Wednesday, April 6, 2016

Story in The Division


Haven't blogged in awhile, but if you follow me on Twitter, then you know I've been pretty much playing Tom Clancy's The Division since it launched. I've finished the main story, reached the max level, and only have a single zone of collectibles left to gather. Now that I'm just sort of doing the daily gear progression thing, I wanted to take a bit and talk about the story of The Division - what I think worked, and what could have been better. I haven't seen a whole lot of commentary on The Division's story, but what I have seen has been mostly negative. And I wanted to talk about that, because I'm not entirely sure the game is getting credit where credit may be due.

Spoiler Warning
Let's get this out of the way right up front - I'm assuming that if you're reading this, you've finished the main story, and have completed all of the story missions. There will be spoilers for that content ahead, so if you're worried about reveals, please come back when you're at the end.

Wednesday, February 3, 2016

Blade and Soul - Ups and Downs


I've never been very good at spending my free time on more than one general activity at a time. Whether it be working on a game development project, playing my MMO de jour, or something that's caught my eye on the console, typically I tend to only focus on one thing, though I have been known to shift about pretty quickly.  And if you follow me on twitter at all, you know that for me, for the last several weeks, that's been Blade and Soul. So what's keeping me in the game?

Sunday, January 3, 2016

New Year's Resolutions!


Hello and welcome to the first post of the new year! I thought I'd kick off this year in Blog Posts in classic style - with some new year's resolutions.  Little known fact about me, I love new year's resolutions. I know, most people by now are pretty jaded and cynical when it comes to setting goals for the new year - but for me, it represents a chance to change, and a change to grow, and blah blah mostly I just like making them and seeing where I end up at the end of the year. So now, without further adieu, let's look at what we're going to try to get done in 2016 (oh man it sounds weird saying that!)

Thursday, December 10, 2015

Dipping our Devilish Toes into Devilian


That's a lot of alliteration, Al! 

For the most part, I'm actually pretty good these days at resisting Hype, with a capital H. Devilian's been bouncing around my social media circles for some time now as it rolled through one beta after a next, and I looked at it long enough to say "Oh, a Diablo Knockoff", and that was pretty much it. But Monday it popped up on the radar again being just a few days from their official launch, and I gave it a bit more consideration. First, I'm a huge fan of the South Korean MMO art style it uses, heavily reminiscent of games like Tera, Blade & Soul, and Aion.  In fact, Bluehole Ginno, the south korean developers, are also the developers of Tera. So that should tell you something about what you can expect in terms of art style. And more to the point - the level of dress, or undress, as it were, you can expect to find most of the female models. Second, it's being published here in the West by Trion Worlds, a publisher I have a fair amount of respect for. Rift is a fine MMO, and I've spent plenty of hours in Defiance. And third, the early access founder's pack was at a very reasonable $20.00 US. So I shelled out a Jackson, patched up my Glyph launcher, and started the download. And so far, I'm quite glad I did. Now, a few days later, here's what I've learned about Devilian.

Sunday, October 25, 2015

Knights of the Fallen Empire - An Introduction


So last week the early access for Star Wars - The Old Republic's new expansion - Knights of the Fallen Empire kicked off. And with this expansion Bioware has delivered not only an amazing new chapter (nine chapters, in truth) in their portion of the Star Wars universe, but a host of changes to the game's core mechanics as well. So I thought, beyond the story itself, I'd take some time to introduce returning players and new players to some of the interesting changes released in the expansion.

On Spoilers
While I've tried very hard to not reveal any specific characters or plot points from the story, some of the screenshots and discussion of the content after the story will be, by its nature, mildly spoilerish. If you're fanatical about having a completely pristine experience your first play through of the game, feel free to return to this post after you've finished the nine chapters of the story. If however you just want to know about the expansion and don't mind a screenshot or two that might reveal this or that character that you will encounter, please read on after the cut!

Wednesday, October 14, 2015

Unholy Alliance & Wookie Mistake Gaming Guilds are all in for Extra Life - Check it out!

One of the very cool grass roots movements that's  taken hold over the past few years, and really grown, is the Extra Life movement.  If you're a gamer at all,  you already know what Extra Life is, but in the odd case that you don't, essentially on a certain day gamers from around the globe promise to play games for 24 hours to raise money and awareness for children's hospitals. It's a fantastic effort that raises thousands of dollars for children's illness and hospitals.  If you'd like to learn more about Extra Life, and maybe participate yourself, please check out their website here.

