seller will be on a different account from the actual gold farmer. At times (at least from anecdotal evidence from forum posts), these accounts can be former regular players' accounts that had their password compromised in some way. Usually if that is the case, the seller will have a pronounceable name like Garnadoir does here. Other times, more typically with games that have free trials, the character names given to sellers will be some sort of random gibberish so that the seller can make trial account after trial account and repeatedly send messages to actual players soliciting their services (though many games restrict communication for trial players expressly to combat this).

Rift makes this a pretty easy thing to deal with. Simply right-clicking the name of a player who has sent you a gold seller message will give you the option to report them for spamming, which will immediately "ignore" the player's further whispers as well as reporting the account to Rift's administrators. There's similarly a spam report option for people who send you these offers through the mail.

Of course the primary concern to players is the effect on in-game inflation gold selling can have. This is separate, of course, from the real-life labor issues tied to gold farming, though regardless the prevailing attitude toward farmers in-game is one of disdain... except of course for those who use their services.

Saturday, April 30, 2011

Practicum 5- Alex Girard MMORPGs

I ended up switching over to my "Defiant" side character, Chomposaur. I think it's a cooler name because I'm not really into roleplaying at all. My last character, who was on the "Guardian" side, was named Catoblepas. Technically that's supposed to be the name of some kind of yak monster from Ethiopia who can turn people into stone with his breath, so that's not really "roleplay" either, but it sounds a little more like something serious. I like Chomposaur.

My friend Salt migrated factions with me and changed his name to Smoed. The names aren't really important, so I don't know why I'm bringing them up.

One thing I'm finding is that while we're generally okay as a duo doing the quests intended for single players (Which do make up the bulk of the game), we're running into a bit more difficulty when it comes to "Heroic" and "Dungeon" quests. I put these titles in quotation marks because they are actually classifications of quests that are designed specifically for group play. Heroic quests are generally for smaller groups (of about 2-3 people) and typically are just something along the lines of killing a "Heroic" classified monster (Which is basically just a beefed-up monster that would be too strong for a single player to fight at equal level).

The dungeon quests refer to something I talked briefly about in my presentation. The monsters in these dungeons are typically heroic as well, but are amped up in number to be better suited for groups of five. The main difference with dungeons is that they are "instanced." Most of the world in a MMORPG is persistent, which means that on a given server, players and enemies all occupy the same space whether they want to or not. If one player out "in the world" kills a monster that you need for a quest, you have to wait until that monster respawns because he's removed it from the world.

Instanced dungeons, on the other hand, are run within the world as separate entities. Each instance of the dungeon is created specifically for the group that's inside it, so you only share the space with a maximum of four other people (Or more, for "raid" groups, but I haven't done any of those yet. I'm unlikely to get to a level where I'll need to before the end of the semester unless I just skip all my classes and play the game for like 40 hours this week).

One thing that's important about these groups is having a good group setup. The four basic roles a group needs are

1. DPS, (acronym for damage per second), for killing monsters quickly
2. CC (Crowd Control), for debilitating monsters or otherwise reducing the amount of monsters attacking at one time
3. Tank, which is a character whose attacks deal additional "threat" to get monsters' attention so they all attack him. Tanks have higher health and armor values than other character types to accommodate this, at the expense of lower damage
4. Healer, to heal damage done to the other players or resurrect players who've died in the instance (Saving them the walk back).

There's also the role of "support" that can help buff players or debuff enemies to make everything go smoother, but this typically overlaps with the CC and Healing roles.

So back on our old characters, my character was built as a tank and Salt was built as a healer. Arguably these are the backbone of the group, as you generally need at least one of each, while the other three slots can be filled by basically any role. On our new characters, I'm built as a DPS/Support type, while Smoed is a tank. My character can handle healing a bit, but not to the degree as a dedicated healing character. So before, we basically just had to get any 3 characters to fill the slots. Now we need to find a dedicated healer. It doesn't sound like a huge problem, but a lot of guilds snatch up healers and take them around to dungeons, making them reluctant to join pick-up groups like ours, largely because they've probably already done the instance with their guildmates.

Other than that, the new migration is going well. Sorry for no screenshot this post. The next one will be more interesting with photos, color and the continuing adventures of Smoed and Chomposaur.

Monday, April 4, 2011

Practicum 4- Alex Girard MMORPGS

Note: Night Before Presentation Post

Question: In developing the user interface and gameplay mechanics of Rift in the style of genre-dominating World of Warcraft's systems, is Trion (developer) simply contributing to the glut of "me too" MMOs since World of Warcraft's release in 2004, or is it contributing to the natural evolution of the genre?

