Wednesday, August 19, 2009

Aion Part II


Having covered the basics and intro in Part 1, no we move into Aion (the world) and game play impressions. This portion of the review is going to focus on game play controls,UI & client responsiveness/fluidity and then overall mechanics and themes.


First, the controls, especially from a Eastern MMO, are very accommodating to different play-styles Eastern / Asian MMO's typically employ only the click-to-move function, while leaving the WSAD crowd out in the cold. Aion, due to the 'westernization' of the Asian client, allows you to use both methods of controls as well as disable the click to move feature. This is very accommodating to people moving from western MMO's and not forcing them to change their 'tried and true' keybind setups. From looking at the controls page, virtually all actions bars, functions and features were keybindable. The only exception I found was the Camera-Pan function, which was innately bound to middle mouse. I'm hoping this is able to be rebound via patch or a registry-change, however I'm not super hopeful. Despite the camera functionality, the NCSoft team has done a great job at getting a Eastern MMO's control set to match that to which their American and European customers are accustomed to.

Looking over the controls and the basic User interface; the 'stock' package is actually quite adequate. Featuring standard MMO items (horizontal & vertical action bars, minimap, HP/MP/DP indicators). The quest log is a little lacking, as quest objectives aren't clearly defined nor a general direction given on where to find them; however a 'locate' function is in place to help you identify areas of interest; but this is quite buried in the UI itself. An indicator of combat or aggro isn't currently implemented; however, I understand that the UI is written in XML with a decent API, so hopefully we'll see the same degree of addons out for Aion as we have for WoW. As far as the client is concerned, the responsiveness is much better than Warhammer's, giving almost instantaneous response when an action or ability is activated. The only issue I ran into periodically is the Global Cool Down (GCD) acts a little 'funny' when casting. Because the GCD fires after the spell's cool down has started; it sometimes appears that there's a 2nd GCD in place. The games snappiness and fluidity extends beyond the hot-bars to the avatars themselves; with polished animations, fluid rag doll movements and realistic 'idle' effects, the animations far surpass anything that can be found in Warhammer. Combat animations are crisp and dramatic, which is a feature of Eastern MMO's and Anime. With Massive swords, dramatic flips and maneuvers, character's combat stances and actions may not be the most realistic, however they carry the same stylistic animations, motions and gestures that are common to Eastern media.

So far as mechanics go, we haven't seen enough of the math or formulas to determine how items are working behind the scenes, but with community greats such as Death & Taxes, Elitest Jerks and K&G trying Aion out, it shouldn't be long before we start to see the theorycrafting and numbers that make the game work. One thing is for sure though; we're seeing a comeback of our long lost love: the Random Number Generator. Having been absent throughout the development of Warhammer and Champions Online, the RNG is back and in full force; giving combat some randomness that will allow for a more dynamic play style. So far as tackling the customization issues, Aion is going to use Stigma(s) for character customization and Mana/Super/God stones for gear customization. If you're familiar with Warhammer's tactic system, then you'll feel right at home with Aion's stigma system, except that instead of ability enhancements, they're just entirely new abilities. Gear customization is going to be done similar to Warcrafts' Jewelcrafting, where each item has a set number of sockets, and stones fill the socket's voids, allowing you to further develop you characters gear and itemization.

The overall theme of Aion, coupled with the gameplay, feels much more like an older MMO than a new breed of the genre. With a slower leveling pace, only 50 levels and a death penalty, Aion is instating many of the items that MMO's have gotten rid of recently. Aion's leveling experience doesn't appear to be a quick treadmill, instead it appears to be a slow and steady uphill climb, much like DAoC 1.0 and Everquest. With a death penalty in place, it mirrors MMO's of old such as DAoC, EQ and AC; forgoing the 'easy' death penalty we observer in games today such as LotRO and WoW. While it has seemed to grab some of the best features of the older members of the western genre, one item it retains from it's eastern counterparts is it's reliance on money (Kinah) for *everything*. Eastern MMO's typically place a very heavy reliance on cash; and Aion is no exception. From flying to teleporting to simply binding at a new location, the games currency is the end all and be all of furthering your progression. The requirement of cash drives the economies of similar games such as Guild Wars, Lineage and Lineage II that can sometimes see exorbitant prices on desired items as well as increasing the number of bots and gold-sellers in your game. The last thematic item of note that it retains from it's eastern cohorts is it's reliance on grinding. Grinding, or the repeated killing of monsters that yield experience, isn't a new or even negative feature of MMO's, however recent trends in games have gotten away from 'grinding' and more towards a goal-oriented instanced dungeon / quest style of game play Western MMO players are notorious for their short attention spans and inability to repeatedly do menial tasks, while eastern players are know for their ability (and enjoyment) of grinding for levels on end. While there have been some successful Western MMO's that have relied on grinding as a major part of their leveling progression, Dark Age of Camelot being one of them, it will be and item to keep and eye on in the future.

