Interlude: Playing the System

Sorry about the lack of images. This post got eaten in a server outage and has been reconstructed.

No heavy stuff today, after the last couple of days. This week is apparently “old MMO memories” week, but rather than jumping a year gap to talk about more relevant lessons learned, I figured I’d take a short break to talk about Dark Age of Camelot.

I played DAoC after EverQuest, on a lark. I knew it was a PvP game and my only prior experience with PvP had been in Ultima Online, where I had become an awful griefer after spending a lot of time getting griefed myself. It left me with a sour taste in my mouth regarding PvP, particuarly because my UO tricks were simply that– tricks– and for the most part I wasn’t able to hold my own in a straight-up fight. I was very good at stealing things from unsuspecting people and setting up awful traps for them, but my successes there were based on me being clever, not me being good at the game.

Post-EverQuest, I started to think that I possibly could actually be good at games rather than just trying to use smarts to make up for a lack of skill. I was done with EQ, and the games I was following weren’t yet out. I didn’t want to go back to UO, and Anarchy Online didn’t hold my interest very long, so into DAoC I went. At the time, a couple of local friends joined me, getting multiple-month subscriptions for their birthdays and jumping into the game with me. They’d missed the EQ boat but liked my stories, so wanted to try a new game where we all started at the same point.

By the time we got into it, Camelot was already fairly populated and a lot of stuff was going on. I quickly realized how far “behind” I was and wanted to catch up. I rolled an alt to play alongside my friends (knowing that I was going to leave them well behind as my main) and started trying to understand the game. It happened quickly, and I flew through levels as my Nightshade while hopping to a different server to level my Friar with my local friends.

I quickly found myself in RvR (DAoC’s large-scale PvP game), and spent a lot of time watching people’s movements and scouting. I realized quickly how important unified fronts were, and I started getting in on assassin teams, there to disrupt lines, break ranks, and drop reinforcements. I was good at this, but it wasn’t until a bit later where I found an edge.

My friends stuck with the game for a while, but it didn’t stick. They still had a few months on the accounts, so they gave them to me because they weren’t going to use them. I had no idea what to do with three accounts, other than multibox, which I did a little bit of but never really excited me. It felt too mechanical and not enough like I was playing the game, though having a buffbot was nice. On the other hand, I had a second computer next to my main gaming one, that I’d set up for when friends were over and we wanted to play something on LAN. I’d loaded up the game on it but started thinking about how else I could use it.

DAoC only allowed you to play on one faction on any given server, to prevent spying. You picked a faction when you entered a server to create a character and couldn’t change it unless you deleted all of your characters on that server. My friends had never made characters on the server that my main was on, so I could easily make two characters in the two different factions on that server, then camp them in specific places to watch the flow of chat, particularly the organizational stuff. I set up my second computer to run the game at the lowest possible settings in a tiny window, only showing me the chat boxes and occasionally the map. It was unplayable, but those accounts weren’t there to play on.

Instead, I used them as a direct, live feed to plan my assassination runs with my stealth team. We went from attacks of opportunity to coordinated lightning strikes at key targets, and I would occasionally run the group by places I knew big forces would be moving so that we could “scout” them and report their location. Spies were heavily looked down on in DAoC, at least on my server, so I kept it very quiet how and where I got the knowledge I did. We became a terror on the field– neither of the other two factions felt safe reinforcing their lines with anything other than large groups, which made them clumsy and unable to react.

I got a taste for PvP, and especially organizing groups subtly and in ways most people didn’t expect. I felt pretty bad about my duplicity, but it was incredibly effective. I wound up wanting something more permanent, though, and that’s about the time I started heavily following both Star Wars Galaxies and Shadowbane.



Source: Digital Initiative
Interlude: Playing the System

Remote Teams, the Wrong Way

I talked about Julie yesterday. I never heard from her after her e-mails, but she left me with a bit more than lasting impressions. I kept playing EverQuest, and I was later approached by someone who knew Julie: a guild leader whose raid group was short a healer and who’d heard good things about me from her. He wanted someone unassuming who could take orders and not cause drama; I fit the bill pretty well.

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I got plunged headlong into the world of raiding in EQ. I’d reached max level and had, up to that point, spent most of my time camping rare spawns for items and gearing up alts. My druid wasn’t my most powerful character; my Enchanter was, but this group needed a healer, not a chanter, so Druid it was. Anyone who raided in EQ is probably cringing at the idea of replacing an established raiding cleric with a relatively newly max-level healing druid. Let me add onto that that I played EQ for years on an iffy dial-up connection, so I lagged out constantly and would often have my connection stall without it actually kicking me from the game. From the perspective of anyone watching, I was just standing around, doing nothing.

