behind-the-curtain

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  • Behind the Curtain: More Epic Gameplay?

    by 
    Craig Withers
    Craig Withers
    05.01.2008

    Should MMOs give us a more 'epic' feel to our experiences? In the past, when I've explained the time I spend in-game to friends and relatives, one of the common complaints or opinions that I hear a lot is that it never sounds very exciting.While I know that I've been saving a future Warchief from slavery, or putting to rest the spirit of a lost fiancée, some people are always going to see it as me just killing some more anonymous monsters that will be back in five minutes' time. "This is boring!" they cry, "How long does it take you to kill a boar!?" I have to explain to them, again and again, the genre staples – incremental gear upgrades, starting from pathetic, finally getting up to ridiculous pieces of gear that make other players weep with envy. When they turn round and say, "Okay, show me the cool gear then, go buy some and use it instead." I have to explain, once more, that that kind of gear is only rewarded after you've spent weeks, months even, in the game, working your way up to them. It's about this time that disgust and terminal boredom sets in, and they drift away to their own pursuits, convinced that I'm slightly mad.

  • Behind the Curtain: Taught to Play?

    by 
    Craig Withers
    Craig Withers
    04.24.2008

    On the first episode of Massively Speaking, Krystalle mentioned that she joined the EVE University in EVE Online. For those of you not in 'the know', EVE University is a neutral training guild - or corporation - which takes new players, trains them in how the game works, then sends them on their way. It's a laudable endeavour, and one which I have, sadly, yet to see in World of Warcraft. In the past couple of weeks, I've had a fantastic group with a Priest whose idea of efficient Healing was to stand right next me (the Tank) on the front line and spam Prayer of Healing over and over, then screaming at me for not Taunting mobs off him, and another with a Rogue who (I presume) had a broken space bar which made him jump constantly, ignored the marks I set over mobs and thought it was a bright idea to chain-pull mobs regardless of the group's health and mana status. Now, I'm a nice enough guy, so I tried to explain to these players what they were doing wrong, and asked them politely to change their ways for the good of the group. The Priest simply called me an idiot while the Rogue just ignored me completely. Still, I started to wonder about how people learn, not just how to play games, but how to behave in games. I know I wrote a while back about various resources of in-game knowledge, but let's face it, simply handing someone a manual - virtual or otherwise - and telling them to start reading isn't normally the right way to go about things.

  • Behind the Curtain: Less realism, please

    by 
    Craig Withers
    Craig Withers
    03.28.2008

    One cry I hear a lot during my travels is that we need more realism in MMOs. Greater realism, I have heard it argued, will give a greater sense of immersion, a sense of belonging somewhere, and would make it easier for people who are traditionally non-gamers to join in with us, the enlightened ones – a 'realistic' MMO, I've been told, would be the MMO for people who normally avoid MMOs. I wonder if people use 'realism' where they really mean 'detail'. I don't want too much realism in my MMOs – imagine Orgrimmar with a 'realistic' downtown area that your character refused to enter after dark? If Shattrath was made more realistic, the Lower City would be rife with dysentery – just how many toilets have you counted down there?

  • Behind the Curtain: How nice are you?

    by 
    Craig Withers
    Craig Withers
    03.20.2008

    How nice are you in-game? Are you nice at all? Does your choice of characters reflect your personality in any way?I recently managed to get through to Outland with my Warrior in World of Warcraft, and I was tanking my way through Hellfire Ramparts with a PUG *shudder* when I got talking with the Priest who was healing us, and I was honestly shocked to realise that he was a complete tool. Not only was he a poor healer, he was rude, ignorant and refused to listen to friendly advice. I was shocked because I realised that I really do think that certain classes attract certain types of players. Simply because this person was playing a healing class, I expected them to be pleasant, polite and reasonably intelligent. The more I thought about it, the more shocked I became – not at the Priest, but at myself, at my stereotyping of people, at my naivete. It got me thinking – why would I think like that? Does it make any kind of sense, and what basis do I have for thinking it in the first place? Do certain classes and archetypes naturally attract certain personalities?

  • Behind the Curtain: Voice Chat - why bother?

    by 
    Craig Withers
    Craig Withers
    03.13.2008

    So here's a thing – I don't use Voice Chat in my MMOs. I understand why people use it, and why some guilds view it as a tool they simply could not function without, but I just don't enjoy using it. For all that MMOs are a primarily visual medium, there's still something powerful about the written word. While text-only chat can sometimes pose a problem and a barrier to communication – sarcasm, for example, rarely translates well on forums or in Guild Chat – what text does allow is the chance for everyone to have a near-level playing field. Typing out what you want to say gives you a buffer, a small delay between what you think and what you say, it allows you to choose your words carefully. I may be over-stating the case for text here, but I've had a lifelong love affair with words and language, and it's not a relationship that I'm likely to break up any time soon. That being said, it's one of fate's cruel jokes that I should love the written word so much, yet be forced by my hobbies and interests to spend so much time in online environments where the poor, unfortunate apostrophe is treated with cavalier disregard.