This concludes my very brief portion over these features. There is so much depth to a "good" MMO (and I believe Aion will be a "good" MMO) that it's so hard to cover all of it's features in even a three part review; however take this as a brief explanation of the game from my point of view. The next portion of my review will feature what I think Aion is doing very well at, what I feel could be improved, what I'm leery of going into release and my overall feeling of the game.

Monday, August 17, 2009

Aion Part I


So I pre-ordered the CE this weekend, so I could get in the Closed Beta Event 6 (CB6) and get a feel for the game. After 'sitting on it' for a night... we'll kind of recount items, mull over things, and give a Mythbusters-esque "Confirmed / Plausible / Busted".

Aion is a Westernized version of an Eastern-MMO... in other words, it’s an Americanized version of a Chinese MMO. The development cultures differences between Eastern and Western MMO's are as vastly different as the true cultures themselves, but we'll touch on that as we go. Lore-wise... Aion puts its nice, different own personal-stamp on a tried and true fantasy setting; bad guys attack good guys, 1000 year war, peace treaty then chaotic assassination, hell breaks loose, world shatters & civil war ensues. Thats a **very** brief description on the lore.. but it's a nutshell. Lore, typically for me, does add something to the game... it gives quests and objectives meaning, gives your character a purpose and can add a sense of pride (realm/faction pride).

While September 22nd is the US release date, the game has actually been in full blown release-mode for a while in China. This, in my opinion, really works to the advantage of Aion; it allows for more time to "polish" prior to releasing to a Western audience, which typically are more cynical and critical of games and expect more at an initial release (SEE: Warhammer Blogs) than Eastern players. While the Eastern players don't mind muddling through a rougher release, WoW has created such an influx of new blood to the MMO community that doesn't accept the same "thats just how it is" limitations of previous title launches. Western MMO players demand polish, and in my opinion, this is the largest advantage that Aion brings to the Table. It will be immediately patched to version 1.5 or 2.0 (China / Korea) at US release, so Western players will see the imediate results of 8 months worth of Real-World play testing and fixes. This item alone will do more for the release than I believe that NCSoft Realizes.

Moving onto the first immediate item for review are the Graphics. Utilizing the Cry-Engine, NCSoft has issued forth another Competitive advantage... currently there is no other MMO that is as graphics detailed as Aion, save Age of Conan, however Aion does it without the major Graphics limitations and issues. Native AA is implemented in the engine currently, up to 8x AA, and Hardware Supported Bloom effects (via Cryengine) are available as well. From playing the Beta last night while keeping task manager open, the game looks solid from a back-end perspective... no Graphics leak like AoC, and no Memory or Page File leak like WAR. Reflective textures as well as high-detail textures (with sliders! Warhammer - take notes) are in already, and the game runs extremely smoothly for being so graphics intensive. Once more players are on the screen plus when it starts being used on non-SLi rigs is when we'll see whether or not Aion has a graphics bust or win.

Character Customization and Class selection are one of the first things you experience in any MMO, and Aion raises the bar for Customization. Currently there are something to the tune of 1500+ different face / hair / features combinations available to select from, with an additional 1500 available at retail release. Hair Color, Skin Tone and Lip (?) Colors are all done via a palette chooser, making the combination of colors virtually endless. I don’t think enough can be said about their degree of customization, It’s nice to think that there are slim-chances you’re going to see another character who looks EXACTLY like yours. Class Selection is of your typical fantasy variety; DPS/Tank warriors, 2 flavors of healers, 2 kinds of casters and your stealth characters. While the Class offerings are not as robust as the customization options, they still present familiar "faces" for people new to the game; given the descriptions of the classes, you start with a good idea of how the class is going to pan out at level fifty.

This is the conclusion of part I.. part II I'll review more of the gameplay nuances, and go over the various classes in a little more depth. The last part of the posting I'll visting my thoughts on Aion, pros, cons and my concerns that I'd like to see hammered out in the first month.

look for part II tommorrow!

Tuesday, August 4, 2009

Why can't anyone do it

like they use to?

Back in the day... you had a 'content release' or addition; it was just another patch... but thats not how it's done now.

