Delivering Story in Multiplayer

I’m pretty excited about Divinity: Original Sin 2, and booted up the first one with Kodra this past evening to mess around a bit. It reminded me a lot of playing the game before, with Ashgar, and some of the difficulties we ran into.

Delivering Story in Multiplayer

The biggest issue is that there is a LOT of story in Divinity: Original Sin. It’s delivered in classic RPG style, through NPC dialogue, which means things tend to either go over the head of the player not actively engaged or forward motion is slowed to a crawl as everyone makes sure everyone else is finished reading.

The first D:OS feels like a big, expansive place with a lot of stuff to do, and there really is. After a short tutorial area, you’re dropped into a fairly big town with 50+ NPCs, many of which will have quests for you, and all of which have something to say. You can stumble across what’s probably the main plotline of the game in what seems like an accident, and you can do everything from robbing the town blind to picking a fight with the city guard and losing horribly. It’s an incredible amount of freedom, but it slows down the pace of the start of the game immensely. It’s entirely possible to spend 2-3 hours or more in the town faffing about before actually going to DO much of anything, and you can go from levels 1 to 3 fairly easily.

Delivering Story in Multiplayer

It’s possible, of course, to leave the town after a relative minimum of NPC conversation, but it’s still a pretty big time investment where you’re still kind of figuring out the game before you get back into out-and-out adventuring. There’s some really cool potential stuff here, where I can go off and do some shopping while my partner picks up quests, and then he can brief me on what we’re doing. It means there’s stuff for a “face” character to do and be effective without forcing everyone else in the party to simply watch.

That having been said, though, you do all of this in the city before you actually get to go out and test the waters as far as combat, adventuring, etc go. I like the heavy roleplay-y nature of the game, but it loses something in the pacing, and there’s not a lot of good messaging to get you to go out of the town and do more than just talk to NPCs.

On the other hand, the game has a lot of rich storytelling going on and an absolutely mindblowing amount of content, even in just the first town. There are a ton of interweaving questlines and some genuinely interesting NPCs (including a whole bunch of animals that have stuff to say and quests to give to you if you’ve taken a particular perk, but just moo or meow at you otherwise). Were I playing the game singleplayer, I’d spend a bunch of time talking to every NPC and getting all of the story and just absorbing it all at my own pace.

Delivering Story in Multiplayer

In multiplayer, however, there’s a sense of urgency that seems to crop up. There’s a sense that we want to be together, fighting enemies and moving forward in some dungeon or other area, and that anything getting in the way of that is boring. Talking to NPCs is necessary, but there’s a pressure to rush and get to the more interactive parts, and you lose out on a lot of story in so doing. It’s very similar to the MMO problem, where players just click through text as fast as possible, and have to make a conscious effort to stop and take in the story. As soon as there are other players involved, it becomes all go go go fight fight fight all the time and the story gets pushed to the wayside.

As someone who really loves story in games, but also loves co-op, this bugs me. There are very few story-driven multiplayer games out there, and even the really outstanding ones (Borderlands) tend to be extremely light on story interactivity. Divinity: Original Sin has a lot of story and a whole lot of interactivity within that story, but presented as a multiplayer experience there’s a feeling that you need to rush through it, or a real risk of getting bored waiting around for the rest of the party.

Delivering Story in Multiplayer

I’m very interested in the sequel, especially because I feel like the expanded party size from 2 to 4 will allow much more focused builds and some really interesting character options, but I’m also worried that that’ll dilute the storytelling even more. I suspect the solution is on the player side– talk a lot, over voicechat, about everything that’s going on. Retell parts of the story to your friends while you play and keep people from getting bored. It also means people are constantly checking up on each other, rather than going off and doing their own thing while playing “together”.

It’s still not the most elegant solution to the problem, and it’s a non-trivial game design problem to solve. It’s something I’ve been mulling over for a while and haven’t found a nice way to fix.

Blaugust Results

A Phenomenal Blaugust

Blaugust Results

The time has come and as I said in my original post this year, I would tabulate the results and post them on September 2nd.  This month really was an absolute deluge of content, and there is really no other way to say about it.  I know I personally struggled to keep up with it all.  I have to say however one of the best moments for me was reading the many “last posts” of the challengers.  They all seemed to have a theme of “this is what blaugust taught me” or “I am proud of myself that I survived”.  Reading each of those was so amazing.  As I remarked yesterday I feel like the bulk of the community is not quite sure if they want to give me a hug… or flip me the bird.  It is interesting being both Hero and Villain at the same time.  After reading the posts… I can be perfectly fine with either distinction because the end result was pretty awesome.