  • Behind the Curtain: Rehashing an old argument?

    by 
    Craig Withers
    Craig Withers
    03.07.2008

    I'd like to give you fair warning before we start– the following article is based entirely on my own opinion and impression of players I have met in passing, spoke with, read interviews with and grouped with. I haven't canvassed for opinions, scoured message boards or conducted interviews. I may be well off the mark with said opinions and impressions, but I don't claim to be the font of all knowledge, so I guess you'll just have to live with it, won't you? Enjoy. I just wanted to share my thoughts on the whole Casual vs. Hardcore debate – you see, I've never been comfortable with the Casual and Hardcore labels in MMO games. As I said last week, I disagree with the idea that you suddenly become Hardcore when you pass a specific number of hours played. I used to argue with guildies that the Casual and Hardcore labels were meaningless, and we should invent new ones, but as I've thought about it more I realise that the labels themselves are valid, but just not in the way they are commonly accepted and applied.

  • Last Week on Massively: WoW-related stories

    by 
    Dan O'Halloran
    Dan O'Halloran
    03.04.2008

    This week's round up of WoW-related posts on our sister site Massively covers many different angles of the MMO universe dominated by World of Warcraft. You can click on the links below or subscribe to a special WoW-only Massively feed.As the Worlds Turn: Get your fixWith so many games out there, presenting different worlds, different rules, different ways to play, what is it that grabs hold of players and, for some, doesn't let go?Does WoW really need to be 'beaten'?When will the constant cries of 'Will this be the WoW-killer?' be stifled once and for all? Let's instead concentrate on the far more interesting question: 'Why does there need to be a WoW-killer?'Pong creator Nolan Bushnell to enter MMO spaceThe man many call 'the Father of Videogames' -- as he is responsible for founding Atari and creating Pong -- Nolan Bushnell was recently interviewed by GameSpot at this year's GDC.Behind the Curtain: Should raiders get special treatment?Loot should always be a secondary concern in MMOs. I've been seeing more and more, the idea that developers should put the concerns of those players whose sole or primary concern is the acquisition of loot above the concerns of other players.Clan Gear: guild clothing for the massesAdam and Freya Chapman have run Threadsafe, a direct-to-garment printing business, for the last two years. Now, in conjunction with Adam's brother Keith, they're opening Clan Gear, a direct-to-garment printing outlet for gamers, where the focus on the printing is your artwork, your character, and your designs.Investment of $1 billion+ wouldn't dethrone WoW, exec saysAccording to a report, Activision CEO Bobby Kotick stated in an investor meeting that his company had done extensive research on the MMO category, and came to the conclusion that even a game bolstered by an initial investment of $500 million to $1 billion would still probably have a hell of a time competing in the same space as the Blizzard juggernaut.

  • Behind the Curtain: Should raiders get special treatment?

    by 
    Craig Withers
    Craig Withers
    02.28.2008

    Loot should always be a secondary concern in MMOs. The modern MMO is a virtual space that allows people to communicate and share experiences in a way that no other medium does, but I've been seeing more and more, the idea that developers should put the concerns of those players whose sole or primary concern is the acquisition of loot above the concerns of other players. It's the old hardcore vs. casual argument of old – one that I honestly don't think we'll ever see the end of, for the simple reason that applying a hard and fast label of 'hardcore' or 'casual' is fundamentally flawed. There is no magical line that you cross, and in the space between one day and the next suddenly become 'hardcore' as opposed to 'casual', and the idea that you must belong to one of those two groups is fallacy, pure and simple.

  • Behind the Curtain: Something Unexpected

    by 
    Craig Withers
    Craig Withers
    01.31.2008

    More often than not, we tend to get stuck in a rut in our gaming careers. I've been quite guilty of it in the past – all of my characters in World of Warcraft have levelled their way up solo. I've decided to take steps to rectify this, by rolling up a new character, a Warrior this time, and I plan on making a concerted effort to get her into as many instances as I can. Even if it means jumping into the PUG from Hell, I'm going to force myself to step out of the rut I've gotten into in my games. My big lottery win hasn't came round yet, so I'm not yet able to play WoW all day long in my boxer shorts. Since I have to work for a living, my time online is pretty restricted, so I like to know that I'm spending it wisely, which means that I tend to end up falling into the same routine – maybe a couple of daily quests, a quick check of the Auction House, maybe clear the odd solo quest out of my log. It doesn't sound very exciting, and sometimes it occurs to me that it isn't.

