Quake Live

Spent this morning playing some first person shooters on the PC… one was a beta, the other was the open beta Quake Live.

I had tried to play QL before, but the insane queue lengths kept me out.  I’d wait, then find something else to do long before I got into game.  But today I managed to get in and run through the tutorial and a couple of matches.  The tutorial started out alright, with me choosing the beginner level and quickly getting an 11 to 0 lead.  Then the AI adjusted and I lost 15 to 11.  Then I went and join some matches…

Either their skill levels are very broad or I somehow borked it up or everyone else is cheating.  First off, I hate deathmatch, and prefer team games where my personal frag count is less important than the team winning.  So I joined up with a capture the flag server.  Its been a very long time since I played bland CTF, usually sticking to Team Fortress, so I didn’t know any of the “standard” maps that were running, and I also didn’t know that I had to put flag-on-flag to capture it.  This coupled with the dumb ass on my team who was yelling at me to “go ahead and cap noob!” even though I was standing in the right place (the enemy had our flag too) confused me for a bit.  But that got sorted out, and we eventually won.  It was close, the score looks bad with an 8 to 1 victory, but it was much closer than that with a lot of good slugging it out for each hard won point.  However, I noticed while playing that even though I was doing alright, other players were fragging much more than me, and they were getting off air kills and other feats of awesome that I’m not so good at.  I really am of a beginner level, I know I suck, so how is it that I’m playing with frag gods when skill matching is supposed to prevent that?  Anyway, we won… then the second match started, and the other team picked up a few more frag gods while our team picked up a few more people like me.  We had to fall back into a pretty strong defence (the entire team, minus one guy) just to keep our flag on our side of the map.  In the end, we lost.  It wasn’t even close.  Sure, the score looks alright with an 8 to 5 loss, but we were winning at one point, all our caps were done pretty much by one guy and the other team got 5 of their points within just a few minutes, chain capping the crap out of us.  We got steamrolled.

Anyway, the game runs smooth, although now I need to go beat up on Comcast because I was getting “Connection Interrupted” every couple of minutes, just for a second, but it was enough to get me dead every time.  If you want to find me, I’m Jhaer.

The Next LEGO Adventure

When I first saw and played LEGO Star Wars, I was stunned.  It was just such a great idea.  Sure, it was tied in to a product, but taking the Star Wars LEGO sets and allowing players to run through the story of the new Star Wars movies was inspired.  Then Traveller’s Tales followed it up with LEGO Star Wars II: The Original Trilogy and it was also quite awesome.  Having now also played LEGO Indiana Jones and LEGO Batman, I have seen the full arc of their evolution in this particular medium.  From here, looking back at the first LEGO Star Wars, I can see how the non-verbal LEGO humor has grown and made later games even more enjoyable.  And with LEGO Batman they advanced in their storytelling since they were no longer adapting from a movie script to a game, but creating their own stories.

So, given that I love these games, I get disappointed when conversations of these games turn into listing all the other movies and superheroes that people wish they would turn into a LEGO game.

Personally, I think that Traveller’s Tales has “been there, done that”.  LEGO Batman showed that they could craft their own stories when given characters, and I think I would rather see them evolve if and when they make another LEGO game.  Rather than saying “Ooo! LEGO Superman would be awesome!” like most folks (and it could be, don’t get me wrong, and given that Warner Bros. bought Traveller’s Tales, a string of DC Universe inspire games might well be coming), I look instead to LEGOs lines of products and imagine what game I’d want to see crafted out of LEGO sets with little or no existing back story.

When I think of the next LEGO adventure, and what I would want to spend my hard earned $50 or $60 on, I’d much prefer to tackle a new genre all together.  We’ve had the Star Wars space opera (twice), and we’ve had the 1930’s adventure, and we’ve had the modern spandex superhero… next, I want to see them tackle fantasy.  They could still inject their humor, poking fun at Lord of the Rings and World of Warcraft and other popular fantasy realms and elements, all while building their own lore of humans and dwarves versus trolls and skeletons.

