Dev's and Game Mags


Aggelakis

 

Posted

Do the devs read game informer? If so they should check out issue 201 and read up on wow article... esp the pvp bit... just someones opinion I personally like.

Happy holidays and everything to everyone.


 

Posted

Quote:
Originally Posted by Firi_ View Post
Do the devs read game informer? If so they should check out issue 201 and read up on wow article... esp the pvp bit... just someones opinion I personally like.

Happy holidays and everything to everyone.
you want... our devs... to read up... on World of Warcraft.

I'm sorry, but what have you been drinking and is it legal anywhere in the US?

I want our devs staying as far away from World of Warcraft as is programmably possible.

I'd also rather they just convert all of the PvP zones to Co-Op, call PvP for the failure that it is, and cease to waste any more time, money, or resources on an aspect of the game that never is going to turn a profit.


 

Posted

Quote:
Originally Posted by Firi_ View Post
Do the devs read game informer? If so they should check out issue 201 and read up on wow article... esp the pvp bit... just someones opinion I personally like.
Yoiks. Let's hope the devs don't see this and/or pay any attention to it. We do NOT want the creators of this game 'taking lessons' from World of Warcraft. The games are very different and we like it that way.


Paragon City Search And Rescue
The Mentor Project

 

Posted

You should read the article before replying


 

Posted

If you want people to read it, you should probably provide a link so that people can. And if it's print only.... Don't expect a whole bunch of people to run out and buy a magazine to read an article about a game that a lot of us have no interest in at best, or actively hate at worst.

Also, from Christmas to New Years, the devs are on holidays. BABs, who is the most prolific dev poster, hasn't logged in since Dec 20, last I checked. Casle has posted twice since their holiday started. None of the other devs have. Don't expect any of them to se this before the forum monster eats it.


@Roderick

 

Posted

Send a PM to the devs you think should read it. Posting here (in Player Questions, where players answer questions posed by other players) does nothing.

We can't tell you if they read Magazine A or Trash Rag Z. We also can't tell you if they will or won't. So your question is in the wrong place (if it's anywhere but a dev's PM box, it's in the wrong place.)


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Originally Posted by Dispari View Post
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Posted

I assume this is the article the OP mentioned. I'm linking it simply so if people want to debate about the merits, we all have access to the same reference material.


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Tempus unum hominem manet

 

Posted

This is from a different Game Informer / Blizzard interview, I think, but it relates to storytelling issues I've been pushing for years now, so I'll post a quote and make a highlight here or there.

Quote:
(From: http://gameinformer.com/games/world_...nd-future.aspx)

GI: One of the things that I’ve picked up on personally that’s been improving with the expansions -- whether you’re looking at quests or instances or raids or anything -- storytelling seems to be a more and more important factor with subsequent patches and expansions. This stands out to me, because very few other MMOs have managed to create captivating narrative content, but it seems like you guys are really striving for that and often succeeding in World of Warcraft. Is that something you expect to continue progressing in future World of Warcraft expansions and future Blizzard MMOs, or will narrative always take a backseat to the grind in MMOs?

JK: It’s funny, because you said that narrative became more important, but I look at it a little bit differently. The story was always extremely important to us; I just don’t think we did a good job of telling it early on. What happened over the years as World of Warcraft progressed is that we had this very seasoned development team. Guys like Chris Metzen, our creative director, were partnering with guys like Alex Afrasiabi, our lead world designer who headed up the quest team. We’ve got the most experienced quest team in the industry. These guys are masterminds now when it comes to telling a story. They’re just much better at doing it than we ever were before.

They really wrapped their heads around the concept of letting the players experience the story first-hand rather than just trying to beat them over the head with text, which is something that’s really important. In the early days, we did a lot of quests where we put a lot of time, heart, and soul into designing them. If you go back and look at the “Green Hills of Stranglethorn” quests, for example, there’s a lot of text written, and there’s actually quite a bit of story there, but the players don’t absorb it, because they don’t experience it themselves.

If you fast-forward to something like the Death Knight starting experience, our story-telling team has really mastered or refined the art of delivering the story as first-hand gameplay rather than spraying you with the word hose, which is what we did in the past.

GI: That’s a good way of putting it. So you would expect that to continue, where in addition to creating a compelling MMO, you want to tell compelling stories as well?

