About League and HotS

“Last Hit” Builds Contention

HeroesOfTheStorm_x64 2014-12-02 22-35-45-233 Yesterday Heroes of the Storm officially launched around the world.  As a result there has been some gnashing of teeth lately discussing how HotS is essentially a “dumbed down” version of League of Legends.  The complaints I am seeing revolve around the lack of complexity in the individual champion builds, and the team focus rather than the single player focus.  All of these things I see instead as positives.  I have spent more than my fair share of money and time on League of Legends because I have a significant number of friends who really enjoy it.  It is one of those game experiences that I find enjoyable only when I am playing with and against friends.  When you put me out into the community as a whole, the toxic environment surrounding the non-ranked community is a massive turn off.  I have heard that as you move up through the ranks the community starts to get better and more professional, but I lack the desire to play that game or any game for that matter “competitively”.

The big problem I had with League was the fact that it felt like I was not only competing against the players on the other team, but also competing against my own team mates for resources.  The concept of last hitting feels so divisive that I am shocked it exists in any team based game.  The fact that a team mate can either purposefully or accidentally snipe the last hit on a minion and gain all of the gold just seems like a horribly selfish tactic to introduce into a supposedly “team focused” game.  While I feel like the higher tiers of competitive play more than likely focus on the team effort and winning games, the low tier players tend to focus entirely on making themselves look good.  The best way to that end result is to feed heavily in lane and go on a murder spree, which means the other player in that lane is going to be starved out of resources and won’t be able to help the team later in the game.  Essentially all I am saying is that I think the concept of the “last hit” breeds contention between team mates more than it ever supports positive play.

Item Build is Too Fiddly

HeroesOfTheStorm_x64 2014-12-02 21-54-34-025 While the first problem I have with the game I consider a fundamental design flaw, the second big problem I have with League of Legends is a “me” thing.  I detest the item build system, in part because it asks me to care far more about that game than I actually want to.  League is never going to be a game that I play on a serious level, but instead a game I play with my friends when they decide that they want to play it.  I want to play just good enough not to shoot my team mates in the foot.  The problem is doing the item build system well, requires you to have actually research your champion and what sorts of things they need.  What I want is a more universal path to “this item adds more awesomeness” so I struggle to find items to build that make sense for whoever I am playing.  Now on champions I have played a lot like Garen, WuKong or Darius I have finally figured out how I want to build each of them for my own play style.  The problem being this was something that happened over lots of trial and error.  Quite frankly I don’t want to have to devote the processing cycles to figure that out, I just want a sequence of choices that add some flavor but in which there is no real “wrong” choice.

Essentially the system I am describing is the system that Heroes of the Storm uses, and from the moment I saw it I immediately felt at home.  I know that I can make small tweaks to the way my Hero performs, but at the end of the day no single choice is going to make or break the game for me.  Essentially even if I just blind pick abilities to get back into the action there is nothing that I can do to screw it up.  Someone described it as MOBAs with training wheels, and I am completely fine with that.  Essentially the MOBA audience is already solidified around either League of Legends or DOTA 2, and there is nothing that will change the fact that those two audiences are extremely devoted to their chosen game.  I see Heroes of the Storm being the game for the rest of us, the folks that are mildly interested in MOBAs but simply don’t want to have to memorize the amount of information needed to play either of the other games effectively.  I still play League with friends but HotS is the only game I would consider solo-queuing in.

Champion Design

Volibear_0 The big area where I have to crown League the king however is in the area of Champion design.  They have managed to create this extremely malleable mythos that allows them to quite literally create a champion that can do ANYTHING and make it work thematically.  The reason why I keep returning to the game is to keep playing these new and interesting champion designs.  HotS I feel does a better job than most of the other competitors with making champions feel like fully fleshed out beings, but the key problem there lies in the fact that they can ONLY draw upon Blizzard characters.  League of Legends can create brand new characters on the fly without having to worry too much about them not fitting into the lore of their world, because said world is ridiculously open ended.  Right now every single champion in Heroes of the Storm has to fit into the Diablo, Warcraft or Starcraft universes.  Given time I can see them also adding in Overwatch, but even then those are very specific genres that they can draw on, whereas League tends to take inspiration for designs from other pop culture iconography.

