anti-aliased

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  • Anti-Aliased: From Captain America to the whirling dervish, dual-specs discussed

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.08.2009

    It's not too often that I actually get mail dropped in my box. My column is usually so loudmouthed that people just usually complain in the comment box instead of taking the time to send me a well worded e-mail. However, one of our intrepid readers, Patrick, actually sent along a question to my inbox, which I'll happily relate to you now."Do you have any thoughts on dual specs in WoW? I thought this was ugly towards the *World* of Warcraft - anyone could be anything at any time with no real choice / consequences for those choices. Blizzard is moving further and further away from an immersive game to being a game about 'gaming the system' behind the game. Additionally, it seems like Blizz spends more time on shifting mechanics (and keeping players occupied with adapting) than in making really interesting and rewarding (not loot, but the more ephemeral 'rewards') content for their players."Actually Patrick, I've been milling over this for some time now. While the initial concepts of dual-specs were put in place to alleviate the gold crunch and hassle of re-specs, the system has evolved much further beyond its initial structure. Some of those things I wholeheartedly welcome, but others I'm wary of. So let's talk about dual-specs, and why the system is beginning to really, really break.

  • Anti-Aliased: From Captain America to the whirling dervish, dual-specs discussed pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.08.2009

    While Warcraft's original dual-spec system, which required a lexicon of power to be present to change specs, had the same restriction, the final system removed that restriction. Now, players will lose all energy/mana when changing specs, and they also can't do it in battlegrounds, arenas, or in combat, they can still switch while in instances and in world PvP. If Blizzard believes that a 5 second cast time and a loss of all mana/rage/energy is enough of a detriment to prevent people from abusing the system, then they are pretty wrong. Already, as a paladin, I could easily switch specs, switch weapons with short cuts on my hotbars, use divine plea to gain back 25% of my mana, and rush right back into combat. Rogues regenerate energy back at a quick pace, giving them the ability to switch between combat when they feel confident and subtlety when they feel they might lose a fight. As long as you can gain a breather and have the gear on you, you can switch. "Why take the hunter when you have a paladin who can do protection and retribution and has the gear to outclass the hunter in both cases?" I feel quite certain that players will find ways to abuse the new system when in instances as well. Groups will find that they can do dungeon easier with less people, as players will be able to switch across multiple roles. This means pure classes, such as the mage, priest, and hunter will also have a tougher time finding groups. Why take the hunter when you have a paladin who can do protection and retribution and has the gear to outclass the hunter in both cases? Certainly it's bad now, but it can get even worse because now the paladin can fulfill both roles while in the dungeon, when the hunter cannot. My personal opinion is to have left the requirement to be with a lexicon of power in place. This would have allowed the system to function in the capacity it was designed for -- ease of talent changes. Now the system may have a potential impact on the PvE and world PvP side of the game, one that I and the developers may not be able to guess. And the news that's in the middle It really does seem like Warcraft has completely forgotten about rewarding gameplay in favor of tangible asset rewards, but that's something the game has been doing for a long, long time. While the leveling game is more focused on exploring the world and solving problems, the endgame comes down to number crunching and gameplay theory. Is this good or bad? I'm going to clarify that it's neither, and simply the direction that Warcraft wishes to take at this current time. This is the part that comes down to player preference -- if the player doesn't enjoy what Warcraft wishes the player to do, then just don't play. Are dual specs going to destroy the game? No, probably not. Will they complicate things and cause new areas of stress for the player culture? Oh, absolutely. As to what those stresses may be, we'll only find out once the system is fully introduced and the impacts on each server can be witnessed. Colin Brennan is the weekly writer of Anti-Aliased who is taking a "wait and see" attitude towards dual-specs. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased: Serious business guys, serious business

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.27.2009

    This is one of those quintessential arguments that pops up time and time again amongst gamers, guilds, groups, and communities. It's an argument that divides people, pisses off people, and causes countless more gamers to alienate other gamers. How serious should you be about playing your game? Of course we laugh about a topic like this one. Games aren't suppose to be serious, that's why they're games! They're suppose to be fun and enjoyable. If you're not having fun, then you're doing something seriously wrong. For the most part, all of this is true. Yet, there are small segments of the games that we play that actually can require everyone to sit down and "get serious."We see it in raiding tactics, player vs. player tactics, loot distribution, and many other areas (including the entire universe of EVE Online, which seems to be played very seriously.) We've even dedicated a segment of our culture to this type of behavior -- the "hardcore" crowd.So, let's go forward and look at the question, "Are games getting too serious?"