Scott Jennings posted something over on brokentoys a while back about this same thing, during Land of the Dead development.

Take Darkfall... their first patch (1.1) was released as an 'expansion pack'; essentially re-releasing the game (it improved, according to Eurogamer...they gave it a 4/10 intead of a 1/10).

Warhammer Online: Age of Reckoning - put in some class balance (then promptly remove it), toss in some AoE Nerfs and Buffs (then... oh yeah, remove those too); add in some UI hooks (remove them due to exploitable code) and add it some content that you'd promised at release: BAM - Land of the Dead Expansion & Live Event.

Lord of the Rings - Toss some Class balance, new MvP characters, a new dungeon and new lewt into a mixing bowl and what do you get? BAM - new "Book" (aka Expansion) and Live event.

As Scott Jennings put it though "Some people are still just releasing patches.. and making them worthwhile"

Not arguing for or against WoW... but they're still "doing it right"

Thursday, July 16, 2009

Still up working

Yah, I know it's 1:03.

Is this [an example of] why they make $37.45 million a month, or is this *because* they make $37.45 million a month?



Already starting on an iPhone app for the CU.

Monday, July 13, 2009

I forgot how much of a pain...

...Working on a Civic is if you have big hands.

Gotta give it to the asians, they're freakn efficient. I *love*
efficiency... so the utilization of space in the engine compartment is one of the things that really set them apart in making cars.

However, this comes at a price.

If you have hands over a size "S", you're gonna have fits trying to fit your hamhocks down in the cracks and crannies between hoses, lines and filters, cause they're designed for someone with *teeny* hands to be able to manuever.

So a little backstory... Jill sometimes has a hard time seeing at night, and civics have the 1) lowest candle power stock bulbs ever & 2) have the most constrictive LOS for their headlights because of the lowprofile and low hoodbrow. So I bought her two sets of the SilverStar Ultra Xtravisions.. 300% the candle power of the stock bulbs, white-white light instead of amber, and supposedly a 10 ft side-lighting extension... hopefully to keep her safer. So I thought it'd be just like replacing the bulbs in the escape... pull two caps, badda bing, badda bang, we're done.

wrong.

I had to end up pulling the wheel-well back so I could wiggle my hand in the headlight cavity and change the driver's side completely blind. Big time PITA since Honda secures all of their lights with dual hinge clips; which are hard to take off even when you can see the dang things. The Passenger side wasn't as bad, cause I had more room to work from the top because I didn't have the battery in the way (the only problem I ran into was the starter was still warm... ouchies).

Anyways... love a Honda, some of the best cars out there. Hate working on them with decent sized hands.

For anyone interested in if the Silverstar's make a difference.. We're gonna go test driving in a second, then I may post pictures of the Civic vs. Escape from the front (I've got stock amber-lights).

Peace!

EDIT: No Pics tonight, I just got done adjusting them and it's 10:20. They do make a difference... I dunno if it's as prominent of a difference as I was hoping for (although on bright they are BRIGHT) but it is a difference. The biggest thing is in the FOV, it's about 10-15ft further on each side of the road, instead of being narrow with the Stock lights. I'll try and post some front pics maybe tommorrow.

Wednesday, July 8, 2009

World of WarhammerCraft?

I dunno.

What are my biggest complaints about WAR?
  • Broken End Game RvR
  • Broken Balance issues
  • Poor PvE (Leveling & End Game)
  • Very poor MMO 'feel'
  • Feels more like a persistant CS / Third Person shooter
  • Bugs
Biggest Pro's to Warhammer:
  • Scenarios & RvRing to level
  • Experience from RvR
  • Public Quests (the concept)
  • Armor Dying System
  • 'Sieging' (concept)

While the same in number, to me and about 700K-750K others, the cons have far outweighed the pros. Why do I mention this? Queue the entrance of the 800lb gorilla...

I believe that Microsoft does it best; the whole absorption, stealing and executing technique.. but Blizzard is a damn close second. Call it stealing, call it 'borrowing', call it good business decisions...either way; they didn't become the 800lb Gorilla that they are for no reason.