This year we had far greater participation, and I am still completely floored by it.  In 2014 we had 52 folks participating, and of those 28 managed to “win” the challenge of posting something every single day.  One of my frustrations however is that because of the way I was running the contest, it kept someone from joining late, playing catch up, and being eligible for the final prizes.  This year I changed the guidelines to something I am much more happy with, which is simply getting thirty one posts during the month of August.  We had a grand total of 88 folks who signed up and participated in the challenge, posting at least one blog post.  From there I made a separate distinction to give folks some credit who at least made it to the half way mark with fifteen posts and in that group we had 76.  The most impressive thing however is that we had 56 people who managed to complete thirty one posts during the month of August.  For added benefit I also kept track of who happened to participate last year as well, and we had 24 who were returning.  Without further stalling… here are the lists!

The Challengers

The thought of posting something every single day for a month is a scary prospect, so simply signing your name on the dotted line and participating is pretty awesome in my book.  This list is folks that joined the Blaugust initiative and posted at least one blog post during the month of August.  Some of them however got really damned close to the halfway point.  So lets take a moment to recognize them.  You have all earned the right to use this badge in whatever fashion you like!  It is available in a full resolution version and a sized down version ideal for sidebars.

Blaugust Results

Of this batch, there is a group that I want to give special recognition to.  These are folks that participated for the second year, and for them I have special versions of the badge also available in full resolution and sized down versions.

Blaugust Results

The Survivors

This year I made a special distinction for all of the folks that managed to make it through at least fifteen blog posts during the month of August.  We had some folks in the group that barely crossed the line, and others that damned near hit the final mark.  There were several that managed to hit fifteen only to decide that this daily blogging thing really was not for them.  In any case posting essentially “every other day” for a month is quite the feat as well, and I wanted to acknowledge this separately.  I’ve dubbed this group the survivors, and they have earned the right to use this badge and title in whatever form they wish.  Once again it is available in both full resolution and scaled down versions.

Blaugust Results

 

Once again I wanted to recognize the folks who managed to “survive” the challenge this year that also participated last year, so we have a special badge for them available in full and scaled resolutions.

Blaugust Results

The Conquerors

I hate the term “winner” for a challenge like this, because it doesn’t really encompass the purpose.  Just the simple fact that you signed up and made an effort to be more active and create more content makes you a winner in my book.  So when I was looking for a new term, I decided to go with Conqueror, because really every person on this next list did just that.  They conquered fear, they conquered apathy, they conquered doubt, and they conquered Blaugust.  I am so irrationally proud of every person on this list that I struggle to put it adequately into words.  Once again they have a badge available in both full and scaled resolutions.

Blaugust Results

Once again we have a special group of Conquerors that returned from winning the previous year, to kick this one in the face.  I find it pretty awesome that 13 of the 28 “winners” from 2014 returned.  I feel like I also need to give special recognition to the Mystical Mesmer who managed to complete Blaugust on two completely different blogs this year.  If that is not a microphone drop… I am not sure what is.  Regardless this group also has their own special veteran badge in full and scaled resolutions.

Blaugust Results

 

The Prizes

Blaugust Results

So now that all of the acknowledgement is out of the way… lets  talk prizes.  Since not everyone that crosses the finish line can actually win the grand prize, we have to unfortunately rely on random chance.  Last year I struggled with figuring out a good way to do this, and as a result this year I just wrote my own damned dice roller.  This allowed me to type in the number of folks who managed to get thirty one posts during the month of August, hit the big Roll the Dice button and get an output stream with one result per line perfect for pasting into a spreadsheet.  I sorted the thirty one club alphabetically and then pasted all of my results in a new column.  If you are curious what the final numbers looked like, I am working off of this spreadsheet as a award prizes.