  • Anti-Aliased: Serious business guys, serious business pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.27.2009

    You might see where this is going now... This is a hard concept to explain, yet it's the concept that drives all social games, real-life based or online based. If you're taking the game so seriously that you're not having fun, then you've found the line where the problem begins. "Serious business" sounds like a joke, but all games have some degree of seriousness in them. The only ones that are truly unbound by this rule are the ones that are entirely luck based, like The Game of Life, Chutes and Ladders, or Trouble, where the dice determine the progress of game play. Players have no true input into the game, thus no true focus is required. "So are games getting too serious? Nope. They're doing the same things they've always been doing." Once decision making is introduced, strategies begin. Once strategies are introduced, players will formulate efficient ways to win and those winning methods will always win unless luck determines otherwise or a more efficient strategy is found. Regarding our MMO games, which require player movement, button presses, and (to some degree) luck, you will need players who are focused. If players aren't standing in the right places or if the right skills aren't being used, then loss will almost constantly occur. Players don't gather in raids to lose, they gather in raids to win. A football team and a raiding party are actually closer than one might think. Both get together to overcome a challenge presented to them, whether it be the Blue Mountain Eagles from the other side of the county or Patchwerk of Naxxramas. The fun comes from the work of overcoming the challenge; from "winning" the game. Sure, there might be rewards involved, like trophies or purple loot, but there is also going to be work involved. So are games getting too serious? Nope. They're doing the same things they've always been doing. So next time you're in that raid group, or next time you're on that PvP team, or in that corporation war, or sieging that city, remember that focusing is not being overly serious. It's about working to get the task done, not screaming at one another. It also means that perhaps you might want to save your list of jokes and gossip for another time. There's always more time to kid with friends. But right now is one of the few times you may be standing in front of Malygos. Colin Brennan is the weekly writer of Anti-Aliased who is still forced to make decisions he totally doesn't want to. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased: Yu rack disriprine

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.18.2009

    A few nights ago, I was in one of the worst pick-up groups I have ever seen. It was World of Warcraft, we were in Halls of Lightning, and we had opened up with a dramatic wipe on the first boss. (He wasn't even in his powered mode, which surprised me.)Valiantly, we tried the battle again, but found the same effect. Everyone looked like they had enough gear -- I had done that boss with "worse" people backing me up. Of course, while I was pondering that, the squabbling had already begun in the party. Priest blames hunter, hunter blames mage, mage blames paladin, then the paladin stops pondering why we were failing, realizes people were blaming her, and becomes flustered that someone would actually blame her for the wipe. Meanwhile, the rogue sat in stealth and went afk. Perfect party dynamics.Before long I found myself outside of Halls of Lightning again, sitting on the steps in my pristine holy plate armor. I held up a sign that said, "Will tank 4 food," while I kept up hopes that another party would take me in. (Note: Apparently Game Informer used "Will tank 4 food" in their latest magazine, which just read 5 minutes ago, well after this article was completed. Scary.)Party dynamics seem to be on the decline, but why? Pick-up groups were always a scary prospect, but lately they seem to have become something entirely more nightmarish. What the heck has changed?

