AggroChat #60 – Second Chances

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Tonight on AggroChat we have Belghast, Tamrielo, Thalen and Grace.  This week Kodra is off playing a rather convincing Fred from Scrooby Doo at Origins, and Ashgar disappeared mysteriously moments before the recording… and we are hoping everything is okay.  The rest of us talked about some recent experiences giving games a second glance.  The first game on that list is Wildstar and both Belghast and Grace have spent a significant amount of time back in the game.  It has been amazing just what an embattled and often times struggling team has managed to accomplish.  Similarly Tamrielo and Thalen have been checking out ArcheAge to find that community is much improved.  Tam talks at length about what he likes about the design of the game, and how it manages to do a better job at being Rift.

Since Ashgar was missing we felt the need to give a huge plug to the Four Job Fiesta program and talk at length about how exactly it works.  For Ashgar the “fiesta” is like a religion, and each June we know that sooner or later we are going to be hit up to join it again.  This year he has pledged $10 for each AggroChat host that manages to beat the game and $5 for each AggroChat listener that beats the game and includes @AggroChat twitter handle on their victory shot.  We talk about a number of other games including Lego Worlds, World of Warcraft, Shadowrun Returns and of course our getting prepared for the launch of the Heavensward expansion in Final Fantasy XIV.  It is a big show chock full of lots of interesting discussions that we hope you will enjoy.  “Please look forward to it.”

Tam Tries: Archeage (levels 1-10)

I picked up Archeage (by which I mean, hit “install” on the Steam client) the other day because it came up in conversation. I’d picked it up originally when it launched in the US and quit within fifteen seconds when I realized the game lacked an inverted Y mouse setting. Couldn’t play it, wasn’t going to go to the effort of hacking in some kind of fix, done with the game. Easy.

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I loaded it up recently, mostly to check to see if they’d added that feature. A Google search suggested they had, so I booted it up, patched, and hopped in. To my very great surprise, I’m having a surprising amount of fun with it, enough so that I want to put the brakes on playing until I have a chance to run around with Kodra and Thalen.

There’s a nasty catch-22 I’ve noticed in MMOs over the past few years. The bar for content and systemic density is so high right now, and people so invested in their existing MMOs (or not playing any at all), that there’s essentially no hope for a new MMO to compete at the same level as existing games when it’s released. On day one, before there’s been any chance for anyone to hit the servers, for kinks and bugs to be worked out, and so on, most MMOs are pretty rocky. Our standards for “acceptable” rockiness have changed over the years, but so has our expectation for a new entry into the genre as well as the skill of the teams creating them. Put simply, we no longer have MMOs that brick your motherboard on day one, but we’re also no longer willing to tolerate that sort of thing, nor would that sort of thing happen in a modern MMO team.

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I say all of this to say that, like a good steak, an MMO isn’t quite finished the moment it leaves the pan. It cooks a little bit more after release, and it’s that little bit of extra that turns an okay game into an excellent one. A year after its release, Elder Scrolls Online is getting rave reviews– all of the changes, fixes, and additions in the game have brought people back, not to mention a shift to free-to-play which, far from the herald of doom the internet pundit crowd likes to crow about, is often a new lease on life for an MMO that has stabilized.

So, Archeage. I hopped in, and after confirming that yes, I can in fact turn on inverted Y and actually play the game, I started running around. A few things stood out to me very quickly:

— This game is built like FFXIV; I can master every class, I just can’t use them all at once.

— There’s a pseudo-deckbuilding component, like Rift, in which I combine various classes to form a custom build. Presumably some of these are better than others, but there’s a lot of potential room for experimentation, and it’s easy to move them around.

— The visuals are impressive and not overwrought, especially the animations.

— There is an absolutely insane level of content density, from random interactable activities to hidden quests to standard quests that I can overachieve in, to detailed story quests, to fully integrated climbing and boating systems… all of which I’m not only allowed to do, but the game encourages me to do very early on.

ArcheAge Cleric Build

I like the idea of mastering every class, provided there’s some tangible benefit to me doing so. It’s something that’s stopped me from playing all of the classes up to max level in FFXIV– not just the time involved, but that I already have my favorite classes to play, which fit any role I might want to fill, and there’s very little I would get from leveling up another class. The only thing that gets me really excited about leveling a new class in FFXIV is if it has some really fun gameplay elements or suits a theme I like a lot. I leveled Ninja, and I’ll likely level Dark Knight as a replacement for my Paladin. In Archeage, my “build” is comprised of three classes, so there’s a lot of benefit to me having focused on a few and slowly increasing my repertoire to be more flexible and be able to create more builds. I’ll need to spend more time with it, but at least what I’ve seen is promising. At some point I’ll sit down and start theorycrafting good, functional builds, but I want a better handle on how the game feels before I do so. It feels a lot less contrived and unwieldy than Rift, which is a very good thing in my book. I loved the concept in that game, but not the execution.