Lucian for example is a blending of Morpheus from The Matrix and a Grammaton Cleric from Equilibrium.  Twisted Fate is absolutely Gambit from X-Men, and Draven is extremely influenced by Kraven the Hunter from Spiderman.  Volibear is absolutely Iorek Byrnison from the HIs Dark Materials trilogy.  League essentially has free reign for what they can adopt and adapt to fit into their world.  Granted in each case they have absolutely made the champion into their own thing, but that initial inspiration still sits there oh so thinly veiled.  Heroes of the Storm on the other hand is forced to eat its own, as it can only consume characters that are already in the existing Blizzard Intellectual Property Universe.  I feel the end result is going to always mean that League feels far more fresh and interesting, and HotS to some extent will always need to rehash nostalgia to inspire its player base to keep playing.  The positive is however that Blizzard players have proven time and time again to be deeply susceptible to fits of nostalgia.  I am happy that both games exist, but the only one I actively want to play on my own is Heroes of the Storm.



Source: Tales of the Aggronaut
About League and HotS

Heroism in a World Full of Heroes

A conversation I had yesterday really stuck in my mind. One of my raid team was talking about how he enjoyed the task of “marking”, because it made him feel useful, and let him be a raid hero for that section of the fight.

nct.org

nct.org

A bit of an aside: “marking”, in general, means calling attention to a particular enemy or point on the ground that will be important for handling some upcoming mechanic. Sometimes you mark the next target, sometimes you mark a target that everyone needs to stay close to, sometimes you mark a point on the ground that someone (or everyone) needs to run to. This generally needs to happen while the rest of the fight is happening, so your attention is split– you need to be fast and accurate, and still be contributing in the usual way while doing so. It’s a difficult job, and generally your efforts aren’t noticed if the fight is going smoothly– it’s only if you miss the marks or forget to mark that things go downhill and people notice.

Our discussion went on to talk a bit more about how FFXIV does a good job at providing moments for players to be heroes in group content. A few things contribute to this. Really impressive spell effects, especially for big hits or potent cooldowns, call attention to someone’s efforts. This culminates in the Limit Break button, which charges up slowly for an entire group and can be used by a single person to execute a massive protective barrier, a powerful group heal, or, most commonly, a devastating, highly visible attack. It’s a single button, but you get to press it pretty rarely and it’s a ton of fun when you do.

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FFXIV also doesn’t revel in killing you. Other MMOs I’ve played have boss encounters where a single hit from the boss will outright kill any single player who isn’t a tank. In FFXIV, this is very rarely the case. Non-tanks won’t necessarily survive very long against a boss’s direct attention, but there’s enough time to regain control of the situation. This means that, in a pinch, it’s possible for someone to stand in and take a bit of punishment to allow time for a tank to recover (or, in extreme cases, get Raised) and return to the fight. These sorts of clutch saves are thrilling, and are a lot more possible in FFXIV than in many other games.

It’s incredibly satisfying to have a heroic moment in a raid situation, and what really makes it work is the sense that it isn’t artificial. The game isn’t blatantly setting you up to look like a hero and get fanfare without you doing work, your act of heroism is a legitimate act borne of your skill and your presence of mind. It’s a satisfaction that’s hard to manufacture, and it’s gotten me thinking about how we’ve lost our way a bit when it comes to making players feel heroic.

There’s an adage in game design that drives a lot of design work: “Show, don’t tell.” It shows up in a variety of media, from writing to film to theatre, and the same concept holds in games. Put simply, having an NPC tell you about the dragon that attacked the city is much less interesting than actually seeing the dragon attacking the city. Turned around the other way, having an NPC tell you how awesome you are is a lot less satisfying than genuinely feeling awesome in your own right.