  • Anti-Aliased: Yu rack disriprine pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.18.2009

    CasualLolz player, meet OMGHARDCOREBBQ player The last part of odd group dynamics comes from how much our genre has grown since the days of EverQuest and Final Fantasy XI. Back in the days pre-Warcraft, the MMO community was a small group of gamers who, for the most part, had the same play styles. If you didn't like the genre, you probably didn't play the games. The games presented their basic dynamics to the player very quickly, and people who didn't like how the game was going had the chance to drop out at level 10 or earlier. That's not how the community is today. Thanks to the rampant success of Warcraft, friends are inviting non-MMO friends. People who haven't even touched a game before Warcraft are picking up MMOs. They jump in, do their soloing, fall in love with those dynamics instead of being immediately introduced to party dynamics, and then enter into parties with explosive consequences. It's then, at this late point in the game, when they realize that they don't want to be with other people. They don't want to re-learn everything because they feel that they have mastered what the game is all about. Then you have the player that has played the older games, who does know what to expect, and who runs his endgame content with an iron fist. Do one thing wrong and he screams at you, because in the "olden days" doing one thing wrong netted you extreme penalties and raid wipes. Putting these two people into the same group is not going to work. Yet, this occurs every day in Warcraft and other MMOs because of how huge the genre has become. Some people come because they want to have some easy fun, but then they falter when they get to the content that is obviously targeted towards people who have been in the genre for some time. The people who have been in the genre can't stand the people who are there for the casual soloing because they act too loosely in raids. Yet, it's not all that bad For how much we moan and complain about pick-up groups, you'd think the sky was falling. Sure, the rate of failure in grouping is much higher than it use to be, but that's the way it's going to become. The bright side to all of this is the very same sentence I used at the beginning of the article -- grouping is all about having experience grouping. As the newcomers and old players adjust to the new ways MMOs work, they will become more experienced. The fail wipes of today will become the successes of tomorrow, as long as players learn to stick with it and take the good with the bad. Failure will never disappear from online MMOs. It's a necessary game mechanic that can't be removed, no matter how much we try to minimize penalties. Just remember to learn from the mistakes you witness -- you'll be a better player because of it. Colin Brennan is the weekly writer of Anti-Aliased who thinks people might like to play with other people in MMOGs, but is probably totally wrong. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased: Don't make roleplaying servers if you can't handle it

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.06.2009

    For those of you who don't know, I'm super in to roleplaying. No, I'm not a Shakespearean nutjob who spouts "I shall put my sword betwixt thine evil heart!" No, nothing like that. I'm just a guy who likes getting into the setting of game. When you go into Naxxramas and see Anub'Rekhan, you see a boss where I see a commander of Anub'arak, the traitor king.It's because I know the lore so well that I like to play around with it, involve my character in it, and really keep the fantasy of the world intact around me. But I've learned something over my course of 12 years of MMOs. It's something that happens in every single game that I've played and a problem that I've found insurmountable when it comes to roleplaying.It's really hard to roleplay when a thirteen-year-old is thrusting his virtual crotch in my face, screaming "LULZ GUYS! LULZ! Lolololololol!!!!11oneeleven"

  • Anti-Aliased: Don't make roleplaying servers if you can't handle it pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.06.2009

    ...and totally doesn't want to enforce the rules. The roleplayers are roleplaying in the streets, until a naked guy runs by and starts dancing suggestively in front of the guild's princess, singing the latest song by Kanye West. The guild begins to furiously slam the GM button, still trying to go on with their improvisational acting scene, but finding it extremely difficult to do so when something is so obviously breaking the scene into 10,000,000 pieces. The GM comes down on his magical wings, looks at the situation and says, "Sorry, he's not saying anything that's covered in our harassment section. He's not saying anything that is considered offensive. He can dance naked all he wants," and then leaves with fair wishes to all while the roleplaying guild stands there, slack jawed and completely confused as to what just happened, while Kanye West is sung loudly in the background. Yet the solution isn't hard, and ultimately benefits you, the developer, in the end Roleplayers get frustrated by this seemingly simple stuff. It makes us wonder why you even bother to make these servers, when they are completely the same as the normal servers. We get it, your support team doesn't want to ban anyone because that's "bad business." That guy who's griefing everyone is still paying the 15 dollars that you want, so you'd rather keep your mitts off of the paying customer. "But no one wants to hear that. No one wants to push the ban button. Yet the solution isn't some magical means, and it's something that would work wonderfully when implemented -- localized bans." Here's a loud wake up call guys -- MMOs are a service, not a one-time purchase. We keep saying that, yet somehow no one seems to realize it on a business level. By letting this guy go, you're angering about 20 other customers, and potentially losing more money in the process. You let this one guy go, you lose 5 other subscriptions. What's better, 1 person being forcibly asked to leave, or 5 people leaving of their own accord and spreading a unsatisfied opinion to their friends? But no one wants to hear that. No one wants to push the ban button. Yet the solution isn't some magical means, and it's something that would work wonderfully when implemented -- localized bans. If you have a guy who is seriously griefing a roleplaying server and violating the rules of that world, then ban him from just that server. If he complains, tell him he's got 20+ servers to choose from. If he complains that he lost his character, then transfer his character to a new server. Your roleplayers don't have to deal with him, they stay happy in their own little world, the griefer gets to keep his stuff, you get to keep your money, and literally everybody wins. If that's the way things swung, roleplaying worlds would probably much more tolerable. Support people will probably feel that pulling a ban on someone being a jerk is more justified, as they're not removing them from the system entirely. All of the people interested in roleplaying now have an environment to do so, and they start spreading word to their friends that finally, a support staff has stood up for roleplaying. Maybe roleplaying wouldn't be waning if the players who did it felt supported in their endeavors? Now if only I could do something about people who roleplay vampires... Colin Brennan is the weekly writer of Anti-Aliased who does "teh arpeez." When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased: Sometimes, it's the little things in (virtual) life

