There Came An Echo (On Glorified Tech Demos)

Aggrochat’s Game of the Month was There Came An Echo, and it’s worth listening to the podcast about it if you’re interested in it at all.

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The title of this post probably gives away what I think of the game, but it’s something I want to delve into a bit more deeply. I am a great big fan of games that are, essentially, proof-of-concept demonstrations. They’re some of the best things to come out of the indie space, proving out various concepts that might otherwise never see the light of day. There Came An Echo is one of those games with a fascinating technical premise– your voice as the primary input– put into an actual, functional game.

I love these sorts of things because they’re lightweight and spark the imagination. I left There Came An Echo thinking excitedly about all of the possibilities. As I mentioned in the podcast, I think the game itself is a solid B, but the potential and the kinds of things it hints at are worth an A.

It puts me in mind of the multiplayer features of Splinter Cell: Pandora Tomorrow, specifically the spies vs mercs gameplay mode. Voicechat was built into the game, but it was audible not just to your teammates, but to anyone close enough to you location in-game to hear you. It put a twist on the usual types of voice communication, because if you wanted to be really stealthy, you had to go silent and keep both your enemies and your teammates in the dark.

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It’s a little detail, a point of friction, but it makes things feel immersive. A number of people I know hate the word “immersion” as relates to video games; it’s a word that’s thrown around a lot, usually part of the “this breaks my immersion” phrase, and it’s often extremely ill-defined. I think of immersion as a sort of friction– a difficulty that the game presents that makes the experience feel more authentic. It manifests in various ways, but when properly done, it provides the sense that the game will act in the ways you expect, particularly when the game is simulating something, which most games are. If you have trouble controlling the game, or if the interface is needlessly obtuse, you’ll be pulled out of the experience; similarly, if things are too easy and you feel like you’re breezing through things that should be difficult or that the game tells you are difficult with ease, that will also pull you out of the experience.

The concept of communicating what needs to be done to a team is a really interesting one, and in a lot of cases there’s an existing friction inherent in getting that message out– either through the complexities of voicechat and ensuring your background noise isn’t affecting things or typing in a text box on the fly. As that technology becomes more and more ubiquitous, such as when it’s integrated into every Xbox Live and PSN game such that your existing communications hardware (that comes with the console!) is a part of every game, you can start to come up with interesting implementations.

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The sort of friction you get from more immersive experiences allows you to make encounters less complex and more varied. If I had a game where my team had to navigate a dark space with flashlights and could only hear each other while within range, that would create a scenario in which even a simple enemy encounter would be very intense and very exciting, when it might be boring or run-of-the-mill in a well-lit space with omnipresent communications.

I’m really interested in the idea of nonstandard features making experiences more interesting. A lot of games, particularly MMOs, have to continually ratchet up the complexity and lower the margin of error in order to provide challenging experiences, because they have relatively few axes on which to create challenges. If they could introduce more interesting, more varied encounters through environmental effects or other limitations, there’s a lot of potential for interesting gameplay without creating what feels like an impossible complexity wall, both easing the burden on scripting as well as allowing players to come up with more varied solutions than the single path many high-end encounters demand you follow.

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There Came An Echo is a really interesting demonstration of a different way to look at controlling a game. I think the next step is a game where you’re giving voice commands to AI-controlled teammates while playing a direct role in the game yourself (as opposed to the eye-in-the-sky role), but that’s the sort of thing that needs a lot of support and potentially a triple-A budget to pull off appropriately. It’s why proof-of-concept tech demos like There Came An Echo are so important and so interesting, because they’re the things that pave the way for the bigger, slower-moving games who are necessarily more risk averse, but are always looking for a strong new concept.



Source: Digital Initiative
There Came An Echo (On Glorified Tech Demos)

Shoddy Shipyards

Struggling to Blog

This morning I am struggling a bit to find purpose as I sit down at the keyboard.  As of last night I reached level 58 in Final Fantasy XIV on my Warrior and am not quite to the next level wall.  Things are happening that are enriching the experience, but those same things are massive revelations and spoilers and I am concerned about giving too much away.  As a result I am just not sure what to talk about.  I could break out some more of my existential angst that I can presently only be a tank when someone in guild asks for groups.  I could comment vaguely about how much I am enjoying the story, and how awesome it is going so far.  Neither of which seem all that fulfilling however and as I sit here tickety tacking my keys my mind is a blank page when it comes to other things that I might talk about.