At its release, World of Warcraft was essentially a more refined version of pre-existing MMORPGs (Notably Sony's Everquest, Turbine's Asheron's Call, and perhaps most strongly Mythic's Dark Age of Camelot). The Warcraft franchise was a well-established and popular at the time, but World of Warcraft really blasted it, and Blizzard, into the stratosphere.

Again, though, at its core, it was simply a combination and refinement of MMORPG games that had already existed. Since World of Warcraft launched, it seems that most MMORPGs tried to capitalize on running a similar formula with other well-established franchises (Lord of the Rings Online and Warhammer Online, notably). Dungeons and Draagons Online took a different approach, instead trying to cut down on the "Massive" side of "Massively Multiplayer" and capture something closer to the original tabletop game. Champions Online went away from the traditional Fantasy setting (As City of Heroes had before it) and likewise offered gameplay that felt different from competitors.

Regardless of their approach to the genre, each of these games failed in some capacity at using the same retail box/subscription model as World of Warcraft. Lord of the Rings Online, Dungeons and Dragons Online and Champions Online have moved to free-to-play services with "micropayment" options, where the developer can make money by selling premium items and services to interested players. Warhammer still maintains a pay-to-play structure, though they've allowed for an admittedly restricted "endless free trial." I believe this is because, in terms of gameplay and aesthetics, Warhammer was the closest of these games to World of Warcraft.

At least until Rift was released a couple months ago. Rift effectively plays as an incredibly extensive mod of World of Warcraft. The main addition to the game was the titular Rifts, which in practice act as a more randomized version of Warhammer's Public Quest system. Similar to how World of Warcraft combined and refined the mechanics of previous popular titles, Rift has taken elements of the MMO giant's formula, adding enough twist to separate it from being a complete clone while still keeping it familiar (and thereby attractive to MMO players). The game has been released to largely positive reviews (with ubiquitous but warranted comparisons to World of Warcraft) and was noted for it's extremely stable launch. It's far too early to say whether Rift will outclass World of Warcraft in subscribers, but in creating an environment that's new but somehow familiar, Trion has created a networked game that has the best shot yet.

Sunday, April 3, 2011

Practicum 3- Alex Girard MMORPGs

So, I ended up cancelling my subscription to DC Universe Online before they billed me for a second month. Maybe they're planning on fixing it later (Or maybe they've already fixed it since I quit), but when I played at least it felt extremely lacking in terms of content that actually promoted group play. It supported it, sure, but the chat system was so clumsy that it made it more of a chore than just handling all the content solo.

In any case, I decided to jump ship to a more traditional MMORPG that had just come out: Rift. It's actually been accused of being a World of Warcraft clone in terms of gameplay, but I decided to give it a shot because it was getting good reviews, and more importantly because it was brand new. This meant that there'd be a lot more players around my level when I got started.

And that's definitely been how it's worked out so far. I actually got a friend to start around the same time as me just to make sure I had someone to play with, but I've found that for times that I or we need some more people for whatever mission, there's no shortage of players.


I ended up making a Mathosian (Which is Rift-talk for European-style human) Warrior first. Warrior is one of the four "roles" in the game, which basically refers to what you do when you're in a group with other players. The Warriors' job is to get the attention of the NPC enemies so they all attack him rather than the rest of the party. To help with this, Warriors are given more health and armor than other roles, ostensibly at the cost of the other classes higher utility or damage.

You also pick three "Souls" within your role that further specialize your class. While you can kind of hybridize your character to be more like other roles, I decided to go with the straight, high-armor, shield-using archetype.

I've been playing for a while now, and it's fun to see how your character evolves as you get more gear and level up. This is a more recent photo of me playing with my friend, Salt.

A lot of my game play experience so far has being playing in this duo through most of the game's regular quest chain. I'll cover more of the game's content in terms of instanced dungeons, the "Rift" system and PvP (Player Vs Player) options in my next posts.

Saturday, February 26, 2011

Practicum 2- Alex Girard

As I continue to play DC Universe Online, I'm starting to think that I mistakenly picked the least-popular commercial MMORPG that I could've chosen. Obviously, I didn't expect the massive amounts of players that one might see in the hulking behemoth of the genre, World of Warcraft, but I figured that there would be enough people around the cities that I'd find some people to play with.

So far that's not been the case.


This is a pretty typical scene in the Gotham City Police Department. This is supposed to be a pretty high-traffic area, as every player who started in Gotham will have this as their "hub" for getting missions, selling gear they don't want, checking their mail, and getting to other parts of the world (notably, Metropolis).

I do see people in the police station, but it's never more than three or four at a time, and if they're there they're usually trying to get out and go to the next mission. The way that this game has taken a more console/action-game approach to combat and missions compared to other MMORPGs kind of facilitates and promotes solo-play and de-emphasizes the role of social interaction for the sake of social interaction. The lack of any player-crafted goods (that I've seen so far) also kind of limits the interaction between players.