I was horrible. Absolutely, appallingly bad. The other healers in the group carried my weight for me (with a smile, because they all missed Julie), but it was painfully apparent to me that I was contributing next to nothing. Occasionally, someone would speak up about how terrible I was, and a chorus of people would shout them down. It was extremely uncomfortable, doubly so because I knew that most of them were thinking of me as a memory of Julie; she’d apparently talked about me a lot.

Prior to this, I played aggressively casually. I really wasn’t very good at the game, and had gotten to high levels mostly through sheer stubbornness rather than any actual skill. I very, very quickly started picking up skill at the game, reading what few guides existed online and discreetly talking to some of the other healers about how to improve. It was the first big lesson of working in a team for me– I learned very quickly that the chorus of people shouting down the naysayers couldn’t give me useful advice; I got a lot of “no, you’re fine, don’t worry about it” saving-my-feelings kind of responses. Instead I started asking the outspoken critics– okay, so I’m terrible, what do you want me doing better? Most backed down when confronted, but a few gave me tips, and I started using those to improve.

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This was really enlightening for me. I couldn’t get useful help from the people who were ostensibly on my side, but I could from my critics. I hadn’t heard the term “echo chamber” before, but it would have resonated with me (ha!) if I had. It changed the way I started working on mods for games like Morrowind and Oblivion in my free time– rather than listening to the people who said only good things, I got a lot from the people who criticized me. I started to crave brutal criticism, and it wouldn’t be until later that I realized the value of positive feedback. At the time, I felt like I didn’t deserve positive feedback– that was for people who were actually good at things, whereas I was demonstrably not. I reserved my praise for other people who I thought were more skilled than I was (read: everyone) and retained the criticism for myself.

I also started intentionally subbing out for other healers. It would be easy to say that it hurt my pride to do so, but it really didn’t– I was a pretty insecure teenager at the time and I wanted the group to succeed, so I’d show up on time but then opt out for someone who I thought was better (read: everyone). On the rare times I played at a friend’s house who had DSL, my performance was dramatically better, enough that people commented on it. I took this as a sign that I shouldn’t continue holding the group back. I eventually said I couldn’t play anymore, making up some nonsense story about me using too much internet time, and while the group was sad, they told me I should come back if I could get playtime. I thought that was unlikely, but I agreed, and figured they’d forget about this terrible player and move on. For me, it was a relief, because I was still hyper-insecure about my skill and thought it would be better if I wasn’t dragging down the group.

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A little while later, we got a satellite internet connection at home. It was laggy, largely terrible for games, but perfectly functional for MMO speed and, more importantly, STABLE. I hopped on EQ and immediately had tells waiting for me– want to hop in a raid? I couldn’t imagine why, but it turned out they needed a healer badly enough that I’d make or break their ability to go. I didn’t like it, but I figured I’d do my best and see.

I had already had terrible ping from my out-in-the-boonies dialup connection, so I was used to that, but the stability of satellite meant I could actually predict what might happen. I had things down cold, and it felt like it was easy to see what was going to happen and prepare for it. It was obvious to everyone who was paying attention that I was much, much better, and it was at this point where I got to see my first massive leadership failure.

The raid leader was thrilled that I was back and now actually *good*, and wanted to give me a permanent spot on the raid. This annoyed a number of people, particularly those who had criticized me before but now didn’t have a leg to stand on because I was legitimately skilled. It was seen as the leadership playing obvious favorites, and it absolutely was. I watched as I became the reason why this raid group and guild imploded. In retrospect, the problems were there and I had just been a catalyst for everything, but at the time it felt like I was the problem, why this otherwise perfectly functional and successful group was now failing.

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I couldn’t take it, and after the guild shattered, I quit EverQuest for good. I hated the drama, and hated myself for causing it, but it did leave me with a little seed that became really important later: I could be good at these games. It wasn’t something I’d ever thought about for myself before– I liked games but wasn’t very good at them– but now I was thinking it. Not just “good”, but “better than other players”. It got me eyeing a new sort of game, one where I could prove that I was better than other players. I got into DAoC shortly thereafter, where I did a number of things I’m not proud of and tried to atone for them, though that’s a story for later.

My experience with Julie’s guild left me looking at organizations though, especially online ones where it’s easy to miscommunicate, and thinking about how it could be done better. It would be a little while before that took root, but that’s where the seed was planted. I thought a lot about how groups functioned after that, spending my time in the next few games I played looking at how things were going. It eventually drove me to start my own guild– also a story for later.



Source: Digital Initiative
Remote Teams, the Wrong Way

Relationships in Cyberspace and Realspace

Advance warning: some feels in here. I haven’t told this story in a while.

