Developer Appreciation Week 2015 – Part 2

Yesterday I kicked off my own versions of the Developer Appreciation Week with five companies and game teams that I greatly appreciate it.  It seems like we are starting to get some traction because yesterday MMOGames.com independent of my own intervention ran a piece of what we are doing.  I still hope to see more people join in the fun and talk about the development staff that they really appreciate it.  I play a lot of games… so I have a lot of love to go around.

Blizzard – World of Warcraft Team

WoWScrnShot_033115_220604 Last night was quite possibly my single best night in World of Warcraft raiding.  After some sluggish weeks we strolled into Blackrock Foundry and cleared seven normal bosses, then popped out and took down two heroic bosses… one of which was our first kill.  To make the night even more special we managed to one shot all of them.  After riding that high last night, it is impossible to do a developer appreciation week post without talking about Blizzard.  World of Warcraft has been the juggernaut in the room for so long that I can barely remember a time when they were not the clear market dominator.  While I have some disappointments about Warlords of Draenor, I feel like they are legitimately trying to turn the franchise around after what felt like years of neglect.  It feels very much like they have doubled down on this game, and at the end of the day I am still enjoying playing it with my friends.  For a ten year old game to still maintain relevancy is a pretty mighty feat, so my hat is off to the Blizzard staff who have supported it throughout the years and made it this experience that we judge all other MMOs against.  It has been the gold standard for good reason.  Even if World of Warcraft is not your game, you have to marvel at the level of polish that they deliver when they roll out a new expansion.

Bioware – Star Wars the Old Republic Team

swtor 2013-08-13 23-38-38-65 Star Wars the Old Republic and I have somewhat of a checkered past to be honest.  I went into this game feeling like it was going to be the WoW Killer for myself and my friends, but ultimately we lasted the same three months that we normally do in this sort of game.  When they chose to go free to play, I was frustrated by how insanely restrictive the system ended up being.  All of this said… if you can some how push past all of the limited time loot boxes and free to play cludge…  there is a great game there at its core.  With the launch of SWTOR I tried something that I don’t normally do… I leveled as part of a dedicated duo with my friend Euron.  I played a Jedi Guardian and he a Jedi Consular, and we participated in each others stories.  The way those two tales interweave was something to behold, and while it felt a bit confining to always have to make sure you and your friend were on at exactly the same times…  it was a leveling experience unlike no other.  The thing that stands out about SWTOR is the story, and what ultimately killed the game for me was when I ran out of it.  Now I know I have several expansions that I can go back and experience and I keep thinking that one day I will do precisely that.  In the meantime I have fond memories of the time we were all obsessed with this game, and give massive props to the folks who built such engaging content… that we pulled some fourteen hours a day to get through it all.

Zenimax – The Elder Scrolls Online Team

eso 2014-07-14 21-46-45-167 Since Daggerfall I have been in love with the Elder Scrolls franchise.  Each time a new one comes out I end up devoting hundreds of hours to playing it, but all the while I keep thinking… this experience would be more enjoyable with my friends.  So when I found out that Elder Scrolls was in fact being made into an MMO I was completely over the moon about it.  I was lucky enough to be in the first round of alpha testing, so ultimately I participated in this game for over a year before launching it.  Unfortunately this was a bit of a double edged sword because I got to see some features that worked better in early versions of the game, as compared to later more minimalistic ones.  When you test a game that long it skews your vision of what the game actually is.  Elder Scrolls Online has some of the best story content I have experienced in any game, and there are a number of quest lines that stick out in my memory.  The whole concept of being able to continue into another faction after you have finished yours was inspired.  The problem is by the time I hit the Aldmeri content I had lost a lot of my steam, and our guild was suffering the traditional drop off in players.  Now that the game has shifted to buy to play however I am able to experience this game again and realize just how great it actually is.  A lot of the problems I had with it early on have been smoothed out, and the post 50 progression no longer feels quite so grindy.  I really appreciate the staff that has been plugging away quietly on making this game a better place to be, and I look forward to playing it more in the coming months.

Trion Worlds – Trove Team

trove 2014-10-16 22-40-54-21 Trove is this quirky world building game that blends MMO combat, MOBA style character design, and Minecraft style exploration and construction.  I was lucky enough to be including in the first round of alpha invites for trove, and it has been insane to watch this game evolve.  What I love the most is the way the developers have been meshed with the community since day one.  Instead of a traditional forum, they decided to open up the process with a reddit, in fact I think this is the first game I can ever recall doing that.  In those first days the community was so amazing, because it was so tight knit.  You would log in and get welcomed by people that might recognize your name from the Reddit, and there was rarely a time when a developer was not in game talking to players.  As the game has progressed the community has gotten larger, and the rigors of development have degraded this closeness a small bit, but it is still very much a game that draws its inspiration from the players.  While I don’t play it as much as I should, I have loved watching it evolve around me.  It feels like the sort of game you get when you throw a bunch of seven year olds in a room and tell them to solve a problem.  It is pure unbridled joy and imagination… and has been good for my jaded soul to see that a game like that can exist.