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.26.2009

    After playing so many games, there are moments that stick out in my mind that make me smile. Some of them are these really epic stories about boss battles, or hard fought PvP moments, or personal notes of glory and triumph. Yet others are drastically different. They're calm, touching moments, where the game either really affected me on an emotional level or wowed me with some attention to detail.In the frantic picture of game design, balancing, art direction, content, and bug squashing of making a highly complex MMO, development teams begin to miss things. Who cares about how a daisy moves when there's serious issues at hand, like item drop rates not working out the way they should be? Yet some development teams do see these little issues and they do take the time to program them in. Not every user may notice them, but some users will, and appreciate them.This column is dedicated to the little things in our virtual lives. Come with me as we look through some popular and some unpopular MMOs, and highlight some of the things that development teams have done to really hook us into their world.

  • Anti-Aliased: Sometimes, it's the little things in (virtual) life pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.26.2009

    Oh, and by the way, you can't use blueThe Matrix Online may not have captured everyone equally, but one thing they did do very right was the coloring in the game. The city streets are filled with blowing trash as non-interactive NPCs wander the streets, looking for their destinations. When night falls, the street lights give off uneasy blasts of light down onto the asphalt while alleys look more dangerous than usual.What brings all of this world into the gloom of the Matrix was a very deliberate choice of color. Not only is the entire game given an odd over-tint of pea green that defines the Matrix so well, but the developers made very careful decisions regarding the use of red and blue. Bright red is only used in areas of instability, hence the odd red tints in the decrepit Barrens district versus the strong green and white of Downtown and the fire engine red color of the emergency escape hardlines. "It's another amazing task when the development team is actually able to freak people out with sunny, happy, beautiful days of blue sky in the Matrix." The color blue? Well, there is no blue in the standard palette of the game. Blue only occurs once in the system -- when Sati controls the occasional sundown. Past that, blue is kept far from the confines of the Matrix.It's an incredible task when the art department successfully creates an entire virtual world without using the color blue. It's another amazing task when the development team is actually able to freak people out with sunny, happy, beautiful days of blue sky in the Matrix. To quote my friend Fenshire, "Even if they didn't announce the event next week, you could tell it was coming up. Sky's been beautiful every day of the week. Something is very broken in the system."The final synopsisAs I said in the opening of this column, our virtual worlds can be more than stats, exp, levels, and killing if the developer takes the time to sneak it in and the player takes the time to look. There's a hidden world of lore, emotion, and depth behind most games that some players just never take the time to explore or learn about.It's things like these that make our worlds pop out and become something more than just a playground to kill monsters. It's what makes them functioning worlds rather than a device for performing repetitive behavior. When it's done right, or implemented properly, it turns the game into something extremely enjoyable and persuasive. When you're out doing that repetitive behavior over and over again, you get to look around and notice these neat little things that begin to wash away that repetitiveness and let you come back for more."Epic purplez" may be what everybody wants, but sometimes there's more epic things in the game than just the loot. Colin Brennan is the weekly writer of Anti-Aliased who loves the little things of games. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased special edition: Hands-on with Darkfall pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.19.2009