JK: Yeah, I think what really excites us is the concept of bringing those two notions together. It doesn’t have to be mutually exclusive. We can enhance great gameplay by having a great story along with it. We just have to be careful to make sure that the story isn’t getting in the way of the great gameplay. Our guys have gotten really good at respecting the fact that players are having this gameplay experience and that they just need to add to it with story elements rather than sidetracking them or making them click through pages of words. It really boils down to that axiom of "show, don’t tell." That’s the new philosophy that they’re embracing, and they’re just getting better at their craft.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
I assume this is the article the OP mentioned. I'm linking it simply so if people want to debate about the merits, we all have access to the same reference material.
Oh? I was assuming it was the Rob Pardo interview which I suspect is in the "exclusive content for subscribers" area.

The quote I gave above is from the Jeff Kaplan interview.


 

Posted

Quote:
Originally Posted by konshu View Post
Oh? I was assuming it was the Rob Pardo interview which I suspect is in the "exclusive content for subscribers" area.

The quote I gave above is from the Jeff Kaplan interview.
Don't know, don't get the magazine, went to the READ CURRENT ISSUE link, which lists as issue 201 and that was the only WoW article I saw. If it's not the right one, I apologize.

Like I said, didn't bother to read it.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

The online readable is missing the part I was refering to (its in a side blurb thing in the mag itself) which sounds very convient... also the side blurb is all I read.


 

Posted

I also agree with you konshu. Some of the older TFs where the story is basicly only told in text (im looking at you posi) compared to the ITF and such are like night and day in story telling elements. We need alot more interactive story.. that might be just me and konshu though...


 

Posted

Quote:
Originally Posted by Firi_ View Post
I also agree with you konshu. Some of the older TFs where the story is basicly only told in text (im looking at you posi) compared to the ITF and such are like night and day in story telling elements. We need alot more interactive story.. that might be just me and konshu though...
This is one of the WORST parts of the old TFs. If you know how (and many players don't), you can read the send-off for each mission. A lot of the rest of the text is available only to the leader, which means that either: 1> You lead, and the team gets upset that you're taking too long setting the next mission, or 2> You don't lead, and have no clue what you're doing (other than your fourth consecutive "Defeat all lockwork on an identical map"), or why you're doing it.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
This is one of the WORST parts of the old TFs. If you know how (and many players don't), you can read the send-off for each mission. A lot of the rest of the text is available only to the leader, which means that either: 1> You lead, and the team gets upset that you're taking too long setting the next mission, or 2> You don't lead, and have no clue what you're doing (other than your fourth consecutive "Defeat all lockwork on an identical map"), or why you're doing it.
Yeah, I was very disappointed when I started playing this game back in 2005 and found that the only way to understand what was going on was to carefully read all the contact information and clues. I typically was not the team leader, and we were always hustling, so there wasn't much opportunity to read the contact information. I was too busy trying to Sprint past boulder-hurling Trolls in The Hollows, dammit!

So for most of 2005 I was completely in the dark about what was going on and VERY bored with it all. I focused on character creation and using my own imagination.

Then in 2006, I think, I started looking into the various online resources that had sprung up. I read all the contact information and clues for each arc and started to pick up on things that were delivered poorly early on.

Like in the Flux arc, I think, in a clue we stumble across a strange skull which now I understand must have been a Coralax skull. Prior to CoV there were no Coralax, so it was hard to understand what this clue was without the context. And I still don't know why it was a "clue." A clue to what? lol

Obviously the devs intended to insert something about the Coralax into The Hollows - probably something full of Lovecraftian influences - but never got around to it.

I also suspect that the devs created all the different origins and the different contacts with the idea of having unique content for each contact which reflected the contact's origin. But at some point they decided "My God this is taking forever, let's consolidate!" and so we have multiple contacts every few levels that give us the exact same missions.

My first week in the game I went to Laurence Mansfield, the coroner, expecting to get some sort of mission that had an advanced plot about someone's death, or maybe something about the zombie-like minions of Dr. Vahzilok, which I had encountered in Galaxy. Instead he directs me to a cave where the Circle of Thorns have taken the stolen Jewel of Hera.

That thoroughly cracked my sense of disbelief or immersion and similarly cracked my confidence in the devs. What in blazes was a coroner doing with this kind of information? If he's just a regular citizen, why doesn't he tell the police, and then I get the call from the police? It was just too unbelievable.

And that was when I realized I was basically in an overblown arcade game, and not really in an adventure role-playing game, despite all the in-game text and claims on the cover of the game's box. It could have been an adventure RPG, but they never finished coding it properly.

Anyway, that's my own perception / opinion. I've reconciled myself to it, but I still wish I was getting the game I originally thought I was getting.