Riot Games – League of Legends Team

League of Legends 2013-08-15 20-37-32-38

League of Legends is 100% not my type of game.  In fact I might never have played it were it not at the suggestion of my friends.  Actually I rarely ever play this game other than when a bunch of friends want to do so.  That said the experience of playing with a team of friends is contagious.   There are a lot of aspects about this game that are problematic for me, a huge one being the still very toxic community.  That said I give the biggest credit I can possibly give to the character designers.  What League has in spades is the personality that seems to be lacking from so many other MMOs.  The characters in League of Legends have a life of their own, and they make you fall in love with them.  I have joked for some time, that this isn’t actually a game, but a modern sticker album… because I seem to largely collect characters and skins rather than actually play with them.  Each character is really a triumph of taking what are mostly remixed elements and making them feel fresh and new.  I tend to stick to the characters I know and love however like Darius, Graves, WuKong and Garen.  My favorite gameplay mode however will probably always be ARAM simply because no one expect you to know what you are doing, which is about perfect for me.



Source: Tales of the Aggronaut
Developer Appreciation Week 2015 – Part 2

New Ultra Rapid Fire Mode!

urf_render_by_kyle_garland-d6rrb5aFor those of you out there that have played League of Legends, you may be familiar with the special game mode they released roughly a year ago called Ultra Rapid Fire or simply URF. For those that missed URF or don’t play a lot of League, it was essentially a “god” mode for the game where the normal balancing constructs like cooldown timers and resource-gating on spells were almost completely removed from the game. What ensued was a fast-paced spam-fest of of team fighting.

The game mode was an instant success, and tons of people jumped in to play. It got so competitive that Riot eventually just had to auto-ban certain champions from being picked because the player base deemed them too overpowered (see Sona, Soraka, Lux, Ezreal, and eventually Hecarim). The frenzy grew and grew until the game mode was phased out.

For the past year, the League forums and subreddit have been littered with desperate comments begging for Riot to bring URF back. It seems like the first couple comments on every patch notes announcement go something like “#NoURF #NotWorth.”

Conversely, there’s also been fairly vocal opposition from the rest of the community that got tired of URF and is sick of people constantly asking for it to come back. Nearly everywhere you find someone in favor of URF, you will soon find someone staunchly opposed to it.

I will admit that URF was a silly fun mode to play, but I only ever played it against bots. The number of horror stories I heard about PvP matches was enough to keep me from playing against other people (regardless of my natural aversion to playing against other people in anything).

N.U.R.F

namiteeSo when data-miners started seeing “URF” pop up in PBE patches, everyone started losing their minds with excitement. “URF IS COMING BACK WOO!” URF was originally last year’s April Fool’s joke, so everyone began anticipating its triumphant return this April along with the funsy skins that had been revealed (like Urf, the Namitee seen to the left).

However, Riot threw in a twist. This year’s URF, the New Ultra Rapid Fire mode, would take the same concepts of the old Ultra Rapid Fire mode but turn them 180 degrees. The new NURF mode will feature essentially doubles the cooldown time and cost of spells, halves auto-attack speed and damage, and greatly reduces your movement speed. Now instead of running around the map like ADHD kids hopped up on Monster and chocolate, the game will take a painfully slow pace.

There’s already a huge uproar from the URF fans who act as though they’ve been asking for ice cream and were instead given a handful of hot coals. Some are already calling it the most boring game mode to date. Some are excited to play. Some are still holding out that NURF is the actual April Fool’s joke, and that Riot will bring back normal URF afterwards.

But Why?

To me it seems like this kind of game mode would require flawless decision-making skills as every action has a much longer period of time for the consequences to play out. I feel like it is a huge opportunity for people who haven’t developed lightning-fast reaction speeds to learn how to analyze all the different aspects of LoL gameplay from positioning to attacking to learning greater map control. I’m actually looking forward to trying this out with some friends and seeing how it changes the dynamic of the game.

Riot is apparently running a developer contest while the NURF game mode is available. The idea seems to be that slowing down the pace of the game will allow more people to look at the data of a League match and come up with fascinating apps to examine and analyze various aspects of the game. I would love to participate in something like this if I weren’t already strapped for time 🙁

So it would seem that NURF mode isn’t a total troll mode from Riot, and that they actually have given some forethought. Similarly to the previous Nemesis Draft, which seemed to have mixed results, it looks like Riot is trying out different psychological tactics to stimulate the thinking process of its player base. There’s a lot of people who seem incredibly upset with their methods, but I definitely think Riot is onto something here.