Sadly, my schedule is such that I rarely can afford to spend an actual 24 hours myself participating, but I try to assist in some way by sponsoring and promoting those that do, however I can. And as you may or may not have noticed, while my blog doesn't get nearly the attention it should from me, I am pretty active on teh social medias - especially twitter.  As a result, I've had an opportunity to form friendships and relationships with incredibly cool folks and organizations that participate in a wide variety of gaming.  And especially of late, that has mostly been centered in and around Star Wars the Old Republic.  One of those folks I've had the pleasure of becoming acquainted with is Stardust Legacy, (follow her on twitter at @UnholyAlliances), and her SWTOR guild & gaming group Unholy Alliance.

And Unholy Alliance is going ALL IN for Extra Life Day. Multiple marathoners, tons of events, all in all it sounds like a heckuva great time, and of course, all for a great cause. So while I personally won't be able to participate in Extra Life day, I will definitely be watching (and sponsoring!) some of the fine folks over there, and I absolutely encourage you to do the same.   Here's the scoop!



You can check out the information directly at their website they've set up for the event here. Please give it a link, and come game with the fine folks at Unholy Alliance on Extra Life day this year!

Wednesday, July 15, 2015

The Girl with the Golden Gun


So I've been at 60 for a bit now, and wanted to change up the look of my smuggler Kaytte. I saw someone in Fleet the other day that had built an entire outfit with pink and white, and found a speeder that matched in color scheme, and it looked really sharp. Thought I might do something similar. So that sat me down the task of surfing Tor Fashion, and other SWTOR transmog sites, to see what was available and where I could get it.

Saturday, July 11, 2015

Operation Overhaul!



See I did a little thing there in the title - did you see what I did? Oh nevermind. So this week the Bioware developers put out a blog talking about what they're doing with instanced content in the new expansion, and holy smokes it's a lot! They're essentially overhauling their entire system. And they also say that there will not be any new operations or flashpoints for said same expansion.  Ostensibly because they're, you know, overhauling their entire system.  So of course if you look at the discussion thread for that blog, you'll find what at current count is a 58 page thread, mostly filled with hate and discontent, regarding the fact that the there won't be a new instance. There's kind of two interesting discussion topics here, so I'm going to talk about them a little bit, separately.

Friday, July 3, 2015

Buyer's Remorse


I don't often fall prey to the whims of my crowd, but I'm beginning to suspect that's what's happened here. I've returned to FFXIV, and picked up the new expansion.  Everything is exciting and new, and I should be happy as a clam.  Except.. it isn't, and I'm not.  So.. what's going on here.

Wednesday, May 6, 2015

In a Galaxy Far Far Away.. you can earn 12x XP.


So right now, through some indefinite amount of time described only as "the fall" Bioware/EA is giving you 12x XP rewards for any story mission you complete. That's right - that's not a typo. TWELVE TIMES. It's pretty remarkable. It's turned on automatically for subscribers, (which I now am, for the time being), but you can buy an item to turn it off if you like.  The interesting thing is, I actually found myself at a conundrum as to whether or not I would leave it on or not. Here's why.

I've been back in Star Wars the Old Republic for just barely a few weeks. I've hit level 24, and am really enjoying playing. I've been doing the story mission and the side mission, feel like I'm levelling at a decent rate, and queuing for flashpoints when I am appropriate level. I even picked up a few heroic pugs here and there. (There's a visual if you take the sentence out of context!)

So in short - I'm having a pretty good time with the game just as it is. I certainly don't feel a rush to get to the end game. For me, for MMO's, the journey is always far more important to me than the destination, as once I reach it it almost certainly means I'll just be moving on to another MMO that I can level in again. So, I had just about convinced myself to turn it off and continue to play the game as it was originally intended.  Until.. last night.

I queued up for the Athiss flashpoint while I was playing. And up until now, for the flashpoints I've done, my average wait time has been around 25 to 35 minutes. Not great, but not undoable. At least you can plan around it. Last night, after sitting in the queue for an hour, I unqueued, as by then I had to go. That was early in the evening, so I tried again when I got on late. Again, an hour in the queue, and I unqueued. And it occurs to me.. no one's doing these low level story flashpoints. Why would they? Right now, it's far more efficient to level up doing story missions than flashpoints. I also noticed a sharp drop in heroic LFG call outs last night - though that may have just been happenstance.

But if there is one fundamental truth you can count on when it comes to MMO's, it is that the vast majority of your player population will follow the most efficient route they can to the end game - especially if that route is well publicized. Regardless of what you personally may desire, the truth is, what the player population is doing has an effect on your gameplay - whether you want it to or not.