There was a slight monkey wrench thrown in my original plans as to how to give out awards.  This was a good monkey wrench in the form of a bunch of prizes from Kings Isle entertainment.  This actually gave me more “big prizes” to spread around which was really awesome as they gave me three prize packs from Wizard 101 and three from Pirate 101.  Sometimes random chance is serendipitous.  I had said from the very beginning that I would purchase a steam game for whoever managed to get the grand prize.  It turns out… today is the birthday of this years winner.  The dice were in the favor of Paeroka from Nerdy Bookahs.  For winning the random number generator she got a Steam game of her choice… and she chose Valhalla Hills.  Additionally since Kings Isle was so damned cool to chip in prizes, I also gave her one of the Wizard 101 and Pirate 101 packs.

That left me four more codes to hand out… so starting last night I messaged folks and had them give me their preference of Wizard 101 or Pirate 101.  The next four in line were…

The Prize Closet

Since we had so damned many people manage to complete the challenge, I am going to try and give out as many prizes as I can.  I have a stack of various game codes largely left over from humble bundles gone by.  I have a spreadsheet that I am starting to circulate down the list of folks who managed to “conquer” Blaugust.  I may not have enough codes to get through everyone, but I am going to try!  So expect in the next few days to get a private message from me with a link, asking you to tag one of them items with your name.  This was a pretty crazy month, and I want to thank all of you for participating.  Next year I am going to start planning significantly ahead of time and am hoping to get more game companies to chip in goodies for the prize vault.  I know at this point you are saying “What about Anook?”.  Lonrem was up late last night tabulating the results, and since that prize is based on community participation on Anook I will be letting them make their own announcement.  I am really happy that they have been so supportive of us essentially taking over a chunk of their website during the month of August.  Blaugust will return next year and hopefully be even bigger than before!

Blaugust No More

The day has come, the month has ended, Blaugust has run its course. This was my second year participating, and on the whole I think it went very well. Last year I often found myself desperately trying to come up with a blog post at the very end of the day; this year I only posted in the late evening once, and most days I had my post written the previous night and scheduled to go live in the morning for prime 'I should be working but I'm looking at blogs' viewing.

Blaugust No More
Of course, it could always be worse

Coming up with a couple of ongoing weekly features has been a huge help this time around. Knowing that my topics for Saturday and Monday are already set and being able to work on them ahead of time (not that I'm very good at doing that) makes an incredible amount of difference. Not only that, it means I've got a regular set of content that I need to add to and which may serve as interesting back-reading for any new readers I pick up.

Readership was definitely up over the month (though given my lack of posts in previous months that's not necessarily saying much). Having folks comment on posts here and there made an amazing difference too; it's always nice knowing your writing is being read. As much as I'm ultimately writing for myself, I wouldn't do it in a public manner if I didn't want to share.

Ultimately, where last year at this time I was feeling burned out on blogging, this year I'm feeling energized about the whole process. I've still got ideas coming, and I've got cool books and D&D adventures to write about for years. I might end up backing down to a lighter schedule, but for right now I'm sticking with every day. Here's to another month of blogging!

PAX 2015 (Part 2)

I talked quite a bit yesterday about PAX as an experience, but I didn’t really talk much about what I saw and did at the show.

PAX 2015 (Part 2)

I should probably preface all of this by talking about how I go through PAX. I tend to play very few games at the show– I’ll watch screens on a lot of them and sometimes talk to the folks at the booth, but mostly what I do is bookmark games I’m interested in and move on. Part of this is that I don’t really want to know too much about a game before I play it, so I can get the full experience without preconceived notions. I do this elsewhere, too. As soon as I see a trailer or an announcement of a game I know I want, I bookmark it and stop reading anything about it. It’s been great for keeping hype under control, and I enjoy those games a lot more than I did when I devoured every bit of info I could find and created a grand vision of the perfect game in my head.

As a result, at PAX I tend to skim games I already know I want to play. Mirror’s Edge: Catalyst, Dreadnought, Battleborn, Gigantic, FFXV, Fallout 3, Dishonored 2, and quite a few others had a pretty significant presence, but I already knew I wanted to play them so I checked out the booths and moved on. I’m going to play them, I don’t need to see more. What I wanted to do was spend more time with games I’d either never heard of or wasn’t convinced I’d be interested in.

PAX 2015 (Part 2)

Here’s a quick rundown of the games I spent a bit of time with, what I thought of them, and which of the two categories they fell into:

Sword Coast Legends: I didn’t get to play this one, because the line was insane, but it’s one of the games I’ve been the most interested in messing around with. I love the idea of a game with a bunch of players and a DM, where it actually works well for the DM to create and manipulate content as you play; it’s a really neat idea that I’d like to see succeed. The concept looks great, but I don’t know how the game itself is. Still, almost certainly picking this up unless some serious red flags crop up.