As for myself, I would love to see URF come back, but maybe in an ARAM sort of venue where people aren’t always picking the most obnoxious “OP” champions they can think of. URFARAM. That’s a game mode I could get behind 😛

 

Developer Appreciation Week 2015 – Part 1

A few days ago my good friend Rowanblaze tagged me in his post about Developer Appreciation Week 2015.  To the best of my knowledge this event was actually started by Scarybooster, but I cannot for the life of me remember if I actually got a post in while it was going on.  If not then this is something I absolutely need to remedy.  This morning as a result my post is going to be a little contorted but I really enjoyed the format from Ravanel of Ravalation… so I am rolling with that.  Thus begins my super contorted and rambling Developer Appreciation Week post.

Funcom Games – The Secret World Team

TheSecretWorld 2013-06-04 06-15-22-12 This game is absolutely phenomenal.  I was lucky enough to get on board early and do one of the lifetime subscriptions and I have to say I have never once questioned that investment.  Knowing that it is always waiting there for me to return to the world of the Templars and the Illuminati…  makes me happy inside.  While there are a lot of interesting things about the game, the part that always floors me is just how well written the quests are in this game, and how well the whole cinematic feel of them works.  I greatly prefer silent protagonist games, because they allow me to substitute my own inner dialog into the scenes.  What is awesome about TSW is they manage to do this is a way so that the silence feels like an answer.  I desperately need to poke my head back in and try out the new combat changes, because the nightmare level content was ultimately what crushed the hopes of my group.  From what I hear a lot of these rough spots have been ironed out.

Square Enix – Final Fantasy XIV Team

ffxiv 2015-03-28 20-48-43-91 I am constantly amazed at just how damned good this game really is.  Every detail of the game has a loving care applied to it.  Once again it is the storyline that first sold me on the game.  It gave me a series of characters that felt like my party in a traditional Final Fantasy game… and then made me care about each and every one of them..  yes even Thancred.  What has kept me coming back however is just how good their content is, and how frequent their updates are.  I’ve heard that the team is only around fifteen people…  and that they are doing both the live patches and expansion development at the same time.  I am floored that they can manage to crank out a new patch every month, and major patch every few months…  all the while working on a brand new expansion?  The way they manage to make content remain relevant to the players is pure magic, because I really enjoy running low level content with friends… and making it feel like it matters again.  Last night they patched in the 2.55 content… and I am completely amped to log in and play it.

Turbine – Lord of the Rings Online Team

ScreenShot00004 If there was a list of games that I wish I played more of, Lord of the Rings Online would be near the top.  There is so much for me to enjoy in the game, even not factoring in the fact that I love the franchise behind it.  The gameplay is a bit of a throwback to an earlier era, and more than anything it has always reminded me a bit of a modern updated Dark Age of Camelot.  That said the part that has always stood out for me is just how well they have managed to create the world of Middle Earth…  everything is how I had imagined it while reading the novels.  There are so many moments like the above picture where I reach some fabled destination and I have to just stop and sit in awe that I am in this or that place.  Another strange thing that I love about this game are the horses.  They have the absolute best horse movement of any game.  As you are moving around the horse feels right, which adds so much to the feeling that you are in a living breathing world… and not just a themepark.

Trion Worlds – Rift Team

rift 2013-06-24 21-10-59-03 This was the game that finally came along and successfully dislodged me after playing seven years of World of Warcraft, and that in itself is no small feat.  What makes me love the game however is its class system.  I love being able to mix and match bits and pieces of class trees to make something unique that does exactly what I want it to do.  Especially from a tanking front, this game will always hold a special place in my heart because it was the first game to give me both charge and deathgrip in the same build.  The raid content was absolutely insane, and I greatly enjoyed the times I was able to experience it.  This is one of those games that I boot up every few weeks to poke my head in, especially now that it is free to play.  I’ve spent a lot of its four year history with an active subscription, and there is just something about the world that keeps me coming back.  With the impending release of the new Wardrobe system I am looking forward to popping back in and playing some more.  Trion was the first team to make me believe that a company could keep a monthly content release schedule, and through it all they have created some very impressive work.