So I decided to get on board. Though I enjoy doing flashpoints, I dropped my quests for all of them and my heroics last night, and found the next waypoint on my story mission and set out. I'll do the story missions, and the occasional side quest when it suits me, and level the way they've set out for me to level. When and if I get to the end game, I'll worry about gearing up and learning to play my character in instanced content then. Most of the guides only give rotations for end-game ability setups anyway, so there you go.

So here we go! Expect to be inundated with more screenshots as Kaytte, our tough as nails heart of gold smuggler traverses the galaxy in search of fortune and riches. And occasionally delivering the odd sandwich here or there to some person in need.



Thursday, April 23, 2015

Neverwinter Nights


I know I know.. but when a title works, you don't throw it out just because it's cheesy! And for the last three weeks, that's pretty much where I've been spending my nights.  So I thought I might spend a little time talking about what's great and what's not so great with Cryptic's free to play MMO on the console.

Friday, April 10, 2015

XBox On!


When your blog rate is about one every six months or so, you're going to begin every blog with "So it's been awhile since I blogged last.."  and this one is no exception. Mostly I blame work - 2015 so far has had an epic work schedule over at Robot. And I'm still husband and father so I like to have at least a bit of family time, and of course, I'm still gaming. So between work, family, and gaming, there's precious free time for blogging. And in truth, I just haven't been feeling it. And when you don't feel it, you can't write it.

But more than a few of my twitter friends have been chastising me of late about putting something to paper, and even my son was all "Dad.. write something."  And that more than anything has motivated me to open up blogger again. Plus.. I'm feeling it. At least for now.

Monday, November 10, 2014

WoD Launch Day - Revel in the Chaos!


World of Warcraft's next expansion, Warlords of Draenor, launches in four days. It's a fantastic time to be playing the game right now, and it's clear the developers have doubled down on this expansion, and are working as hard if not harder than ever to bring new life to this venerable franchise. Launch day can be an extraordinarily chaotic time in any game - whether it be for the initial launch of the game, or for a much anticipated expansion. And many players will absolutely bemoan the chaos that ensues. Spawn areas will be camped and crowded, servers will be up and down, there may even be queues to log in. Quests will break, players will lag, and instances will lock that shouldn't be locking. Yes, for many people, it will be for them the worst experience ever, and if you read the forums during this time, nothing less than the sky has split open and the ground has trembled and hell in Azeroth has descended upon them.  But for me - well for me, I absolutely love this time. I find the chaos magnificent, and there no better time for an MMO.

Monday, October 6, 2014

A Letter to My Son


Hey Bud.

So it's been almost five weeks now, and while you're settling in quite comfortably in your new domain, I'm still wrapping my head around the fact that when I come home and say "Hey Family!" only three of the four of us are there. It's a time of transition for all of us, and so I thought I'd take a moment, at you set about to embark upon the great adventures that await you, to reflect a moment upon the virtual adventures we've shared.

Thursday, September 25, 2014

Dear Past Me - Spot On

In November of 2010, almost four years ago, I wrote a post describing what I thought at the time was the inevitable future of MMO's.  The original post was taken down when I changed blogging sites, but digging through my writing archives, I managed to find it. It was written back in a time where I actually wrote all of my stuff offline, and then published it online - crazy, right? This week, we learned that Blizzard has canceled their most ambitious MMO project to date - Titan. There's been quite a bit of press this week speculating that this move marks the end of the MMO as we know it. I don't necessarily disagree.  I won't say the MMO is dead, by any means - but the nature of it, is changing. You need look no further than Destiny to see where the genre is headed.

And looking back at the post I wrote four years ago, I think I got pretty close.  What do you think? Here's the original post, unedited.

Monday, September 22, 2014

Destiny - The Good, The Bad, and the Ugly


So it was just a few weeks ago that I was promising I'd blog a bit more often, and here I am already slacking off. Let's remedy that this morning by talking a bit about what I've spent most of my recent time playing - Destiny. There's already been plenty said and written about the game, so my summation will quite likely reiterate some of those other opinions, but I've put enough time in on my own to feel I can at least talk about the parts of the game that I've played.

Monday, September 8, 2014

Balance of Power


One of the most frequent, and yet toughest decisions any developer has to make throughout the course of a project is the evaluation of new tools and tech for some particular aspect of your project. This is especially true for the indie developer, where your resources for building the tech yourself may be quite limited (ie., you), and yet the funds for licensing the tech may also be rather limited. I got to thinking about this the other day as I was going over the list of licensed tech we're using in our current project at Robot, and it occurred to me, as I've been making these kinds of decision for both small and large projects over the past ten years, maybe I could put together a list of some of the criteria I've accumulated over the years.