FFXIV: Not a new game, but the first time I’ve been at a convention that had a Battle Challenge. Kodra, Ashgar, Paragon (GIntrospection) and I managed to get in line for it on Friday and take on Ravana. It’s the only game I waited more than five minutes to play and it was a ton of fun. The four of us were grouped with four very new players– one who’d gotten a character up to level 30, months back, and three who’d never played the game before. We managed to win, and it was great coordinating with new folks and making sure they got a win (and a cool shirt, too!)

PAX 2015 (Part 2)

The Magic Circle: I’ve been following this game for a while now, and hadn’t realized it’d launched. At some point soon I’m going to boot it up and give it a shot, because I think the premise is interesting and I haven’t played a super meta game lately. The idea is that you play a character in a video game that’s been in development hell for twenty years, and you fight your way through old junk code and scrapped ideas and bugs as well as pulling from other games that the company has developed to find your way to freedom.

Shadowrun: Catalyst: This is the Shadowrun board game that I’ve heard about, and Kodra, Ashgar and I got to play a demo of it. It’s a cooperative deckbuilding game where you fight Shadowrun-style enemies and get new gear, levels, etc. It’s very reminiscent of the Pathfinder Adventure Card Game, just set in the Shadowrun universe with a greater emphasis on teamwork rather than exploration. I liked the demo we played a lot, and I’m interested in seeing what else the game has to offer.

The Black Watchmen: The ARG leading up to the Secret World’s launch was incredibly fun, and one of the big groups that featured heavily was called The Black Watchmen. The idea’s since spun off into its own game with similar themes, as an episodic game with fiendish puzzles to solve as a group and a compelling overarching plot. There’s a very real chance I’m going to make it the Aggrochat Game of the Month next time I have the chance, and if that doesn’t work out, I’ll at least see if I can’t talk Kodra into giving it a shot with me.

PAX 2015 (Part 2)

That Dragon, Cancer: Fourteen sads out of ten, and I just played what they had at the booth. This is an incredibly compelling game that I’m honestly not in a good enough place emotionally to be able to handle, but I’m really glad exists. This kind of thing is Kodra’s bread and butter, and I’m certain we’ll hear him cheerfully describe how brutally it inflicted its misery on him. Also would be a good candidate for Aggrochat GOTM except I wouldn’t be able to play it and I suspect the rest of the crew would be depressed by it. Still, for as much as I’ve commented on games needing more emotions than just “angry” and “sad”, I think this one is a good thing to have tugging at the heartstrings and making you think.

Hob: The next big thing by the Torchlight team, Hob is a metroidvania-style platformer where you play as a robot thing with a grappling hook wandering around gorgeous weird magi-tech ruins and probably other places. It still needs work, but it’s one I’m going to keep an eye on.

Ultimate Chicken Horse: This weird little game is probably my best in show, just for being pure, simple fun. It’s a co-op-etitive platformer in the now-standard Nintendo style, the one where you want to stab your friends to death at the end. It’s an incredibly simple premise: you and up to three other players are put into a mostly blank platforming level with a start and a finish. You can’t get from the start to the finish, but at the start of each round you open a party box where people get to pick objects to place in the level. At first, these are platforms, boxes, things to jump on and otherwise help you get to the finish. Whoever gets to the finish gets a point. If everyone (or no one) gets to the finish, no one gets any points. You’ll play the same level multiple times, until someone’s gotten three points, and as the rounds go on the objects become less helpful and more harmful, spike traps, projectiles, slippery ice, glue, all things to make it harder to get to the finish. As you place traps, you’re betting that you’re a better platformer than everyone else and that they’ll fall into your clever traps, so you’ll be the only one to get points. It’s a delightful party game and the most surprising and fun game I saw at the show.

I am, at this point, utterly exhausted. My sleep schedule is heavily late-night shifted, and I’ve been getting up a solid four hours before I usually do all weekend, but not managing to get to sleep any sooner. I’m good at putting a functional face on it for a while, but I could feel it slipping today. I’m going to sleep for a while.

If I didn’t catch you at PAX, I hope you had a great time, and I’m sorry I missed you!