That, in my humble opinion, would be awesome.

VGC: Beyond Good & Evil

This month I decided to join in with the Vintage Game Club.  Every month they pick a game to play, and while they play it they discuss it.  Their choice this month was Beyond Good & Evil.  I obtained my copy to play through the GameTap service since I already pay for that, making the acquisition of this game easy and with no additional charge.

So, I’ll be playing this and chatting along with the VGC.  Come join us, or at least come read along.

Good News for Zombie Game Addicts

By way of the ZRC, I have learned that you no longer have to complete Call of Duty: World at War to unlock the Nazi zombie mode for online play.  You still need to unlock it for solo play, but at least now I have a reason to bump the game up on my want list since I don’t have to wait to wade through zombies as long as I want to bring some friends with me.

Marvel: Ultimate Alliance

I realize this game is not new.  I even got it over a year ago, but I am just now getting around to playing it and I think I broke it.

My understanding is that if you play through the story of the game as designed, it will provide a moderate level of difficulty all the way through, perhaps even getting harder toward the end.  However, I didn’t do that.  I played through the first section of the game (immediately switching my team out for the West Coast Avengers inspired team of Hawkeye, Moon Knight, Spider-Woman and Iron Man), but once I got to Stark Tower, the first HQ and mission hub in the game, I went exploring instead of taking the next mission immediately.

One of the features of the game are the Comic Book missions.  These are short (20 minutes max) training simulation missions that you discover while playing through the game.  However, they do also give you six of them to start.  Because they are given to you, there are no rewards for these missions.  You don’t unlock extra gear or suits, but you will gain experience and cash while playing them.  I played all six (and I had to repeat one because I fell about three hundred points shy of getting the Gold level on it, so I actually did seven missions).  The result of this detour was that when I went to do mission number two I wasn’t level 4 or 5 like a player should be when going through the story missions alone, I was level 14 or 15.  For the next two story missions I ripped through them like a hot knife through butter.  I take enemies out in two or three hits easily, sometimes less.  Boss fights are a breeze as I am doing 60-80 points of damage with one of Moon Knight’s special attacks (he’s my favored character on whom I dump all point spending and the best items).

I’ve just moved from Act 1 to Act 2, Dr. Strange’s house, and I am hoping that maybe the game will get a tad harder.  We’ll have to wait and see.

But, this brings up a discussion of game design.  The question is, did the designers put in the training missions expressly for the purpose of giving players who can’t progress in the story a place to play and level up a bit, or is this leveling path I have discovered unintentional?  I would like to think it was intentional since it can be extremely frustrating to get stuck in a game, however since I managed to get 10 levels in just a few missions, I think they may have misjudged them and made them too rewarding.

Of course, I may have also broken the game design through my method of play in that I am dumping all my power and money into one character and treating the other three members of my team as “additional damage”.  So many years of playing MMOs with the tank/healer mentality leaks over in to every game I play.  I can’t blame that entirely, though, as mathematically and logically it makes sense to play this way, if defeating the content is your goal.

In any event, despite the game being “easy”, I am still enjoying playing it.  And that’s the important thing…

Illusions the Game

The first Round Table of 2009 is as follows:

Putting the Game Before the Book What would your favorite piece of literature look like if it had been created as a game first? In a time when bits of Dante’s Divine Comedy are being carved out and turned into a hack-n-slash game, I find myself longing for intelligently designed games–games with a strong literary component–not merely literary backdrops. So rather than challenge you to imagine the conversion of your favorite literature into games, I challenge you to supersede the source literature and imagine a game that might have tried to communicate the same themes, the same message, to its audience.