The animations are really impressive, and I find them a lot of fun. I have never enjoyed warrior-style classes, because I feel bulky and inelegant, wielding a huge weapon with brute force and no finesse. I’m currently playing a warrior in Archeage, because the dual wielding style is graceful and feels powerful, even though the two-handed weapon animations feel brute-force-focused and smashy. At least as far as I’ve gotten, the game feels like it’s going to let me play the skillful swordsman type of character that I’ve always enjoyed but rarely gotten to play, substituting speed and finesse for brute force, and actually making it feel that way in the character animations. When I hit a mob with a warrior ability, I FEEL it, and that’s incredibly satisfying to me.

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I’ve played through the first ten levels of the game thus far, and it’s striking to me how much there seems to be to do. There are entire systems that the game hasn’t introduced to me yet but that I can see portions of as I play. There’s a currency that accrues over time spent in game that I use to access my loot drops, which is a clever system for a variety of reasons but also ties in with crafting and gathering, as far as I can tell. The game is very open, and while I’ve spent a bunch of time simply following the main quests, every time I venture off the beaten path I find something at least somewhat interesting. The game seems tuned to give you key systems early on, then expand them as time goes on. I’ve raised my own horse and can ride around mounted now, but my horse has levels and can get attacked by enemies– I have a follower who benefits from watching me fight but is a potential liability. It’s an interesting trade-off that adds just a bit of interesting flow to gameplay.

Right now I’ve gone the path of the fast, agile swordsman, taking Warrior, Rogue, and a secondary skillset called Auramancy, which seems to be focused on resistances and shedding debuffs but importantly includes a Blink-style teleport spell, one of my favorite tools in any MMO. We’ll see if the content density continues to be compelling, but I get the impression the game hasn’t finished showing me what it’s got to offer.

It may be a bit before I continue updating, but I’ll continue talking about Archeage as long as I continue playing it. I’ve already made it past the point where a lot of people quit in disgust due to the initially toxic community, but a year on, things seem to have settled down. The odds that I’ll be able to ever have my own property seem slim, because space for that sort of thing seems to be in short supply, but we’ll see if that’s something I care about.



Source: Digital Initiative
Tam Tries: Archeage (levels 1-10)

Taking Ownership

There’s a really common business concept that I’ve heard a lot of, mostly through my time making games. It’s often suggested that you should “take ownership” of your work, and that doing so gives you more investment and makes you care about it more.

https://www.etsy.com/listing/229464652/hand-painted-coffee-mug-this-is-my

https://www.etsy.com/listing/229464652/hand-painted-coffee-mug-this-is-my

It’s an effective strategy from a leadership perspective, but it’s not without cost. To truly allow someone to take ownership of something, they need to have the freedom to shape it in their own way. In a lot of endeavors, this is fine, but as nice as it is to have an invested employee building something for you, if you really do need it a specific way there’s a good chance you’ll be robbing them of ownership.

To look at it from a different angle: a big part of my attachment to the minis games I play is the personal touches I give my collection. Even beyond painting them, I do a lot of careful work in assembly, often significantly converting a model, to put my own personal touch on it. I can’t remember the last time I assembled a mini precisely how it appears on the box, and in some cases I’ve done some conversions so extensive that the mini in question is almost totally unrecognizable. I do my best to be careful about the minis being confusing on the table top, but the personal touch is important to me.

SAO's Yui, work in progress

SAO’s Yui, work in progress

One of my recent projects is an extensive conversion of an ALEPH Steel Phalanx force to SAO characters. I’ve carefully constructed a playable list from the minis I have (and a couple of additions), and am converting the entire group to match the main cast of the show. Prior to this, I’ve never liked Steel Phalanx, it’s a faction made up of characters that don’t really resonate with me. By turning them from characters I couldn’t care less about to characters I’m interested in, I’ve been inspired to do a lot of work converting and painting the entire team, and I suspect I’ll have a lot of fun actually playing them, too.

The Infinity community (as represented on the forums) has been publicly supportive of this project (and others!), but I’ve gotten the occasional bit of criticism– why change the models that are sculpted the way they are for a particular reason, or why make your games more confusing with bizarre proxies or heavily altered pieces? It’s a similar type of criticism I’ve recieved from a recent Ariadna team I put together, which was based on my Shadowrun campaign and is about half-comprised of non-Ariadna minis that fit the Shadowrun characters but aren’t necessarily part of Ariadna as a faction– potentially confusing for someone, even if I’m very consistent about how I use them.

Volt Securities and Interdiction, my (commissioned) Ariadna force.

Volt Securities and Interdiction, my (commissioned) Ariadna force.

The reality is that without my own personal touch on these groups of minis, I wouldn’t own them, or they’d collect dust on a shelf. At any given time, I usually have a handful of minis that I haven’t assembled, sitting around in boxes because I picked them up from a tournament victory, as part of a sale, to round out another order, or just on a whim, and I haven’t made a personal connection with them that gives them value to me beyond game pieces. When I put my own spin on them, they have meaning for me even when I don’t like them. I often go as far as telling myself my own stories about them, determining fictional personalities and stories about the groups I put together, which inspires paint schemes, details, and even extends to list construction.