I had these grand ideas that I would stream some more this weekend, but since my wife spent most of her time downstairs… I was inclined to do the same.  I don’t like streaming when I could be disturbing her, so instead I just kept playing.  I really wish Forge did what I wanted it to do… namely that it would take real screenshots to a directory, instead of getting uploaded to the Forge website.  The problem I have run into in the past is that I cannot run Fraps at the same time as Forge, and without Fraps I don’t have my stable source of screenshotting anything that crosses my screen.  I tend to disable the in game screenshot keys and use fraps to dump all of my game screenshots into one standard directory to make pulling from it for blogging purposes easier.  The other problem with forge is that the clip size was too limited to snapshot an entire boss fight.  I also wish there was a way to back up my stream to youtube the same way I can with twitch.  Nonetheless I might give it another shot soon.

Shoddy Shipyards

Wow-64 2015-06-29 05-59-50-60 Yesterday I spent some time in World of Warcraft, for all the wrong reasons.  The night before I had left my phone upstairs on the charger, and by the time I got situated on the sofa and realized that I didn’t have my phone… and as a result did not have access to my FFXIV authenticator I could not be bothered to get up.  The Blizzard client on the other hand authenticates far less often, when connecting from the same machine over and over… and I was able to get in with just my account information.  As a result I played for a bit, long enough to unlock Shipyards and the first and I think second camps in Tanaan Jungle.  The renovations to my garrison however that resulted in the building of my shipyard however were not quite so successful as I noticed I now apparently have a break in my wall.  It was one of those things that I caught out of the corner of my eye as I rode past, and now I cannot keep myself from seeing it every time I ride to the shipyards to check on progress.

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The journey into the jungle is pretty much the same as the journey out of it.  You complete objectives which moves the storyline further, and unlocks an additional base camp.  I am not terribly far into it at this point so I am not sure how long this mission goes.  It was around the time I got to the second camp that I needed to stretch my legs… and while I was up I grabbed my phone so I could play other things.  I have to give Blizzard credit because they do this moving target as you go through a zone thing really well.  There were several moments like this during the leveling process, where you help this or that base to progress the storyline, and those tended to be the best part of this expansion.  If they had somehow managed to create an entire expansion around moving the ball forward and delivered new content on a monthly basis I think I would be significantly happier than I am currently.  As it is right now patch 6.2 just feels like too little too late for me.  Other than the break in my outer defenses, the craftsmanship of this patch seems to be on par with the rest of the content they have released, so at some point I want to finish to see how things progress.

More Mobile Gaming

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One of my biggest complaints this expansion has been that Garrisons turned out the way they did.  I was hoping for player housing, and what I got instead was a mobile game…  that was not mobile at all.  All of the mechanics that go into the garrison and the shipyard as well are the same sort of ploys that go into getting people to keep playing a mobile app.  I have been playing the hell out of Fallout Shelter for example, and it is the exact same sort of gameplay as you find in the Garrison.  You have abilities that you use and then timers that you are waiting out… so you can do additional things… all the while juggling limited resources and trying to find ways to replenish them.  There is nothing really “wrong” with this sort of cooldown based gameplay, because it seems to work phenomenally well in getting us to keep pushing buttons on our phones.  The problem here however is…  we are not on our phones.  In fact we are having to do this sort of upkeep based gameplay on a client that requires a PC to log in and check.  The end result has been me logging into my characters in the morning and in the evening for most of this expansion to do nothing but swap missions.

Wow-64 2015-06-29 06-04-40-07 I think more than anything… this has been what has grated on my nerves this expansion.  These mechanics place me into the game on a regular interval…  but I am not actually “playing” the game when I am in it.  Instead I am juggling the upkeep of a mobile game, without an easy to use mobile interface.  As I have moved forward into the Shipyards it feels like they are taking the whole follower mechanic to the next level with allowing players to customize the ships…  which means you need to go locate the blueprints to make various upgrades, while also locating blueprints for various ships.  It just feels like this would be a really enjoyable experience had they added it to the WoW Armory app as a mini-game that you could either interface with in game… or through an easy to navigate menu on your phone.  Instead the result is giving us something that feels more cumbersome than daily quests ever did, and at the same time extracting us from the game world… and keeping us holed up in our garrison scheduling this next batch of missions for our dozen alts.  This experience makes me question even further if Blizzard actually understands its player base at all… and what made their game great for all those years.



Source: Tales of the Aggronaut
Shoddy Shipyards

So Many Sads

Storming the Castle

ffxiv_dx11 2015-06-27 23-24-20-51 This morning I admit that I have been struggling to figure out what to write about.  It is not from a lack of material, but a conscious effort to filter myself.  Last night I leapt over a content wall in Final Fantasy XIV and it was quite possibly the best dungeon experience I have had since first stepping foot into Deadmines back in 2004.  It was so over the top amazing, that it is hard to put into words much about it because quite simply I do not want to ruin the story for anyone.   Square Enix has somehow managed to capture all of the magic of Scarlet Monastery, distill everything that made it fun… and then amply that and unleash it onto the world.  The dungeon design is vastly different than anything else I have seen in Final Fantasy XIV to this point.  On one level it almost feels like a kung fu action movie, where you are deluged with impossible odds yet somehow manage to hold things together enough to keep moving forward.  The fourth dungeon in the game is now the pinnacle of “storming the castle” experiences for me.