 

Posted

Quote:
Originally Posted by Firi_ View Post
The online readable is missing the part I was refering to (its in a side blurb thing in the mag itself) which sounds very convient... also the side blurb is all I read.
Can you, or someone, please type in that side blurb? I'm now very curious.

And for the naysayers in this thread: I am not a WOW fan. I tried it and couldn't get into it. But it is the 800 pound gorilla in the MMO universe and to have our devs ignore it is silly and unrealistic. While I don't want this game to become WOW or WOW-like, I am sure there are design elements they can steal and refine.

Much of what I read in the posted article applies to this game as well as that one. BaBs has said similar things about creating smaller raids -- where everyone's role is important -- as a design philosophy behind the redesigned Hamidon raid.


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Posted

Game designers do investigate each other. They borrow from each other. WoW has crafting, now CoX has Inventions(and better for it). CoX has Badges, now WoW has "Achievements"(*cough* badges). It happens all the time.


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--The Question, JLU

 

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Quote:
Originally Posted by Derangedpolygot View Post
Game designers do investigate each other. They borrow from each other. WoW has crafting, now CoX has Inventions(and better for it). CoX has Badges, now WoW has "Achievements"(*cough* badges). It happens all the time.
Crafting preceeded WoW by many years.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

The flurry of "don't wannem to read stuff about WoW" is really amusing.

Professionals in most fields stay current on developments and general information in their fields. They read articles by other people in the their line of work. They are often knowledegeable about the history of previous developments in their field, as well as current state of the art, even in products that compete with their own.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

Quote:
Originally Posted by BBhumeBB View Post
The flurry of "don't wannem to read stuff about WoW" is really amusing.
It was a flurry of "don't want them to make this game more like WoW". We don't care what they read.

It's just that we often see the attitude of "Well, WoW has so many subscribers. Obviously every game should copy them in order to be successful."


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Posted

Though the other article that has been linked also has very good points, after looking again at the one I was thinking of it is "The Evolution of Warcraft" by Adam Biessener. Here is the side blurb I was refering to.

Quote:
Turning Points
The five most important changes to the World of Warcraft

Making PvP Worth the Effort

As much fun as you can poke at the terrible initial honor system, you can't fault Blizzard for ignoring player vs. player battles. It took an awfully long time to get there (see timeline * im not typeing that...*), but PvP us at a point where large sections of the game's population enjoy taking part in Arenas, Battlegrounds, and open-world battles. Going from having no reward system whatsoever to a fleshed out endgame progression path may have taken four years, but there are a lot of players whose devotion to WoW PvP lends credence to the strength of its current implementation.

Lowering the Raiding Bar

Engaging in endgame raids at WoW's launch was often a painful process. Wrangling 40 players proved too much for many groups, leaving much of the population with little to do at level cap aside from running teh same trivial small-group dungeons ad nauseum. Starting with 20-man dungeon Zul'Gurub in the 1.7 patch, the raid game eventually morphed into its current 10- and 25-player size, with normal and heroic difficulties offering appropriate challenge to different groups. Just as a reminder, before you start typing up angry emails about Blizzard " catering to casuals" and making the game too easy, Algalon and heroic Anub'arak say "hi."

Achievement Unlocked

Microsoft introduced gamers to achievements with the Xbox 360. Turbine popularized them for the MMO genre in the Lord of the Rings Online. Blizzard knocked the concept out of the park with World of Warcraft. There's an achievement for everything in WoW, and accuring these badges of honor is a game unto itself.

Paladins for All

You may laugh now, but Horde raiding back in the day was a huge pain due to the lack of Paladins. By recanting its stance on faction-specific classes, Blizzard angered some lore nerds and solved the game's biggest ongoing balance issue. Orc racials may be all right, but blessings were easy mode.

Supporting the Soloists

Yeah, it's an MMO, but some people still want to play it by themselves. Blizzard has made constant changes to the game to support solo players, from adding daily quests to making it easier to level alts. We're convinced that this has kept more people playing then the raiding and PvP changes combined.
So just a few comments.. The idea of pointing out this article was (if you have not guessed already) the PvP blurb. Someone please tell me, besides for just pure pvp and the very rare random pvp drop, what rewards does the current pvp system have? I'm looking at rep and bounty (siren's call) very hard trying to figure how they did not incorperate those into some sort of exchange for (better then SO) rewards.