The New Shiny
It used to be that licensing middleware for your game was an extremely expensive process, so for many small shop developers, the costs of licensing alone made the decision an easy one. If you wanted a pathing solution, then you studied up on the latest algorithms, and you went and implemented it. If you needed blended animation trees, you took whatever bare bones your engine gave you, and you built your API on top of that. And if your artists had to live with editing XML files to set up the blends, well so be it.  But these days the process has been hugely democratized, and it's not uncommon for the aspiring developer to feel like a kid in a candy shop when looking through the Unity Asset Store.  So many tools! So many packages ready to go promising everything you need to get your game up and running! And they're all so affordable! I'd like one of each please!

Well hold on one second there Tex. Before you plunk down another $65 for another set of editor extensions, lets spend a few minutes thinking about your project's real needs. And furthermore, the ramifications to your project once this system is integrated in.

How far along are we?
Make no mistake - the best time to integrate third party solutions to your project is right at the beginning of the project. And the further along you are in the project, the less useful - and doable - this becomes. This is because each system you integrate into your project is going to set up chains of dependencies. Not only are you going to build code that is dependent upon this system, but other systems that may already be implemented might have to be modified to account for the new system. This is especially true in all-in-one kinds of packages.  Things like "The complete MMO toolkit" or "Everything you need to make an RTS".  These things are called starter kits for a reason. They define core game systems, and the expectation of those systems is that you're developing your project around that core game system. So if you're already rolling with a game that has functionality in place, integrating a core system like that can create far more problems than it solves - especially if you're integrating a system only because you want some key piece of functionality from it.

For example - say you have this fantastic idea for a game where you run around and shoot other players, you take their stuff, you go back to town and trade their stuff in for better stuff, and you go out and do that some more. And you can level up.  You find an excellent FPS starter kit that not only has a fully scripted character controller ready to go, but also includes an inventory system. Sweet! Then you see an Action/RPG system with experience points, and abilities, and level up mechanics that you also want. So you pull that down to get those systems. Then you realize that you need to save and retrieve store inventories in a central database, so you pull down and integrate a database retrieval system.  Well now guess what you have. Both the RPG/Action system and the FPS starter kit provide fully animation character controllers, but neither of them know about, or work with each other. But only one of them works with your inventory system, and the other only works with your level up system. And neither of them know about database system you've integrated. And furthermore, the database system has its own inventory managment system, that would be nice, but neither of your character controllers are set up to use it.  In other words, you've got a real maintenance nightmare on your hands.

For those reasons, it's best to make some of these decisions as early in the process as you can, especially the more core the system is.

Use but don't integrate
In the above scenario, I would start with the database serialization system, as this is a core part of your game, and just about every other piece in the game is going to depend upon it and use it. I then would perhaps purchase the FPS starter kit, and set it up in it's own separate, clean project. I would examine how they set up their character controller, and how their using their inventory. But in my original game project, I'd implement my own character controller using the methods I learned from the starter kit. I'd then build my own inventory system built on top of the database serialization system already integrated, using the techniques I learned from the FPS starter kit. I'd then repeat the process for the Action/RPG system. I wouldn't use their character controller at all (I've already gone one you see..) but I'd install their system and learn enough about it to see how they implemented their level up mechanics, and then build my own systems in my game using my technologies, but their methods.

The thing is, this kind of implementation is going to take much longer. You are essentially using the 3rd Party tools to learn from, and then building your own systems. But in the end, what you have are game systems that you are fully aware of exactly how they work (because you built them), and a game project as a whole that has fewer competing dependencies. In the long run, your project is going to be much better off for it.

How key is the component to your gameplay?
So obviously our game would be the absolute best game if we built every single piece of it - because then we know every single piece, and can fix, change, or modify all the pieces. But for an indie developer, time is money, so the truth is you may need some of those systems, and there simply isn't sufficient time to learn and re-implement. This game needs to ship! So another key question I ask myself is whether or not I can consider this component a commodity in my game, or is it a key foundation in my game. For instance, let's return to the example I started above. In this game, there are animals roaming the wilderness, and their sole purpose is to serve as targets for players to kill, and get experience. These animals have to roam around, attack players, and die. For those needs, I would absolutely license a pathing (and AI) solution, implement it as soon as possible, and never look back. My game isn't about animals pathing, or making incredibly smart decisions. It's about the fun players have in shooting them and looting them and getting bigger guns to shoot bigger versions of them.

But say my game is about the animals themselves - they are cunning foes that sneak up on players, have their own survival agendas, and roam about searching for and finding food, and the players can serve as that food if need be. Now the game is much more about the animal's behavior itself. In this case, I would build my own AI systems. I might use a low level mesh pather, but everything on top of that I would build.  