    The goblins now haunt me in my sleep This was the point in my adventure when I was really fed up with goblins. Yet, apparently I still had to kill more goblins because even after those quests, I was sent to run 15 minutes away from the city with bad directions to this man who was surrounded by zombies and still wanted me to kill more goblins. What about the zombies? Is there no love for killing zombies? This was the point where I internally screamed and decided to go do whatever I wanted to do. That's what this game is about, right? This turned into a very short list which included exploring dangerous territory and/or killing whatever I found in said dangerous territory with my really weak sword. So I decided to do the smart thing and sit in town, casting magic missile over and over again just to level up my magic abilities without putting myself in danger. Going outside was just too much of a risk because I had no incentive to leave my main city and I could easily level my magic inside the city walls. The final verdictSo what's the word on Darkfall? Simply put, savior of MMOs this game is not. While combat is pretty nifty and lag free, the monster AI is pretty awesome, and the exploration factor is phenominal, this game has huge incentive problems. I wouldn't be so hard on the game if it wasn't in development for seven years. All resource nodes give the same stuff, so starting cities have the same nodes as hidden cities, and staying in a starter city to do your crafting is probably smarter. Quest givers have no indication that they give quests until you talk to them, there's only one quest line for each starting city (see "Killing Goblins" above, as it's the same quest chain for every race), and finding new weapons and armor is a giant pain when you have to run 6-10 minutes to find anything. Plus, if you die, you lose everything and get sent back to the last stone you bound to. Now you get to have the "joy" of running 6-10 minutes again, naked, and with a really bad sword if you were unfortunate enough not to stock things up in your bank. "I wouldn't be so hard on the game if it wasn't in development for seven years." Even owning a city as a guild gives little more than a new spawn point and the ability to kill people in your own city without penalty. Oh, and you can be sieged now, if you count that as a benefit. For every step forward it takes in regards to interesting sandbox play, it takes four steps backwards and impales itself, especially when you compare the game to EVE Online. You can do much of the same stuff in EVE that you can in Darkfall. My recommendation is that if you're a fan of a really punishing experience and are really into PvP combat, try it. The combat is well done, the monsters are fun, and the exploration is top notch. If you like quests and directed gameplay, this is not the game for you. This game isn't completely up the creek, however. As I said before, the exploration is wonderful and the vistas are great. If the game could approach sandbox gameplay like the Elder Scrolls series of games, players would be able to fall over interesting quest opportunities that get them to explore the game. That is exactly the approach this game should take to get the player population out into the wilderness and away from the safety of the cities. It's not a horrible game, it's just, at this moment in time, not worth seven years of development and all of the hype surrounding it. A few patches, a little grease to the wheels, and you might be looking at a very interesting sandbox game.If you have any questions about Darkfall and its gameplay, feel free to put them down in the comments and I'll try to get back to you with answers as soon as possible. I tried to cover as much as possible here in the article, but it's not always so easy to pack everything in. Or, feel free to e-mail me directly if you don't wish to comment. My e-mail can be found in the little blurb below. << Back to part 1 Colin Brennan is the weekly writer of Anti-Aliased who is finally done with killing goblins. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.

  • Anti-Aliased special edition: Hands-on with Darkfall

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.19.2009

    var digg_url = 'http://digg.com/pc_games/Massively_com_gets_to_preview_the_PvP_action_MMO_Darkfall'; Aventurine was really kind enough to let us here at Massively have some play time on their game, Darkfall, and really get our hands dirty with it. Of course, I jumped to be first in line to get my account activated for beta and rush right into the world with my sword drawn.So far, I've played for the entire weekend, and all the time I can spare during the week except when I'm writing here for Massively, of course. I've made three characters to play around with the different races, been trying out all the different weapons and spells, did some investigations into guilds and crafting, and toured the countryside. So, as a warning, these are preliminary investigations of all of the things I could do at the beginning of the game, sans guild. Just like a true newbie to the world of Darkfall.So what's the final word? Well I guess you're just going to have to click the link below and find out.