What makes it so amazing is the fact that the dungeon is set up by some truly phenominal storytelling.  By the time you reach this point in the story arc, you feel like righteous avengers off to save the day.  I had been stalled on this dungeon for awhile, but had been holding back doing it so that I could do it with a full guild group.  Kodra managed to get caught up last night, and the two of us entered with two others that were gleeful in keeping silent about the tactics of the dungeon.  Somehow we made it through, and our raider instincts kicked in enough to keep us from doing anything too stupid.  It is funny how those instincts are now fairly universal regardless of what encounter a game throws at you.  Final Fantasy XIV does an excellent job of messaging things you should avoid or at least take note of… and when it down… get the hell out.

So Many Sads

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Does this picture not just break your heart?  This is the saddest Bel I have ever seen in this game.  So not only does it excel at giving you moment after moment of excitement… it can also manage to punch you in the gut when the story turns in a sad direction.  Things happened…  things that made us sad, and the game is doing an awesome job of letting us know it.  Not to mention me the person behind the screen was effected by these events too, so it feels reassuring in a way to see my on screen facsimile struggling with the events as well.  I cannot expound upon just how amazing the experience of Heavensward has been so far, with the storyline from last season picking up and continuing where we left off.  I call it a “season” because really that is what it feels like.  The original 1.0 launch was Season 1, A Realm Reborn was Season 2… and now we are entering the Third Season of this really awesome television show… where I absolutely cannot wait to see what happens next.  It is a game like this that makes me feel like a game can both be engaging and deeply narrative at the same time.  I feel like I am telling the story… more than I usually do in a story driven experience.  Sure the story is happening to me…  but I identify so completely with my character.

YoshiOnFFXIV The thing is this feeling we are having is apparently completely intentional.  The above quote is from a ZAM video interview with Yoshi P from E3.  It is very clear that he feels like he is stilling one large episode of the same story, and as a result all of the little elements and people that you meet along the way have a lasting importance.  Just because you go several levels without seeing someone, does not mean they will not show up at some point in the future.  The characters in this world have their own destinies and do not just support that of the main character.  Everyone has an agenda and are given the latitude to shift in and out of the focus of what we ultimately view as the “main story”.  Ashgar and I were talking for a bit last night and he made the comment that there is enough story content in here to make an actual “traditional” Final Fantasy game.  Thinking about this I absolutely agree and in many ways this sort of storytelling that we are experiencing is the same sort of storytelling we saw in Final Fantasy VI for example… where characters shift in and out of your party but you are constantly moving forward towards an end goal.  This time we the player character are the constant in a world that is constantly changing around us.AggroChat

AggroChat 63 – There Came an Echo Show

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Last night we recorded the sixty third episode of AggroChat and the fifth AggroChat Game Club game show.  This time around it was Kodra’s pick a quirky voice controlled story driven RTS called There Came an Echo.  My experience was vastly different than the rest of my co-hosts, but it seems that pretty much everyone other than Kodra and Tam had some measure of technical difficulties with this title.  For example Thalen, Ash and I were all missing significant UI elements during our play throughs.  Several of us had to content with moments when the game seemed to just stop accepting voice input commands as well.  I however had the most issues with the game constantly crashing on me.  There was no point when I was able to actually load anything without the game going unresponsive and having to hit the “wait for program” button in the hopes that maybe just maybe it would wake the hell up and start working again.  As I said I was the only person who had issues quite that severely, and I am hoping that maybe this is just a bad patch as they recently rolled one out.

The positive however is it has good enough story and voice acting to make me futz with this game for two hours trying to make it work for me.  During the course of they show the folks that did manage to beat the game exposed all the spoilery content and I got enough of a feel for how the story goes that I really want to see it play out.  At the very least I am planning on watching a play through, and preferably one without much streamer dialog to preserve as much of the voice acting experience as I can.  The one I was watching for a bit yesterday kept talking over the character dialog… which kinda ruined the experience.  This game feels very much like a tech demo with good story and voice acting… and I would love to see this same level of effort taken and expanded into a more traditional game experience.  Sure this voice control thing is somewhat neat, but I hate talking to devices.  Devices like the Amazon Echo, Siri and even my own Google Phone experience are lost on me… because the last thing I want to do is talk to my device to have it do something for me.  The voice control was deeply awkward for me, but your mileage may vary…  Kodra and Tam both seemed to enjoy it greatly.