So, anyone who knows me well knows immediately what book I picked, but as fast as I picked that book I also ruled it out.  My first thoughts were of how impossible it would be to make a game that illustrates the same message.  I then spent several days trying to pick another book, another piece of literature, something else… but it was a fruitless search, and I knew that in the end I would have to accept the challenge and try to design a game with the idea that it existed in the same place as the book had the book not existed.  I racked my brain looking at computer games and card games and board games and schoolyard games and everything I could think of to craft my game out of, and it was then that I realized that it didn’t matter.

First, allow me to introduce you to the book, which I feel is one of the finest if not the finest piece of literature ever written, Illusions: The Adventures of a Reluctant Messiah by Richard Bach.  The story is about a man who decided to get away from the life he had and trying to figure out what live he wanted by getting in a biplane and taking up barnstorming (flying around, stopping at small towns and offering to take people up while you do turns and loops and whatnot for a small fee).  This man, Richard, has an unlikely meeting with another barnstormer, Donald, who is the Reluctant Messiah of the title.  Richard is a man escaping the world because of all the restrictions in it, and Donald is a man escaping the world because the people refuse to see it has no restrictions.  Donald teaches Richard that the world is nothing but illusions, that anything is possible and that the only limitations anyone has are the ones they insist upon themselves, and the only things that really matter are entertainment, learning and other people.

For our game, let me start by paraphrasing a quote often found on the back cover of the book:

Here is
a test to find
whether your mission in game
is finished:
If you’re playing,
it isn’t.

If Illusions were to be a card game, it would be like Mao, only it isn’t just the dealer who knows the rules and unveils them, everyone participates.  If Illusions were a schoolyard sport, it would be like Calvinball.  In fact, if you look around, other variations of the “make up the rules as you go along” game exist for pretty much any medium.  Even MMOs have their sandboxes (Second Life, etc), and even in more rigid MMOs (World of Warcraft, etc) the game itself has no defined end and it is up to the player to decide under which conditions they consider the game to be “finished”.

Of course, getting people to want to play a game that has no rules (but potentially has all rules) is tough.  Without the rules, most people won’t know what to do, and whether they realize it or not, their dislike of the “game” is probably tied to its similarity to “life”.  The game is what you make of it, as much as life is what you make of it… and that is the point.  In whatever form the game were to be presented, a player could easily make up a rule that allows them to instantly “win”, however the question isn’t whether or not they won but if they enjoyed it, if they got something out it.  Maybe by throwing down the “I win” card in the first round they do get something out of it, they smile, they laugh, and yet if they do it enough they might find that no one wants to play with them anymore, which itself is an opportunity for learning: if you want to play with other people, other people have to have the opportunity of winning.

As you make up and play with new rules, you discover how they affect you and those around you, and you can find which rules lead to the most fun in the game, for everyone, and those are the rules that you will end up keeping around.

Back in High School, a group of friends and I would play cards at lunch.  On days when people were angry at stuff we sometimes played Egyptian Ratscrew (though we used the F-word instead of “screw” because we were teenagers), but that could lead to much pain, so more often than not we played Mao (mentioned above).  And while one guy was the one who brought us the game and the initial set of rules, each dealer was allowed to craft their own set, as long as they named it (so that players could file rules learned under a heading for later play).  We had tons of fun making up rule sets and yelling at others when the rules that were made stunk (the lunch monitors had to drop by and ask us to quiet down at least once a day as we got into heated disputes).  In the end, the rules that stayed and made their way into every dealer’s set were the ones that made people laugh, even when they forgot the rule and got penalty cards.  By the time we crafted the master rule set that we settled on (called “Neo-Einteinian” if I recall correctly), players no longer cared if they won or lost the game, they just loved playing it, and to me that should be the goal of every game.

So, as you can see, I deviated from the stated purpose of this month’s Round Table as I didn’t actually design a game for my book, but I think that’s because the fundamental message of the book is actually the fundamental message of game design in general.  The creation of any game is an exercise in the game of Illusions.