  • Anti-Aliased: When you can't hack it legitimately, cheat instead

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.04.2009

    It's no secret that I keep my eye on the Final Fantasy XI community. With two friends running an upstanding linkshell on the Bahamut server, I like to know what goes on in the game.The current word on the street is the "big banhammer freakout." The vocal players are talking about what linkshells were hit by losing players caught up in the cheating scandal. But what's interesting are the words being thrown around -- things like "unprecedented" and "uncalled for."A quick jaunt across the street to the loving and cuddly galaxy of New Eden shows that something suspiciously similar happened to corporation starbases in EVE Online, also ending with tears, banned accounts, and the exact same arguments being thrown around the community. "I didn't know it was an exploit," "It's not my fault," "They made me do it," and my personal favorite, "You should have fixed it."So this week's Anti-Aliased isn't dedicated to some developer mishap or some bad piece of game design, it's dedicated to how daft some people are when it comes to cheating.

  • Anti-Aliased: When you can't hack it legitimately, cheat instead pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.04.2009

    It's all the company's fault Yes, it's all their fault that they didn't notice that they misplaced that one period in thousands upon thousands of lines of code. It's their fault that they don't run Salvage 40,000 times a week and check every rock and pebble in Vana'diel. People who make this rationale probably never looked at the innards of a program -- especially an MMO. You have lines of programming being done by multiple authors and you have logs that extend miles long. Even with specialized programs, it takes time to sift through all of that information. Case in point: Square-Enix fixed this glitch in November and banned people in late January. The delay wasn't because they were playing ping-pong in the basement and drinking beer. It was the double-edged decision of first finding who stood to gain on all of their servers, and then deciding an appropriate punishment. That takes time. You know, this probably would have been caught sooner if more people would have stood up and reported it, instead of, you know, trying to conceal it. Then, when they get caught concealing it, they blame the company for not knowing about it. That's just poor form. The game owes me The game owes you what? It owes you for all the time you spent playing it, enjoying the challenges with your friends and engaging in an ever-changing world? Certainly I'm horribly opinionated, but I like to play games for fun. Whenever a game ceases to be fun to me, I stop playing and stop paying. I play because I enjoy it, and I hope other people are out there doing the same. FFXI may be an exercise in sadistic game design, but every player has the chance to walk away from Vana'diel. I did because I didn't have the time and I ended up enjoying the lore of World of Warcraft. If you are at the point that you hate the game so much that you believe it owes you something for your time spent playing it, then perhaps it's time to take a step back from it. There are plenty of other options in the game world. But Square-Enix isn't without fault The voices of the banned are right about one thing though -- Square-Enix has been inconsistent. Some people are getting banned for being in one of these cheating Salvage runs, and others are getting slaps on the wrists. There doesn't seem to be any clear consistency to how they slapped down the punishments. The first part of a reliable punishment is to make sure it's handed out consistently and with appropriate measure. Without that, people second guess if the punishment is truly necessary. It's like if a professor gave you a D on a test just because he didn't like your hand writing. Your answers never mattered, and that's what makes you angry -- it didn't feel justifyable. What it all comes down to Even with Square-Enix messing up like that, it doesn't change the facts. Players knew about the exploit, players attempted to hide the exploit, Square-Enix found the exploit, and players got what they should have known was coming. All of these people had the chance to stand up, call a GM, and say what was going on. If they had and this problem would have been caught earlier, bans probably wouldn't have been mentioned. These people would still have had their accounts. Certainly they would have less gear on those accounts, but it's really hard to use virtual weaponry when you can't log in. Colin Brennan is the weekly writer of Anti-Aliased who can still log into Final Fantasy XI when he wants to. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com, or follow him on Twitter.