In reference to the raiding bit, that has not been a huge issue because this game is not centered around that and besides that TF/SF's do a very good job of this as well. I would not mind seeing SG type TF's (yes im looking at you CoP), but you only can wish for so much for christmas. As a side note if CoX had TF difficulties that actually rewarded acordingly I think that would help as well. Either that or an option to choose a difficulty (something totally separate then the restrition options we currently have) that would be balanced according to the one selected without actually penelizing the player. 99% of PUG TFs already do lowest difficulty and typically attempt as a decent time of completion. I'm sure there would be many many hours of balancing these if they were to add differnt TF difficulties (balance in reference to a "well made team being able to complete them" vs actual reward... thats a whole monster unto itself), but I do think it would add a very welcome demension to existing TFs that poeple enjoy.

This achievment bit kinda miffed me... not even an honorable mention for CoX....

Paladins for All reminds me of times before Pain Dom's on villain side where having a good emp on team would have been so much easier them a couple of therms and a kin. Now you could still argue that not having fort and Recov Aura is still an issue (maybe...) but GR should hopefully bash any lasting arguements on that bit.

Soloing. I really don't think CoX has ever really had any issues with soloers and altitis, but I'm not a huge soloer so my opinion doesn't hold much water. The continual XP smoothing and the recent addition of the Difficult Slider's face lift I am sure has made alot of non-farmers happy as well.


 

Posted

Please read this post carefully, as it's intended to explain the reasons why CoH has such a problem with PvP.

There's a difference in basic game dynamic. City of Heroes has a cooperative dynamic, while World of Warcraft, Warhammer, etc, have an adversarial/competitive dynamic. In CoH, it's expected that players will cooperate for rewards, and everyone is rewarded somewhat equally; in WoW, you fight over them, and there are few winners of limited rewards.

That brings us to what players of other games have come to expect from PvP (and if you note, what some have been asking for in CoH):

1. Open-world PvP, so unsuspecting victims can be forced into PvP whether they want to or not. Or at the very least, forced PvP at a certain level, or on certain select servers. Some consider it a rite of passage to be ganked, or to gank someone who's new for an easy reward. In CoH this doesn't exist, unless someone gets curious and wanders into Siren's Call.

2. Reward for PvP that's unobtainable through any other means, and either gives bonuses far beyond what PvE rewards would be, or are required to complete certain tasks within the game. There are PvP recipes in CoH, but they aren't spectacular enough to draw enough "new blood" to PvP, and you can pretty much complete all the game content without setting foot in a PvP area.

3. "Cost" for victims of PvP. Have them lose an item, or money, or some sort of points that they will have to fight their way back to through hard work or more easily through PvP. This is an absolute no-no in CoH, due to its cooperative, rather than competitive, dynamic.

I don't believe PvP in City of Heroes will be accepted by those who have experience with competitive games until all three of the above conditions are met, which, because it violates the CoH dynamic, will never happen. PvPers will never be happy here.

The devs did an pretty good job trying to make PvP more accessible in CoH to the average player - but, once again, it's not what PvP oriented players are used to, and not what they will accept. Personally I think future efforts should concentrate PvP on the now abandoned arenas, and provide more exciting PvE content instead.


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Posted

Quote:
Originally Posted by SwellGuy View Post
Crafting preceeded WoW by many years.
So do badges.

Quote:
Originally Posted by je_saist View Post
ywhat have you been drinking and is it legal anywhere in the US?

Growing hemp is illegal in the US, though it can be imported. North Dakota, Hawaii, Kentucky, Maine, Maryland, Montana, West Virginia, Vermont, and Oregon have laws making it legal to grow hemp, despite the federal law against it.

Quote:
Originally Posted by Ironblade View Post
Well, WoW has so many subscribers. Obviously every game should copy them in order to be successful.
IIRC, a WoW dev recently said (paraphrasing) "Don't copy us if you want to be successful. Look at City of Heroes - they're doing something different!"


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Quote:
Originally Posted by Firi_ View Post
This achievment bit kinda miffed me... not even an honorable mention for CoX...
Yeah, me too -- the paragraph nearly PERFECTLY described CoX badge-hunting, which IS pretty much a game unto itself in many ways.

Hmpf. Poopy-head stoopid writer-person!


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Posted

Quote:
Growing hemp is illegal in the US, though it can be imported. North Dakota, Hawaii, Kentucky, Maine, Maryland, Montana, West Virginia, Vermont, and Oregon have laws making it legal to grow hemp, despite the federal law against it.
Don't know about the others, but it's "for medical use only" here in Oregon.

And ironically, down the street from me (1/4 mile tops) is a guy growing it for him and his mother (cancer, I think, is why they got approved to grow it) right next to the drug rehab center in town...


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