Since Warhammer's Debut, World of Warcraft is about to roll out their 2nd large patch, and guess what they're including:
  • Battlegrounds(aka scenairos) queuing from anywhere
  • XP and Honor from Player Kills and Battleground Victories
  • Bonus Honor for 'Fighting on the Flag'
  • Battleground timers - 20 minutes
  • Battleground with Siegable keep (and seige engines) - 80 Players
  • Ability to turn XP off and remain in a specific battleground range
  • --Anti-Twinking measures: /xpoff players only queue for other /xpoff player's BG's
  • Updated Character Models
  • Updated Armor & Weapon Models
  • New PvP / Honor Rewards (gear and spell ranks unavailable to others)
So with this, what does WoW Already Offer:
  • Balanced Classes in PvP & PvE (each side has same offerings)
  • Stellar PvE (Leveling and End Game) - Sets the Metric for PvE endgames
  • Three total zone walls - **very** MMO / Immersive world feel
  • Polished, smooth client
  • Largest MMORPG Playerbase (approx 11.4 million players, 2.8 in North America)
  • Constant community involvement
  • Constant Patching, Hot Fixing and User-suggested enhancements

Warcraft Cons:
  • End Game, outside of BG's and Open world random PvP, is PvE Based
  • Dated, "Cartoony" Graphics
  • "Daunting" from a new player perspective (it's a very 'known' world, so you've gotta do your research)
  • Massive Community that lends itself towards being Jaded
  • Massive non community that loves to bash, rip apart and complain about WoW

So, why not run to Warcraft after 3.2? Well... I dunno; I might. But it's World of Warcraft. It's almost become, for people who haven't been one of it's mindless minions, a 'love to hate' relationship. It's been dubbed the Fischer Price of MMO's, despite having arguably more math and available data than Warhammer (and it's formulas work too). It's Gozer the Gozerian, the destroyer of Worlds (coupled with ToA, Warcraft killed Dark Age of Camelot). It's the Voltron of Online Gaming.... it assimilates the collective positive ideas of the MMORPG community and developers; sucks it into it's greedy web, and some how spits out a more polished version. It's the bane of MMO existences just because it's the MMO by which all others are now compared. It sucks, cause it's the Walmart of MMORPGS.. it moves in on the block, puts all the mom & pops out of business, and just destroys everything in it's path. It offers what everyone else does, but does it cleaner, easier and 'better' than the others.

If you can jump your personal hate-hurdle... then really, WoW's the metric by which others are compared cause it's the "best".

Tuesday, July 7, 2009

The Current State of MMO's

It's a sad state really.

Right now I'm at a kind of awkward point in MMO's and gaming in general. I'm, for all intents and purposes, addicted to the MMO genre because of persistant advancements, rewards and penalties and social interactions... however, right now the MMO genre is one of the most constrictive gaming genre's available; with only a few select offerings to choose from which all generally share a common theme (fantasy).

While there are a couple of up and coming titles (Aion & Star Wars: The Old Republic) to look forward to, I'm tryring to be more realistic about future titles due to the lessons learned from Warhammer. Hype does not equal a great game, in fact, it probably hurts the title more than it helps. So... while I am looking forward to Aion (Asian MMO that's be available in Asian markets for a year, so the U.S. will be getting a 'polished' game), I need something to play right now.

Warhammer: I've never been so wishy-washy about a game; ever. Really, I think Warhammer has fallen flat on it's face, but I think that it's that I *want to believe* that mythic can turn things around and make the game into the hype that everyone believed in. BUT; Warhammer has a completely broken end game. We were sold on a PvP/RvR-centric game, but we were given a PvE centric game, with pisspoor PvE, mediocre RvR and poor PvP. The end-game of Warhammer is broken; Tier 4 in no way conveys the RvR aspect that the game is built around, and it's in fact the FIRST question on WAR's exit survey, so even Mythic partially acknowledges their failure. PvE is utterly broken and boring; being one of the worst PvE implementations to date... $140 million development budget,3.5 years and you copy and pasted environments? I've been thru T1 / T2 almost the same number of times as there are classes now... T3 starts to show the signs of a broken game, and I quit my T4 DoK after being in Tier 4 for just a week. Also, from an MMO perspective, the game play is extremely linear and constrictive... the 'tier' system almost forces you into specific areas and a very specific PvE progression (and RvR)... then when you get to T4 RvR, you find out its just a bunch of Circle-Jerk keep taking that both sides mutually agree to in order to farm Renown. If you happen to get in a City siege, the CULMINATION of the T4 evens, you forced to PvE (yeah...) in order to capture your opposing realms city. PvE is the climax of the RvR/PvP progression...