  • Anti-Aliased: The Darkfall prophecies

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.21.2009

    var digg_url = 'http://digg.com/pc_games/Anti_Aliased_The_Darkfall_prophecies'; Darkfall. Everyone talks about it. Our mailboxes get flooded with requests about it. Comments regarding the game are both frothingly energetic and intensely angry. Just writing a piece about it can get a writer wacked.So, let me paint a giant target on my back, cover myself in delicious meat, and walk right into the lion's den of MMOs. This column is dedicated to Darkfall's gameplay mechanics; presenting an analysis of what we know so far from released beta tester announcements and gameplay footage. This is, by no means, a comprehensive analysis of everything Darkfall has to offer. This is just one man's opinion column at work, looking at the ups and downs of what Darkfall might bring to the table.I'm doing all of this to answer one eerily simple yet dastardly complex question: Can Darkfall live up to the hype around it?

  • Anti-Aliased: See the griefing, taste the griefing

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.14.2009

    If home is where the heart is, then PlayStation 3 users have some pretty cold, racist, and sexually demeaning hearts. Hearts that make Halo 3 players look like cute puppies in comparison. Now I'm not saying that PlayStation Home is not a great idea -- in theory it's a brilliant idea. Play in a world like Second Life, meet other users, play mini games, launch into full PS3 games, what's not to love about any of that?Well, it seems Sony forgot about the precedents of other virtual worlds. Second Life, while nice, can have the uncanny ability to resemble slums in certain areas thanks to the scary nature of some of the creators. Xbox Live sports some of the most offensive users (NSFW) around. So how exactly was Home suppose to avoid the travesties that affect other worlds?Sony has already stated that "user behavior and feedback" will shape where they go with the Home beta. If that's the case, where are they going to go? Totalitarian state, anyone?

  • Anti-Aliased: Why leveling content is more important than endgame pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.08.2009

    One of the comments last week complained that I was putting too much emphasis on the journey rather than the destination. Basically, the comment compared endgame to some sort of amazing weekend spa retreat in the Bahamas and leveling to the 30 minute long plane ride. Because, honestly, who cares about the journey, right? It's only one facet of the whole getaway. Let's take a look at that argument. "So why can't we put that type of fun into the entire game, rather than just one section?" Pretend, dear readers, that I've discovered a brand new land. A land filled with large breasted women, rivers of booze, and a zombie shooting range. I'll name this land Awesomesauce Island! Past that, I'll make sure that only one airport is built on the island and only one plane can reach that island. That plane, however, is a remake of the original Wright brother's aircraft except all the screws are loose, the pilot is blind, poisonous snakes are stuffed in your seat cushions, Samuel L. Jackson is banned from flying on the plane, and the in-flight movie is Paris Hilton's sex tape. Who cares about the destination again? Now you can see I'm phasing into the player side of things and beginning my argument as to why we should enjoy a better emphasis on leveling content -- because it's fun! There's something about endgame that people enjoy already. All of you have come to me with complaints the second I even put the word "endgame" in my articles. That means that you're having fun with it, and that's a good thing! So why can't we put that type of fun into the entire game, rather than just one section? It's akin to asking people to stab out their eyes with wooden spoons before they can ride the big roller coaster in the theme park. Painfully pointless. "Games are games because we enjoy the experience they provide." Games are games because we enjoy the experience they provide. The "endgame experience" should not be restricted to just the endgame, but the whole game. I'm not saying kill the lead up, or somehow make the entire game just like the endgame. What I'm saying is that I should be feeling the same levels of excitement and enjoyment as I progress towards the final destination. Every moment that I stay in your world, I should feel like I'm there to have a good time, not just kill 10 rats so you can pat me on the head and give me a sparkling new sword. Colin Brennan is the weekly writer of Anti-Aliased who knows people are going to half read this article and then complain about how he's an endgame hater. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane friends. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.