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In World of Warcraft, I completed thousands of quests. To hear the NPCs tell it, I saved tens of thousands of lives and was responsible for the livelihoods of countless unseen people, all of whom (I was assured) owed me a great debt. You get numb to it pretty quickly, but what I do remember is learning how to solo elites, back in Vanilla. Elite mobs, at the dawn of WoW, were intended to require a group to fight, two or more people, and were generally pretty deadly. Being able to take on elite mobs on your own, especially ones that were at or above your current level, was a mark of accomplishment and pride. It meant that you could easily beat quests that other people struggled with, and you could traverse parts of the map that other people avoided. I would occasionally fight an elite that I knew other people couldn’t handle, and would occasionally see players stop, try to determine if I needed help, and be impressed when I’d win on my own.

In Everquest, I remember cowering at the edge of the Kithicor Forest, which was an idyllic green forest during the day and a haunted nightmare hellscape by night. If you were travelling through the area, you quickly learned to wait at the edges of the forest for dawn, because the monsters within would tear you to bits. Occasionally, you’d see a group of players head into the forest at night, armed and armored to the teeth, after some rare item or another, and when I eventually became one of those players and did it myself, it felt significant, because I not only knew how dangerous it was but also knew that I could handle it.

Artist: Henderson, Mike

Artist: Mike Henderson

I’ve played games in which I’ve stopped world-ending plots over and over again, sometimes twice before dinner and again after a bite to eat. We’ve raised the stakes in our narratives to the point where they strain credibility; every quest is an earthshattering dilemma and without our intervention, all will be lost. It’s not simply that the presence of other players breaks the illusion, it’s that we just finished saving the world over the last rise. It feels manufactured and artificial.

The alternative is to save the really big stuff until it’s more appropriate, and fill the game up with smaller, more down-to-earth tasks. It’s how “kill ten rats” became a thing, and our collective design solution for the KTR problem was to make the rats into giant slavering werewolves, until there was a deadly threat lurking behind every corner and under every bush. In some cases, this is absolutely literal– there are zones that are simply full of deadly enemies packed so tightly you have little hope of navigating without bumping into one or ten. Why anyone would live in a place like that is beyond me, but there they are, and they really need you to go collect slavering werewolf meat so that the town can avoid starving to death.

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I think we solved the wrong problem. It’s not that killing ten rats is an inherently boring quest, it’s that we’re limited in the verbs we can use to approach it. We have ten rats, we have our weapon, and we apply axe to (rat) face until there are zero rats, except there are never zero rats, because there are a bunch of other players all doing the same thing.

Imagine instead that you walk into a blacksmith’s shop to get your gear repaired, and the following dialogue shows up:

“I’d love to repair your gear, but I’ve got a bit of a problem. Rats are infesting my workshop, and the traps I ordered haven’t come in. I won’t be able to fix anything until I can do something about these rats.”

Now, going in there sword swinging is a choice. You can also go and see where the traps are, or possibly you’re good at crafting your own traps and can simply make some for the beleaguered blacksmith. Maybe you’re an accomplished beast tamer and can coax the rats out, pied piper-style, or you’re a ridiculously powerful mage and can set magic wards around the workshop to keep the rats away. Instead of the blacksmith setting you to a task, he’s set up a problem and you can come up with a solution. When you do, he’s appropriately thankful that you bothered to intervene (you didn’t have to!) and is happy to repair your gear (a sensible, meaningful reward). Furthermore, that’s a quest that is appropriate for anyone of any level– being more advanced simply means you have more interesting, more efficient options at your disposal.

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Quests have become an exp treadmill– go here, click on this, return, go there, kill these things, return. Sometimes they’re a bit more involved than that, but the verbs are always very simple and are almost always entirely explicit. They HAVE to be, because that’s the main method of progression. The questing system in EQ is positively archaic compared to what we can do now, but quests in EQ felt meaningful because they weren’t the main thing you were doing to progress.

Why do you feel like a hero in FFXIV when you save your raid with a sudden moment of clarity and action? It’s because you’re doing something outside of the norm, something unique to that moment that you alone are in a position to do. You’ve broken out of the usual set of verbs and are doing something a little different, just for a moment, that makes all the difference.