In other words, it's important to identify clearly what your game is about. And if your game isn't about some core piece of functionality, and out there is a company that makes its entire business building that functionality, then if you can afford it use it. Prime candidates for this are systems like sound and music, pathing, UI, and database management. For these kinds of systems, it's quite likely your engine already has built in solutions for those, and if so, and they fit your needs, by all means use them. But even if your engine doesn't, these kinds of things are considered the wheels of game development - and you know what they say about wheels and re-inventing them.

Don't start over!
From time to time, you will come across solutions or third party systems that are so enticing you will be tempted to completely throw out everything you've done so far just to make use of that system. No seriously. It's a huge temptation. Your own project is looking messy, with many cross dependencies, many overlapping technologies, and tools from three different kits, along with your own hodgepodge of scripts and half-implemented (but functional) pieces. And along comes this kit in the asset store that does everything you need!  It has data serialization, and a character controller and an inventory system and a level up mechanic and it's all super clean and neatly integrated and each piece talks perfectly to the other and you think to yourself that is the answer! To heck with this, I'm buying that and starting over using that and this time my game will be a paragon of efficiency and robustness and still fun to play!

I cannot emphasize strongly enough that in almost every single situation, this is the wrong decision to make. The number one killer of games getting finished is the temptation to throw it out and start over cleanly. Here is the truth of it. Game development is messy. It always starts off clean, and with the best intentions, but in in twenty years of shipping games, I've never shipped a single one, large or small, that didn't ship as a giant jumbled collection of the hacks and bailing wire and tissue paper systems that make the game shippable. It's just the nature of the beast. If you've made progress on your game and it's doing things and you're liking what it does - even if it's not the prettiest code in the world and would make your 2nd year CS instructor cringe, keep going!

No easy choices
The truth is, the decision to integrate a licensed piece of 3rd party tech into your project, versus creating your own solution, is never an easy one. Each case is unique, and has to be evaluated on its own. But hopefully this gives you at least some general guidelines to use to help you make that decision. How far along are you in your project? How many dependencies will this create for other systems? Will integration of this system create overlaps of technology from solutions already implemented? How core is this technology to the foundation of your game?  These are at least some of the questions you should be asking yourself before you plunk down another $100.00 for the best skeletal animation system ever.  And hopefully, with some of those questions answered, you can make better choices about which systems to use, and which ones to build.  In either case, good luck with your projects!



Tuesday, September 2, 2014

Lightning Strikes! Again!


Yesterday kicked off the next event in Final Fantasy XIV's one year anniversary round up - which sees one of Final Fantasy's most cherished characters - Lightning, visit the world of Eorzia.  Similar to the other anniversary events, this is a repeat event as well - it first came around in November of 2013, so technically I suppose it should be called Lightning Re-strikes.. or maybe Lightning Strikes Returns Again.. or.. something. Now as I've mentioned before I'm not terribly well versed in Eorzia lore, but I am a fan of the Final Fantasy series, and was quite familiar with the lore of this character. I wasn't playing FFXIV at the time this event came around the first time, so I was really looking forward to participating in it this time. And let me just say, if you're a fan of franchise crossovers and of seeing your character participate in events side by side with a signature series character - the event does not disappoint!

Thursday, August 28, 2014

A Night of Celebration!


So right now Final Fantasy XIV:ARR has a variety of in game events going on to celebrate their one year anniversary.  When it comes to seasonal events in MMO's, I'm very hit or miss. Occasionally I'll endeavor to do them just to see what they're all about, but quite often I'm just as happy to skip them altogether. Especially when the activities they would have you participate in trend towards monotonous. But as I'm still relatively new to FFXIV, and as these were the first seasonal events that have occurred since my return to the game, I decided to give them a go. And I'm glad I did. Seasonal events in FFXIV for me hit just exactly the right mix of fun, polish, and length!

Wednesday, August 27, 2014

Getting back into the Swing


Make no mistake, I haven't written much lately.  At all. When you've been blogging as long as I have, you know that there are times - weeks, months, somethings entire years, where it just doesn't strike ya, and you can't put pen to paper - figuratively speaking. Now typically, most bloggers will cap those periods off with renewed promises of increased activity.  It's like when you fall off your exercise program.  After some period of time has passed you begin anew with promises of This time - this time I'll make it stick! I personally try to avoid such promises. Namely because a huge pet peeve of my own is making promises and then breaking them.  I've always felt that no one really wants to read a post about how you're going to turn things around and start writing every day etc etc.  If you want to turn things around, then just do it. Start writing. But I've decided this time I'll allow myself my own exception, and make this post about posting. So here ya go. Breaking my own rules, and talking about things I would like to talk about.