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Fast versus Slow

One thing I have found in a few places in comments about the new game Left 4 Dead is disappointment that the zombies are fast zombies instead of slow zombies.  Sure, Dead Rising had slow zombies and it worked fairly well, but then again it was also an entirely single player game with a storyline that lasts for many many hours of game playing time.  Each of Left 4 Dead’s scenarios can be completed in about an hour (more or less depending on your difficulty setting and the people you have chose to play with).  I’m not sure I’d want to play Left 4 Dead in a story that lasted for twenty hours of play.  I mean, the story as it is is “four people wound up hiding together and have decided to make a run toward [insert possible rescue destination here]”, and it works for the time it takes to play it.  Dragging out a single run to rescue for twenty hours would likely be horrendously repetitive and tiring… just like Dead Rising is if you choose to just hang around for the helicopter, killing zeds and run none of the missions and stories (heck, even with the missions, sometimes Dead Rising is kinda dull… but I still love the game).

But could a Left 4 Dead style game work with slow zombies?

I think it could, however, it would require a number of mechanics changes.  For one, little piles of ammo, guns and grenades would be out.  As would the unlimited ammo pistols.  We wouldn’t have to remove guns, but we would absolutely need to slim down the supply of them.  We’d also need to add in melee weapons, real ones, not just pushing zombies back with your gun, but bats and shovels and other things.  Each melee item would have a power rating and a weight, swinging one would cause you to get tired.  The more you swing, the slower you swing, unless you rest up.  These things combined would allow for the encounters with slow zombies to be more tense.  If you have unlimited ammo, you can just shoot them all and walk your way to the end (if you have never seen the remake of Night of the Living Dead, one of the major changes from the original is Barbara actually putting to use the idea of “they are just so slow, you could walk right past them” and she leaves the house on her own with a pistol and walks to safety while everyone else dies inside the house), while the “tired bar” makes you sometimes choose to use your limited ammo over your melee weapon in order to survive.  The game would also need more “monster closets”, because as is Left 4 Dead avoids the monster closet by having hordes of zeds randomly show up climbing over fences and whatnot.  In order to maintain a level of creep and dread with slow zombies, you’d have to play up the idea that meeting them in large numbers is dangerous by occasionally forcing the players to deal with large numbers of them… open a door and wham, twenty five zombies are in that room you need to walk through.  Oh, and all zombies must be killed by removing the head or destroying the brain, shooting one in the leg just makes him limp when he walks, shooting both just makes him drag himself along the ground.  Did I not mention you’d need to watch out for zombies pulling themselves around at ankle level?  In fact, the game might be more focused on avoiding the zombies instead of Left 4 Dead’s plow through attitude.

While fighting slow zombies might still be made fun, I’m not sure that playing one could be.  You’d stumble around, you’d be slower than the players, and your only method of attack would be to get close enough to grab at them and bit them.  And if the players shot off your legs, you’d essentially be spending the entire rest of the map dragging after them with little hope of catching up.  However, without the obstacle of the special infected running around and keeping the game entirely co-op, you could have infection.  A player who gets bit is infected.  They will die, and they will become a zombie, how fast that happens depends on how badly they get hurt.  The game would have no health bar and include no healing, so that even the infected himself couldn’t warn his teammates.  So the other players in co-op would need to decide… shoot the infect guy now or wait until he turns?  Sure, killing him now makes you safer since you don’t have to worry about him turning, but killing him now also means that you are going to be short one gun or club as you move forward.  You start the game with four and it tunes for four, so if you have to off one of your own, you are down to three playing a map tuned for four.  Or two on map for four… or all by yourself.  To ease the sting of that, I’d probably keep Left 4 Dead’s survivor closets where you can recover a fallen friend, and from map to map within a scenario all players would get put back in.

Slow zombies in a first person shooter could definitely work, but it wouldn’t be the same game at all.