  • Behind the Curtain: Immediacy in PvP

    by 
    Craig Withers
    Craig Withers
    01.06.2008

    I don't PvP much. It's not just that I suck at it – I like to think I'm reasonably intelligent, so I'm sure I could pick up the necessary skills fairly quickly. The truth of the matter is that I just don't like PvP very much; I find it lacking a sense of actually playing against another person, a sense of immediacy.Amongst my many hobbies, I play 40K. Putting aside the fact that tinkering with inch-high fiddly little pieces of metal and plastic appeals to my obsessive/compulsive tendencies, I enjoy the immediacy of standing opposite my opponent, being able to look him/her in the face and (shock horror!) strike up a conversation with them. Because of this, I've always viewed PvP in my MMOs as a necessity, rather than as a real alternative. For example, I recently started a new character in World of Warcraft, a Warrior, and once I hit 70 with her I'll see if I can find any decent PvP rewards that will help me out with tanking, but that'll depend on how my PUGs go up to then, and will be born of necessity rather than any real desire to take part in PvP. Even if Blizzard released the [OMFG PIG STICKER OF LEETNESS], I doubt very much if I'd be running to the nearest Battleground to start grinding honour for it.

  • Behind the Curtain: Learn 2 Play

    by 
    Craig Withers
    Craig Withers
    12.27.2007

    I should probably start this week's column by apologizing for missing last week. I won't, but I probably should. I'm sure your world kept turning despite a lack of my wittering on for 500-odd words, so let's crack on, shall we?Assuming some of you managed to stay safe from the murderous robotic Santa this year, you may well have received gifts of new MMO games, and are sitting at home (unlike me) with your feet safely ensconced in new slippers, wracked with indecision over what new vista of unexplored gaming potential you should be delving into. Fortunately, my friends and family understand that my tastes in gaming are (relatively) more esoteric than theirs, meaning that they usually plump for the always welcome gifts of booze or vouchers. What this means is that I will finally be able to pick up Bioshock and the Orange Box – seriously, if I have to dodge one more spoiler for Bioshock or Portal, I may have to stab someone in the mouth. But that's beside the point; let us get back on topic. With most of the big MMOs having been around for a good while now, the sheer amount of content available across these games is a daunting prospect – where do you start, how do you decide? Do you jump straight in and hope that you'll make it?

  • Behind the Curtain: Making your own lore with Fan Fiction

    by 
    Craig Withers
    Craig Withers
    12.06.2007

    Last week, I spoke about lore, story and ideas for evolving World of Warcraft. I can't quite remember how, but it got me thinking about how we could create our own content in any game we might play, not just WoW. I came up with two answers – Role Playing and Fan Fiction. There are better writers than I who know more about Role Playing, and I'll not embarrass myself by trying, so I'd like to speak about Fan Fiction today. Like many other people out there, some of the experiences I've had in MMOs have been just as exciting, frustrating and rewarding as some offline ones. Much of my time away from the computer is spent planning how best to maximise the time I'll be spending online, and how best to wring every last bit of content out of my experiences in-game. For a lot of players, not matter how immersive the game experience is, it's simply not enough, and the static nature of a game's story frustrates them to the point where they are driven to expand on it themselves. Or perhaps they simply don't want to be restricted to the game mechanics to tell their character's story.

  • Behind the Curtain: A look at skills

    by 
    Craig Withers
    Craig Withers
    11.08.2007

    In their current state, skills in MMOs could be improved. Tell me exactly what kind of 'skill' is involved in clicking a button a few times until the game decides that you're able to make something better? What if your character's skills were a direct result of how good you were at actually performing the task in question? What if an action's level of success was dependent on how well you actually carried out the action and not on how often you had clicked a button?The effects of a system like this would be most apparent in crafting; imagine a game where, in the crafting interface, you had direct control over the creative process, a system where the quality of the item varied according to the level of skill employed by the player during the creative process, and not on how many times you had clicked a button to make the item in the past. The beauty of a system like this is that players who naturally excel in a certain skill would be rewarded for it, regardless of the amount of time spent grinding their skill level up, but at the same time, players who simply created the same item again and again would get better anyway, because after all, practice makes perfect.