I spent much of the weekend watching Sword Art Online with Kodra– as of this writing, we’ve watched everything that was available on Netflix, so the first two seasons. The central premise of the show focuses on the concept of a relationship borne of a game and a relationship borne of a real-life meeting. Specifically, the show’s underlying message is that while most people have a hard time understanding it, the relationships forged digitally are every bit as ‘real’ as ones forged in ‘real life’.

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I’m in a not-so-unique position to comment on this. Of my closest friends, nearly all of them are people I interact with digitally above all else. I have friends that I’m physically close to that I interact with more online than I do in real life. I’ve heard this described as ‘sad’, and I find that sort of dismissiveness irritating.

Let me tell you a story, of the first online friend I made. I was in high school, playing Everquest shortly after its launch. I had just hit level 29 on my Druid, which was an important level for that class as it unlocked a bunch of potent spells and let me travel and hunt like I hadn’t been able to previously. It was a big deal, and so I very quickly started using my new spells and got myself killed while soloing. Everquest had experience loss on death, so I was looking at a level drop to 28, locking me out of my new spells and setting me back days of progress. I was out in the middle of nowhere, on an island in one of the ocean zones, but I thought it was worth shouting for help, seeing if anyone could assist me. A reasonably-high level cleric could resurrect me, restoring enough XP to return my level to me. I didn’t really expect anything, and I told myself I’d wait an hour to see if anyone might come.

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Forty minutes in, I’d gotten ten or so private messages asking for my location, and each one had said “too far, sorry” when they found out how out-of-the-way I was. When I got a response that was simply “omw!” I was genuinely surprised. It took nearly an hour for the cleric to make it out to where I was– I was THAT far out of the way (anyone remember trying to navigate those EQ ocean zones, particularly the islands the boats DON’T go to?), and we chatted all the while. I kept half expecting to hear “ugh, this is ridiculous, sorry man” but it never came. Instead we joked about the boats, the sharks, how I died, how exciting level 29 was for Druids, etc.

When she got to me, he was pretty battered. She’d had a run-in with some wildlife (who largely didn’t bother me, a perk of being a Druid that I’d forgotten about) but was still okay. It took her a while to recover and then resurrect me, and bam, I had my level back. I could get us both out of there, and cheerfully did– using the (level 29!) Druid ports to get us to safety, near a major city. I went to tip the cleric, per the standard etiquette, only to find that he was trying to tip *me* for the port. We laughed about it, I expected we’d part ways, and got a last PM for the day: “oh hey, friend me? lemme know if you need a rez, if you don’t mind porting me sometimes :)”.

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We were never close in level (he was much higher level than I was, and he was gone by the time I got up in level), but we talked a lot, almost exclusively about game stuff. For the better part of a year, one of us would bug the other for a rez or a port and we’d come running to help out, often from the other side of the world, and we’d chat about whatever while we did so. I knew nothing about him in reality, but it didn’t matter– we were fast friends and the context of the game world gave us plenty to bond over. Instead of having lunch together and sharing the food experience, we’d chat while waiting on boats and bond over (lack of) inventory space.

Near the end of the year, I got a message from him: “hey, I’m probably gonna have to stop playing soon but I wanted to say thanks for hanging out with me. i know it’s rude to ask, but can i have your e-mail address? i want to send you something.”

Players left EQ on occasion; this was not a new concept for me. I was sad that he was leaving, but didn’t think much of it. This was the first time anyone who’d left had tried to make a connection after the fact, though, and I hesitated. Bridging that gap between game and ‘real life’ was sort of taboo– that was how all of the “abuses” and “scary people” on The World Wide Web got to you, to use the scare quotes of the late ’90s/early ’00s. This was my cleric friend, though, and if he’d been hiding his true self for a year, he’d done a really good job of it. With as much as we’d talked, it would’ve been very hard to hide anything, or so I told myself. I gave him my e-mail, not sure what to expect.

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The next morning, I woke up to an e-mail in my inbox from a “Julie”, which I didn’t expect, with a character name, class, set of items, and a bunch of other identifying information to prove that it was, in fact, from my cleric friend. At the bottom was a link “to some pictures, nothing bad, I promise” and a note “thanks for everything, I wanted to show you the real me”. Having spent a lot of time on the internet up to this point, I was leery of clicking any links I didn’t recognize, but it was a livejournal link (yep, one of those) so I figured it was safe.

The LJ page was someone named Julie, the cleric I’d spent a year hanging out with. She was wheelchair-bound and a cancer patient– every picture from the last year was of her in the hospital. The post I’d been linked to read simply: “To my druid friend Tam: Hi.” and included a bunch of pictures and links to old posts. I wound up reading her livejournal back entries, finding out about this girl’s struggle with cancer and the ways she took her mind off it, and started to realize that all of the references to “my best friend” were me.