I decided to recruit the help of a high school friend who was also playing the game, just so I could get a little team-based gameplay to discuss for the practicum project. Unfortuntely, despite starting in the same place and following essentially the same line of missions, we ended up having no missions in common, and it probably only would've served to slow us down if we teamed up.

The Gotham Police Department has a teleporter in it, which I took to a giant space station called "The Watchtower." The Watchtower links Gotham to Metropolis, and has things like a bank to store things you find. I actually ended up seeing a few more players here...


... but for the most part, they were just standing around near the NPC (Non-player character) vendors or simply running from point-to-point to complete a quest to explore "The Watchtower." I then took a trip over to Metropolis to check out how things were going on the other side.


It's definitely a lot nicer than Gotham. For one thing, the sun actually shines in Metropolis, compared to Gotham where it's constantly night time. Metropolis is also designed more like a futuristic... well, metropolis, compared to a grimy caricature of New York like Gotham. The police officers in Metropolis even look like robots. Or something.

Lordly Caliber is getting stronger. Generally in MMORPGs, the emphasis on group play increases the higher you get in level. I'm almost level 10, where characters get a second power "loadout" specifically for group support situations, so I'm hoping soon I'll be actually playing with other people, instead of just playing alongside them.

Sunday, February 13, 2011

Practicum 1- Alex Girard

For my practicum project, I'm taking a look at the MMORPG "DC Universe Online." I figured there was a good deal of coverage on the internet about "World of Warcraft" as is, and I wanted to try something that was brand new.

Almost brand new, at least; it came out a little over a month ago. As the title suggests, it's themed around the DC Comics franchises. I'm not too well versed in DC properties, outside the big names (Batman, Superman, etc.), so I decided to do a little digging on the game to see who all was represented in it. All the obvious ones were there, but then there were a few characters I'd never heard of before, like Metamorpho and King Shark.

Of course, actually getting into the game I found that knowledge of DC characters or comic books in general really wasn't that important. The game, as with most MMORPGs, centers around the player's character, who's ostensibly a uniquely-designed hero or villain.

Before making your character, you choose their superpower and combat style, as well as whether they'll fight for good or evil and who their mentor is (Batman, Superman and Wonder Woman for heroes, The Joker, Lex Luthor or Circe for villains). I decided to go with a gunfighting hero mentored by Batman.

Originally, I had him designed as a robot wearing a suit and tophat. He was going to be called The Iron Gentleman, but the game wouldn't let me use that name. I assume it's because it's just "Iron Man," a Marvel property, but with "Gentle" crammed in the middle. Anyway, I completely redesigned him and changed his name to Lordly Caliber.



I kind of wanted to make him look like a king, to play off the "Lordly" in his name, but they didn't really have anything in the costume designer thing that would've worked like that, so I decided to go with an Ivy Leaguer who'd show those Princeton boys what for.

Less than 10 minutes into the game, however, you're given pieces of equipment that completely change what you originally looked like. Lordly Caliber ended up looking like Guy from "GalaxyQuest," if you've seen that. Fortunately, the game lets you lock pieces of your costume so that you can enjoy the practical benefits of new gear while still looking how you want. I was glad for that, because I wasted a lot of time getting Lordly getting the way I wanted him to appear to "the world," and I wasn't really down with him turning into a space cadet or spooky techno version of Batman.

Outside of running around next to other people, I didn't really have a lot of interpersonal interaction yet. Since I picked Batman as my mentor, I was sent to Gotham City as my starting zone. I assumed that thanks to the popularity of the Christopher Nolan movies, as well as the general more mainstream popularity of Batman compared to Superman and Wonder Woman, I assumed the area would have a fair number of other players. It ended up being largely deserted.

I think a part of this was because the last time I played it was on the snow day last Wednesday. Most people are at work at noon on a Wednesday not playing video games at home, so it's understandable that the population was a bit low. There were small bits of conversation going on in the chat channel, mostly people looking for others to band together for the missions that require groups of players. The bulk of the missions, as far as I'd seen, were designed to be done solo.

In fact, often I'd be around others who were doing the same mission, but nobody really said anything. Each person went about their private business, killing villains and saving citizens (Or vice versa, depending on what part of town I was in). I saw a few groups of two doing the same missions directly next to each other, but for the most part it seemed like a world of solo players.

So I soloed as well. I assume I'll soon be reaching a time where I'll either need to enlist the help of a group to do one of the harder missions I'd heard mentioned in chat, or I'll need to enter the player economy to have my gear up-to-snuff. Hopefully I'll have more info on that in my next post.