When I was growing up, I once complained to my dad that the essays I had to write in school were boring and meaningless. He suggested that I use the essay prompts as a way of springboarding into a topic I *was* interested in– his actual phrasing was more like “use the prompt just long enough to lead you into something you actually want to talk about, then talk about that”, which appealed to my teenage subversive side, but the end result was the same. My writing quality jumped immensely after that, partly because the satisfaction of “tricking” the teachers into letting me write about whatever I wanted gave me a smug sort of glee, but also because once I was writing about something I actually cared about, I put more effort in the work. On several assignments, I was told later that I didn’t exactly adhere to the prompt as such, but that it was a good enough essay that the teacher would let it slide. I took ownership of my writing and the improvements were noticeable, though the end result was often not what had originally been envisioned.

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The same is true elsewhere as well. My writing, my minis, and my work all get a lot more care and effort put into them when I can take ownership and make them my own, but it also means they’re very likely to be significantly different from the standard set of expectations. As a team leader, I take care to be aware of this double-edged sword. I can give someone a lot of freedom to work out how they want to do things, but if I then come back and “make corrections” or otherwise deny then the freedom to add their personal touch, especially after the fact, I’m both sabotaging my own credibility and damaging the work of my team member. When I delegate a task out to someone on my team, it’s important that I support their efforts, even if they’re not what *I* would choose to do, so long as they’re effective. If I want something done my way, I had better be prepared to do it myself, or I can’t expect to draw upon the additional motivation and value that comes from someone “taking ownership”.



Source: Digital Initiative
Taking Ownership

Tam Suggests: Knights of Pen and Paper

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I’ve been playing a lot of mobile games lately, for a couple of reasons. The big one is that it’s a hugely underappreciated segment of games that’s increasingly the most relevant part of the industry, and the other is that I spend a lot of time away from my computer, and lightweight mobile games are increasingly my go-to.

At the recommendation of a few people, I picked up Knights of Pen and Paper, a turn-based RPG in which you play as a bunch of people sitting around a D&D game with a DM. It does the whole pixel art thing, trying to evoke a classic feel in its characters and monsters. It’s hearkening back to NES-era graphics and gives the vibe that it’s a DM running a game with some rough edges while itself being a polished, solid experience.

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It takes a lot to pull off what they’re trying to do, and I think it works really well. The DM sprite narrates quests and adventures to me, and my party is made up of five other characters, all playing particular classes. I get to pick who’s playing, and different people have different special strengths for me to choose– I’ve got the pretty, popular girl who gets discounts at shops, I’ve got the studious, top-of-the-class girl who’s pretty good at everything, I’ve got a guy in a band, I’ve got the pizza guy who dropped in to play a game, and I’ve got an artist girl who’s lucky. Each of these characters is playing a particular class, which I also get to pick– I’ve got the choice of Paladin, Warrior, Cleric, Druid, Rogue, Wizard, and there are other classes I can unlock with quests.

The setup is entirely charming, and the writing is often really funny. I can have random encounters as I travel from place to place, and the DM always sounds vaguely surprised or disappointed when nothing awful happens to me. When I get into an encounter, various players make outraged comments or jokes about cheating. The writing is lighthearted and fun, but still moves things forward. It hits a sweet spot in between telling a coherent story and making nods to the kinds of ad-libbed nonsense that happens in real pen-and-paper games.

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Gameplay is split into two pieces– quests and the overworld. In the overworld, I can choose to go shopping, travel around, take on a new quest, swap my party around, rest, etc, all by talking to the DM. When I take a quest, I have to travel to wherever the quest is located and then fight encounters there, which is where things get interesting. First off, I get to pick how challenging the encounter is. I can customize most quest battles to be as easy or hard as I want, selecting appropriate enemies and adding them to the encounter. More challenging encounters are more rewarding, and certain boss fights and random encounters have a set difficulty. Quests will often ask me to fight a certain number of enemies of a particular type, and I can fight them all at once or take them on more slowly, depending on how my health and mana are doing.

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Recovering health and mana is done by resting, or through spells. My choice of classes determines what abilities I have to work with, and building a balanced party is important, but the means with which you go about it is entirely up to you– there are a lot of combinations that work, and if you have one that will be strong later but is weak to start, you can still make it work by lowering the difficulty of your encounters early on.

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In combat, every character gets a turn, and you can see initiative order (determined semi-randomly, of course), so you can prepare in advance. Each character gets an action, which can be a basic attack or one of their special abilities, which cost mana. The effect is that I feel like I’m playing a D&D party, each person reacting to the situation at hand and lending their unique skills to the group.

After finishing Hero Emblems, I wanted another fun RPG-style game, and Knights of Pen and Paper absolutely fits the bill. It’s definitely worth your time, and I look forward to playing more of it and exploring what it’s got to offer. It’s got a lot of systems that I haven’t really talked about because I don’t know much about them, but suffice it to say you can equip your characters, you have a party inventory, and you can upgrade your gear and abilities as you level up and get more money, all of which change how you play. There’s a ton of optional content and (apparently) a lot of hidden unlocks, so exploring random quests is entirely worthwhile (and levels up your characters!).

I’m enjoying it a lot, hopefully you will too. There’s even a sequel!



Source: Digital Initiative
Tam Suggests: Knights of Pen and Paper