We never spoke after that– when she left EQ she also dropped off the internet, and her LJ stopped updating. It was updated one more time, six months later, by her brother, with a “rest in peace, thanks for reading” message. At the very bottom of the post, there was a picture of her, happy, in her hospital bed. Next to it was a laminated picture, clearly a computer printout, taped up on the wall. It was a shot from Everquest, of a druid and cleric.

There’s nothing less real about online friendships than ones in physical space. RIP, Julie.



Source: Digital Initiative
Relationships in Cyberspace and Realspace

Tam Tries: Dex (part 1 – initial impressions)

from http://www.dex-rpg.com/index_en.php

from http://www.dex-rpg.com/index_en.php

I started playing Dex tonight, a 2D cyberpunk sidescrolling RPG. As a bit of forewarning, I’ve only gotten a couple of hours into it, so this will not be a complete review. Expect more once I get more playtime in. Throughout this, there will be very mild spoilers, so be forewarned. I’m going to try to keep it light, but I can’t really critique a game without talking about what happens in it.

In Dex, you play as the girl on the left in the above picture. The game opens up very directly, with a short tutorial of you escaping some unknown assailants and being led to safety by a mysterious benefactor. It’s very The Matrix. I spent a little while unsure of what was going on because the initial tutorial doesn’t make it clear what I need to click on vs move through, and which of the three different interaction buttons was the appropriate one to use.

In general, I feel like the tutorial doesn’t adequately explain how to play competently, but this isn’t terribly important as the first segment of the game is extremely easy. I’m basically shunted into a quick dungeon run, as I work my way to safety through that ever so convenient escape route: the sewers. Thus far, I’ve met a grizzled old veteran who works a bar, a teenager-like hacker, and a mysterious, cryptic benefactor who everyone else reveres.

If this sounds a little cliché, you’re hearing my biggest criticism of the game thus far. It’s great that the dialogue is all voiced, but several of the characters feel like caricatures thus far, and the writing feels somewhat forced. There’s a lot of dialogue, but the quality is all over the place. Some is great, some is iffy at best. It feels like the game is trying to sell me on a dark, gritty, hedonistic future and is getting way too heavy handed with it. I’ve picked up three different items that suffice as the game’s “trash loot” that you sell to vendors for money that are all types of porn. Of the five vendors I’ve found in the game, three sell condoms for some reason. It isn’t quite enough to turn me off of the game quite yet, but the details feel very sophomoric.

That being said, the overall plot arc (such that I’ve seen) is interesting, and I want to find out what happens next. The characterizations are effective– I may dislike some of the characters but they’re better than vanilla, robotic dialogue. The biggest problem I have is that I feel like I can see the entire arc of the game within the first hour of playing it. I may be wrong, and I’m hoping I am. Expect more on that once I’ve played it a bit more.

On the other hand, the art is FANTASTIC. I’ll let it speak for itself, here’s the trailer:

The environments are evocative and stylish, the characters are varied and interesting, and the animations hit that old-school 2D platformer sweet spot– it all looks really good, and messages surprisingly well minus some of the details. I want to wander around the streets of this cyberpunk city, and that appears to be the point of the game, which is great.

The controls feel fairly tight and responsive. Movement feels fairly good, but I feel needs some more interesting options. I may be able to unlock those with time. My biggest issue is that enemies with melee weapons outrange my fists, causing me to awkwardly chase them around, but I also haven’t unlocked various weapons or anything, and the enemy variety is interesting and messaged well already, within the first hour of play. Combat is simple: attack, block, dodge-roll, with new options opening up as you level up. You can also get guns, though I haven’t figure out how to use the one I just got yet.

One of the other big gameplay features is the hacking game, which is a fairly full-featured minigame that’s akin to a scaled-down Geometry Wars. It might be interesting, but I haven’t seen enough of its features yet to make a judgement call. Currently it’s a bit underwhelming but I suspect it will scale up quickly– I haven’t done much with it yet.

As you play, you level up, and can put points into a variety of skills. These seem to have either noticeable flat bonuses (like more health) or new combos or special abilities. There are also a set of “special” skills, things like lockpicking, charisma, etc, that appear to be used to unlock additional options, whether that’s getting into a locked door or charming your way past someone. Me being me, my first two levels’ worth of skill points went into charisma and lockpicking. Thus far, I’ve already seen significant returns on these points. Multiple characters have had “charisma” dialogue options, and lockpicking has come up enough times that I’m glad I took it.

Right now, it’s a game I’m looking forward to putting more time into. It’s got some rough edges, and some questionable content choices, but none of it is enough to turn me off completely. I’ll be back with more once I’ve had more time to play it.



Source: Digital Initiative
Tam Tries: Dex (part 1 – initial impressions)