Source: Tales of the Aggronaut
So Many Sads

Pre-Ordering Games

Long Winded Answer

FFXV_Accordo Over on MMO Games we have a column called FAQ where during the course of the week someone proposes a topic, and we have until Friday to send in our responses to chime in on it.  While I don’t exactly think the name FAQ really fits anymore… since we aren’t really posting any “frequently asked questions” I do think the format is pretty cool.  Friday however was an exceptionally busy day for me, and I never got around to sending Ardua my paragraph on this weeks topic.  Part of the problem was that the question while pretty straight forward didn’t have a straight answer to it for me.  Or at least my response would have ended up far more long winded and nuanced than a simple question and answer column needed.  So I thought today I would use this prompt for my morning blog post.  The question seemed pretty simple and straight forward: “Do you Pre-purchase/pre-order MMO Expansions?”

The only legitimate question that I can answer is “sometimes”, which in itself is deeply unsatisfying.  I feel like I need to delve into my changing feelings about pre-ordering things in general.  There was a time when I thought anyone who pre-ordered anything… was a chump.  I used to look at the folks at GameStop and EB Games with derision as they tried to get me to pre-order the next thing on the horizon as I held in my hands the current “hot” thing.  I viewed it as a heinous form of up-selling product and nothing more.  Once upon a time I used to get a rush from going out on opening day to try and find a copy of whatever game I wanted to play.  I can remember a time when working at the mobile development company, when we called around to a bunch of stores trying to find enough copies of Battlefield 2 to purchase for the team…  so we could death match it later that evening.  I remember the adrenaline rush of checking the stack of games in the store to see if that one title you wanted was available.

Pre-Ordering Games

Ultimately what ended up changing this dynamic for me was the MMO.  These games marketed towards a niche of extremely devoted fans, that absolutely had to at all costs have a copy of the latest expansion in their grubby hands on release day.  After all we all know that anything less means you are going to get a late start and struggle to keep up with your friends and guild members.  There were several close calls in the past, like when I tried to get a copy of Planes of Power expansion for Everquest and had to go to four stores to be able to find it, or when I quite literally bought the last copy in Tulsa of Dark Age of Camelot: Trials of Atlantis.  The game that ultimately changed things for me however was World of Warcraft and the fact that quite literally if you did not manage to get your copy on opening day, it ended up being a month before more copies were circulating on store shelves.

I walked into Wal-mart at midnight on the night the game was released, and while there was a line wrapping around the corner at GameStop down the street…  I was able to pick up a copy without issue from a massive display.  I thought those folks who pre-ordered and were waiting in line were chumps.  That was until at least half of my local friends were unable to find copies at all, because they didn’t preorder and didn’t go searching for copies that night.  It was awkward having to try and catch them up when they finally got their hands on a serial code.  If this lesson was not enough, I saw the same thing happen during Burning Crusade, which ultimately shifted me to the side of the “pre-order”.  Something was different about the MMO and its player base, they were more dedicated… more rabid… and those previous expansions became harder to find.  Something else changed…  quite honestly I got older and less willing to go through frustrations in order to get that thing I am looking for.  I simply wanted to be able to get my game, on time, and have it there ready to go when the servers come online.

Definitely Sometimes

Now if I am deeply into a game franchise or playing an MMO… I will pretty much always pre-order the game.  Where the sometimes comes into play is largely based on what a company is willing to give me to buy that game ahead of time.  Most games that I play that are non-MMOs I will divide into three categories.  There are games that I want to play the moment it is available, and will likely pre-order no matter what.  There are games that I want to play but whenever I get a chance, without much pressure… these games I will likely not preorder and will almost certainly wait until they go on sale… probably not even interested until they are at least 30% off the launch price.  Then there are games I am vaguely interested in and would only be willing to pick up for $5-$10 on a whim.  Where a game company can change this equation is by giving me exclusive stuff that I will only ever see if I pre-order the game.  The problem here however is that almost all of the time…  companies ultimately release whatever bauble they are “gifting” players as a DLC that can be added at a later date.   This DLC also tends to go on sale just like the game does on Steam…  pretty much destroying the allure.

Ultimately to answer the question properly in the form that it was posed…  Yes I usually preorder an MMO Expansion…  with some conditions.  Firstly I play a lot of MMOs, so in order for me to snap it up the moment it comes out it has to be one I am excited to be playing, or that I expect to be spending a lot of time in.  Secondly it has to provide me something that I could not normally get if I did not pre-order.  Everquest II was the king of this, by offering limited time pre-order bonuses that you quite literally never saw again.  I am still kicking myself on missing out on that white snow wolf mount that they gave out with the preorder of velious.  So basically if they have some exclusive item that I think I will regret not having preordered to get… then I go ahead and do the deed.  The big thing I do these days however is I never pre-order physical copies of anything.  Digital copies are just nicer, because they do not rely on the mail to deliver.  I am looking for the method of acquisition that has the least pain points, and a digital code that is often times automagically applied to my account is the clear winner.



Source: Tales of the Aggronaut
Pre-Ordering Games