Left 4 Dead

I am a little late to the party.  Left 4 Dead released back on November 17th, 2008, and I remember, months before, vowing that I would buy it on that day.  Considering that that day marked one full month of being unemployed, I didn’t buy it.  Most people I know who own Xbox 360’s did, and I got to listen to a lot of talk about how cool the game was.

The Tuesday before Christmas, a friend of mine gifted me with Left 4 Dead.

Quite simply, this is probably the most fun game I own for the 360.  Playing alone is often tense and thrilling.  Playing with others is frantic and heart pounding.

I think one of the most innovative parts of this game is the scenario design.  Rather than try to build one whole coherent story encompassing the entire disc, each scenario, of which there are 4 included with the game, is a separate story of its own.  In the first scenario, your group of survivors start on a roof top and you can see the hospital in the distance… so your plan is to cross the city to the hospital, which has a helipad, and call for help.  The second scenario you start out on a road heading to one town you think might be safe, and since it sits on the water you might be able to find a boat and escape.  Scenario three, your band of intrepid zombie fighters are making for the airport, looking for a plane ride out of here.  And in scenario four, you are just trying to get the hell out, but wind up at a farm house with a radio that allows you to call in the Army to your location for a rescue.  Every level of every scenario has multiple paths to the end, and playing through is an organic experience.  While in many games repeating a level gets easier unless you force up the difficulty level, with random spawns and some randomization on supplies and the dynamic AI (The Director), even playing through the same level on the easiest level of difficulty is fun time and time again.

The reason I think this scenario design is so innovative is that is sets a precedent, it manages expectations, so that in the future Valve can release new scenarios, and it doesn’t need to be a continuation of the story, or just a pack of multi-player maps, but they can drop a new mini story of a handful of levels, creating another separate game experience, without changing any of the existing game but also not feeling it is outside of the existing game.

I look forward to the downloaded content for this game.

Left 4 Mods

Lately, I’ve been down on PC games.  Playing stuff on my Xbox 360 is just easier.  I don’t have to worry about if my graphics card is going to be good enough or if I have enough RAM or a fast enough processor, I just put in the disc and play.  And when I get a job, or when Christmas rolls around, I’ll be getting Left 4 Dead for the 360.  However, the PC does have one advantage, and that is mods.

Being like every other First Person Shooter that has come before it, Left 4 Dead will allow people to make their own maps and their own custom modified rules.  And, just like every other First Person Shooter that has come before it, 99% of those maps and mods will be crappy.  For every awesome map that comes out, there will be at least a couple dozen that play for shit and cause the server to clear when it comes up in the rotation.  And for every incredible mod that comes out, there will be a couple dozen retarded super sniper invisible wall hack cheater mobs where the rules their designers came up with don’t make the game more fun they just allow you to more easily annoy other people.  However, eventually, like every game before it, the maps and mods will settle down.  The crap will get flushed and the best maps and mods will becomes standards.

Lets just hope that after having two games, Half-Life and Half-Life 2, which had a number of very nice maps and mods done for them, Valve thought ahead about how to deliver that sort of content to the console.  It would be nice if in a couple of months they had made deals with a number of map developers out there and put up a Community Map Pack in the Marketplace at 800 points, or something like that.  Or new mods for the game, available for 1600 points.  That would be something… especially when there is someone out there making the entire Crossroads Mall from the remake of Dawn of the Dead:

A man can dream…

The PBBG

It stands for Persistant Browser Based Game.  To be honest, until recently, I didn’t know this term existed.  But then, that itself is the point of The PBBG Project.  To get the term out there.  And considering that a PBBG is the kind of game that I want to make someday, I want to do what I can to help out.

In September, for my 30 Days of Game post I reviewed Travian…  October turned into a mess as I became unemployed and also because I picked a horrible game to review.  I won’t even bother to name it since I don’t think I can review it properly since I barely played it and hated every minute that I did.  In the future, I’ll be picking my games to play and review from the PBBG Project website.

Anyway, October didn’t work out, and November is pretty well shot… so here’s looking toward December…