Age of Conan: I'm kind of stuck at this game. Age of Conan is probably the best looking MMO out there, the graphics are simply amazing. Having said that, I'm not really sure that there's a whole lot more to this game, other than being the first DX10 (even though it didn't / doesnt really work) MMO. The combat system is innovative, at first... but after a while, it gets to be slightly annoying, and casting is a joke. I speed leveled a Demonologist to 12 during the 7 day trial (and a ranger to 9); the PvE was mildly interesting, there was no PvP at that level, but there wasn't anything aside from the graphics that was hugely interesting. Hell, there arent even trainers in the game; when you level, you're automatically given the abilities appropriate for that level. Feat Trees are similar to the way that WoW's talent trees work. Subs currently - about 100,000.

Lord of the Rings Online: Love - Hate relationship with this game. I think, that with a bunch of friends, LotRO has some merit; but by yourself and knowing no one, the game kind of sucks. The best qualities of Lotro is that it's combat system 'feels' like Dark Age's combat system; there's positionals, reactionals and a non-stupid taunt & aggro system, different stances and class focuses. The PvE in the game is very epic, it's got nice (but very niche) graphics and a very snappy engine. However, the PvP (if you can call it that) isn't that great. In fact, what happens is that the player assumes the role of the bad guys (monsters) and fights the Freeps (free peoples; other players) in a designated area, over keeps and area control. While, yes, it is PvP.. it just doesn't feel the same. I'm playing the 10 day free trial; and it's fun, feels like DAoC, but without the epic RvR. I've done some PvMP (Player vs. Monster Player)... and it's not terrible, they've made improvements since I tried LotRO over 2 years ago, but i still dunno. Lotro's sub numbers are currently sitting about 650,000... according to a couple different sources.

World of Warcraft: Another love-hate relationship, and it's the 800lb gorilla in the room. For PvE, honestly love or hate it, no one has done it any better. Warcraft was developed on a purely PvP centric point of view; so that was their primary focus for the games sunrise development lifecycle. With PvP gaining popularity, WoW is trying to shift to a more PvP focused server-set.. but its hard to teach an old dog new tricks. I love WoW's PvE; which is odd.. each dungeon and instance is unique, loot drops are garunteed, and bosses offer unique PvE experiences that are more than spank-and-tanks; even raiding 'can' be fun (when done correctly). PvP wise... WoW battlegrounds, to me, aren't all that bad; but it's the twinks and premades that can make them suck, but thats only because i've never been in a full group premade, nor been a twink. WoW has more world PvP, on PvP servers, than WAR has seen outside of RvR lakes. BUT: WoW PvP is laregly pointless... it's purely 'carrot' driven in terms of gear. PvP grants you no extra abilities and no realm-wide reward. Also, WoW is very daunting... PvEing to level 80, despite the leveling changes, is still quite a task.. and gearing post lvl-80 isn't an easy feat as well. Also, WoW and LotRO both put the 'Multiplayer' in MMORPG; they *require* larger groups of people, require you to be socially interactive, and require you to make friends in order to further your character... which is a potential turnoff.

EVE: Not interested. While this is the most inovative of the options, I just can't get 'attached' to a spaceship. The offline training irks me aswell... whats the point of logging in, if you can do most of your character progression while training offline; then buy your ISK from a Chinese farmer and go buy a ship? The social interactions are one of EVE's 'lures', but I've got one job already, thank you... I don't need to, literally _work for_ and online organization in an MMO as a spy, and report on forum interworkings, getting promoted in my target organization and then working to leak intel to my 'employeers'. I've got enough on my plate as it is.

There's others that I probably should mention: Dark Age of Camelot, Lineage II, Guild Wars... but; these currently have more Cons to me than pros, so it's not worth detailing them out.

While I was writing this post; I think I mentally hit the nail on the head. I'm trying to play MMORPG's (Massively Multiplayer Online Roleplaying Games - FYI) with a very narrow mindset of 'what works for 1/2/3/4 people'... but truth be told; thats not what an MMO *is*; and its counter productive to think so. Looking at DAoC; the 'golden years' were spent with the SK's, a guild of 15 or so stable members that romped in Pve and PvP together constantly, talked in forums, and ran small man etc. DAoC may have been slightly more 'small man' friendly; but really the best times I can remember are: Barrows Bridge groups, Keltoi ant room groups, Trees group... thats where I met most of the people I still remember from DAoC. So maybe I need to start getting a little more social in the games I'm playing, start forming groups, joining guilds (some of the most fun in WAR was with Ruin) and actually \contributing/ to them.

So maybe.. its that I'm doing it wrong, and need to L2Play.

EDIT: Well its not LotRO - trial is going to be up soon, and I just don't *want* to log into it.