SOE/Daybreak – Everquest II Team

EQ2_000009 Everquest II for me is a tale of the path not taken.  With EQ2 and WoW releasing at the same time, some of my friends went to EQ2, and I and the majority of my friends went to WoW.  That said this has been one of those games that I keep coming back to so that I can re-experience this ball of nostalgia that is Norrath.  This game has hands down the best world building of any game on the market.  I love the world of Norrath 2.0 with all its detail and quirkyness.  Sure it is not exactly how I remember it from the original Everquest, but that is part of the charm for me.  Every now and then you will be knee deep in a dungeon, and you will see some little call back that makes you realize “oh my god this is that place” that you recall from your memory, changed over time and presented in so much higher fidelity.  While I have issues with the combat system and likely always will… this is a game that I cannot seem to keep myself away from for long.  Even today EQ2 is a sort of comfort food for me… where I will hang out inside and vege out on the couch dusting off my Shadow Knight and exploring Norrath with new eyes.

To Be Continued…

I feel like I have so many developers that I want to show my appreciation for…  that I had to break these up into multiple posts.  Tune in tomorrow as I talk about several more developers.  Hopefully this will cause your own upwelling of nostalgia and end up with you posting your own thoughts in blog form.  If you don’t have a blog, feel free to use my comment space for that same mission.  There is so much negativity out there, that I believe completely in this notion of the Developer Appreciation Week.  Reach out and show your appreciation to those games you love.



Source: Tales of the Aggronaut
Developer Appreciation Week 2015 – Part 1

Binging on Persona 4

Part of what I did during my week off was pour a huge amount of time into my second playthrough of Persona 4. It’s basically a high-fidelity visual novel with an elaborate dungeon-crawler minigame. I love it.

It handles social interactions in a really interesting way. Whereas in a lot of RPGs, there’s no real limit to the amount of talking with friends/party members you can do, in Persona talking with someone takes time, and you have a set amount of time (one year, game time) to make friends, build skills, and do… pretty much everything you want. On top of that, everyone and everything has their own schedule and may or may not be available at different times. It’s actually impossible to fully complete the game on the first playthrough, because you have to spend time building up skills like Courage, Understanding, Knowledge, Diligence, and Expression, many of which are necessary when dealing with other people.

Yes, the silent, self-insert protagonist's default name is "Yu". They are not above terrible puns.

My playthrough was a New Game+ run, which lets me start with the money, the weapon unlocks, the stats, and the persona compendium (like a pokedex, except you can summon your pokemon from it for a fee) that I’d built up in the previous run. This saves a LOT of time building up stats and farming equipment, money, and personas, letting me focus on the relationship side of things (Social Links, in-game).

The difference is pretty stark between the normal game and NG+. There are at least five social links I missed entirely on my first playthrough, and several more that I started but didn’t complete. There’s also an entire bonus dungeon that I missed the first time through and a secret boss that I’ve now missed twice, because my timing sucked. Some of the choices you make also pretty heavily influence dialogue, so I got some very different responses from characters than I did in my first run. The structure is all the same, but the second playthrough gives me a lot more freedom to explore, and say things/make choices that I couldn’t have made previously.

Two of the best characters in the game.

All of the time spent with the characters wouldn’t be worth a lot if they weren’t good characters, and P4 has some excellent ones. I think the game suffers a little bit from introducing four party members very quickly, two of which are easily unlikable (one of which I find annoying at the start and despise utterly by the end of the game) and one of which is kind of bland and trope-y. Of the [Yosuke, Chie, Yukiko, Teddie] group at the start of the game, I really only like Chie. The others (not Teddie) get deeper and more interesting later in the game, but it takes a long time, and by then you have other, more interesting party members.


The above song is stuck in my head now. It’s a mild spoiler, but the game tells you up front, within the first few lines, that you’ll be around for a year and then will be leaving. This means that, right near the end (winter in the game), you’ve made a whole bunch of friends and are coming to terms with your dwindling time remaining with them. The overworld theme, that you hear as you run around, is replaced with Snowflakes in P4 Golden (the Vita version), which adds a bunch of content included an extended ending (lasting an extra month).

That extra month serves as a lengthy denouement to the game, bringing you from the final (?) boss to the end of the game, giving you ample time to wrap things up and tie up any loose ends you might have, or just enjoying the company of your friends in the game (even if you’ve maxed out their social links, they have more stuff to do and say in the denouement). It’s savagely bittersweet and one of the best endings to a game that I’ve ever played.

It’s something I’d like to see more of in RPGs. The extended denouement really wraps up the story nicely, far better than a boss battle -> 5-10 minute cinematic -> end credits cycle does.

I’d be a proponent of moving the final boss battle forward about 10-15% in a game, and turning that ending section into post-victory endgame, where you get to spend some interactive time enjoying your victory.

 

 

 

 



Source: Digital Initiative
Binging on Persona 4