  • Anti-Aliased: Why leveling content is more important than endgame

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.08.2009

    Hey there 'Aliased readers! I've got a bunch to cover this week, and it's mostly derived from last week's Anti-Aliased. Point number three on my short list of what MMOs need to learn was that leveling content was more important than endgame content, and that seemed to put people into a state of panic. Now normally I don't like revisiting topics when they create massive anger because revisiting won't do them any good. You'll still be angry, sending rabid squirrels in boxes to my house, and I'll still be wearing my protective suit when I open my mail.This, however, is a special case. I think one of the reasons we have such a divide is because we're not looking at it in the same way. I'm approaching this topic from more of a business angle rather than the angle of a player. So, this week, we're going to look at it from both the angle of the player and of the business-person, as well as take in your points and arguments from last week's comment discussion. It's like a Mythbusters Redux, except we're not going to be blowing anything up, sadly.

  • Anti-Aliased: Top 5 things MMOs should learn in the new year pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.02.2009

    #2 -- Balance microtransactions with game content.Real money trade (RMT) was big news this year. The rise of the microtransaction model was on everyone's lips. I'm not calling for a death-knell of subscription fees or anything (I like the predictability of the subscription system; I know how much I'm going to pay) but I am saying that microtransactions need to be carefully monitored. "Just remember the first rule of actually having an avatar in an online space -- people want to look cool above everything else." This writer's suggestion: cosmetic pieces. The item doesn't have to do something to make people love it. Take some hints from Gaia Online, Mabinogi, and City of Heroes. Their models have proven that people will pay for things -- awesome abilities or not. Just remember the first rule of actually having an avatar in an online space -- people want to look cool above everything else.Many people may not agree with John Smedley on everything he says, but he's dead on the money with ideas like character action figures, guild calendars and pictures, and posters with your character on it and the official branding. Those items are amazing concepts, easy to produce, and a great way for an alternate revenue stream to flow into your company.#1 -- "Kill/Quest, Level" concept is a dead horse, get on with it already!Yes! Get on with it! This is, without a doubt, in my mind, the biggest failure of the industry today. We're following along a solved formula, and it's shooting this industry in the foot. Player needs to level, player completes quests and kills monsters, player reaches next level, player gets new abilities, player uses abilities to go complete quests and kill monsters, et cetera.We keep asking the question, "Why don't these new games seem like they're as good?" And then we begin this in-depth analysis and begin checking every aspect of the game to find out why this feels like we've done it all before. The answer is taking a step back, looking at the model and exclaiming aloud, "Holy heck in a handwoven handkerchief, we have done this before!"The reason we keep playing single player games is because each one has it's own twist on the core formula. Couple that with the story and personal experience, and you get a great game. Our MMO industry needs to learn this fact this year -- not next year. The quest/kill, level, quest/kill model has been done and overdone. Gameplay needs to expand past this. Even reputation grinding is nothing more than the quest/kill to level system. "The quest/kill, level, quest/kill model has been done and overdone." One game that has been taking off faster than a warp drive engine has been EVE Online, because it has broken from this methodology. Before you begin your complaints, yes, the grinding system is there. Doing missions to get money is the quest/kill system. What makes EVE different and attractive is that this system is not the core of the gameplay -- it is a tangent of that play. The gameplay centers around the tools offered to let users shape and mold the universe according to their wishes. Money is a requirement, but it does not only come from mining and missions; it can come from basically anything you can twist to make money. If you can dream it you can probably do it in EVE -- that's the magic. This is why EVE is simply one of the best MMOs you can wrap your hands around.2009 has a chance to be something special. With titles like Jumpgate Evolution, Star Wars: The Old Republic, and Darkfall Online coming at us, this should be a very good year. Colin Brennan is the weekly writer of Anti-Aliased who remembered Darkfall before the rabid comment fans ripped him apart for not mentioning it. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane roommates. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.

  • Anti-Aliased: Who decided brown was such an awesome color?

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.20.2008

    Pet peeve time, ladies and gentlemen. I despise the realism movement in video games. Sure, I love seeing more accurate graphics and more realistic environments -- that's the nice part. I get to use my nice computer to explore amazing landscapes and take part in some beautiful interactions.But, whoever wrote the equation "Brown + Grass + Bland Colors = Realism" needs to have their head checked. With all of this amazing technology, we've seemed to have forgotten the magic of what games stand for. But what really gets me is the culture that's springing around this phenomenon. Apparently "toony" games aren't welcome here anymore. So I need to ask the question: "Who decided brown was an awesome color?"