We’ve become so afraid of our MMOs feeling grindy that we’ve filled them with quests and stories, and in our haste to distance ourselves from the days of mob camping and aimless wandering, we turned the stories themselves into a grind. When every story makes you a hero, and you’re told constantly what a hero you are, no matter how finely crafted the storytelling might be, it’ll ring hollow.



Source: Digital Initiative
Heroism in a World Full of Heroes

Lego Worlds Impressions

Lego Open World

LEGO_Worlds_DX11 2015-06-01 18-42-08-06 On an absolute whim yesterday I popped onto the steam website to check out what had been released, or was impending release this morning.  One of the titles listed was something I quite literally knew nothing about called Lego Worlds.  After some research, the consensus seemed to be Lego meets Minecraft.  It has the same pedigree of the other Lego games out there as it is also created by Traveler’s Tales.  Right now the game is on Steam Early Access for $14.99 and I figured for that price it was worth the risk.  I was seemingly one of the few people who actually through Lego Universe was a pretty cool game.  Similarly I have really enjoyed my time spent in Lego Minifigures Online, and will more than likely pick up the Lego portal based game as well.  I may or may not be a Lego Maniac to borrow the 80s commercial catch phrase.  As I sit here typing up my blog post I am sitting in an office surrounded by a mountain of Lego sets.

LEGO_Worlds_DX11 2015-06-01 19-19-38-92 If you have ever played any of the Lego franchise titles like Lego Harry Potter or Lego Star Wars, this game will feel extremely familiar to you at least as far as movement and gameplay goes.  Ultimately this is a game about destroying everything in sight, because when you destroy an object it erupts in a shower of “coins” which are represented by the 1×1 round plate pieces in various colors to denote denominations.  Essentially as you roam around the world every new object you encounter, you collect its appearance.  You can spend your coins to unlock the ability to build with these prefabs.  This means that if you are running through an area and there is a neat lamp post along the trail, you can bump into it and collect its appearance and then build with these lamps from that point on.  There is a truly overwhelming number of these prefab objects out in the world and in the three hours I spent yesterday playing I collected what seems like hundreds of them.

Custom Minifigures

LEGO_Worlds_DX11 2015-06-01 18-39-28-14  When you start the game you are given a very limited choice of appearances in the form of either a Male or a Female explorer.  As you roam around the world however you encounter lots of other minifigures.  Some of them are friendly and simply walking up to them allows you to collect their appearance, and others are more aggressive and you have to defeat them to collect theirs.  In either case these minifigures that you have met go into the same “coin store” as the prefabs you encounter, and from there you can spend your coins to unlock their appearance items.  At any point while playing you can swap around your look by changing out the various parts that make up a minifigure including head, body, arms, hands, legs, hat, cape, and assorted hair slot options.  So far while roaming around I have managed to run into twenty one different figures, ranging from Yeti to a Surfer Girl.  Each of them gave me various unique bits to add to my assortment of appearance items allowing me to assemble some fairly strange looks.

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This for example is the caveman beard and hair combination, with the wizard cape, skull head and outlaw body parts.  I got tired of this look pretty quickly but the beauty of the system is that you can swap things out on the fly and incorporate new pieces you might find as you are roaming around.  I feel like that is this games strong point is that it really rewards exploration.  While roaming around you encounter all sorts of vehicles and animals that you can ride on.  Like everything else once you encounter it, you can purchase it in the coin store to permanently unlock it’s appearance.  Once you have paid for an vehicle or mount like this, you can then summon it to your location at any point.  This means if I want to ride around on a polar bear I can on a whim, or summon a racing bike, or even an airplane.  The more you explore the easier exploration gets as you have all sorts of modes of transportations to get you where you need to go.  Also while you explore there are special large chests that have items that you can collect like weapons and other items to help you in your adventures.  Since I favor melee I am right now using a big club to bash things, but there is also a rifle and a bow that I have managed to find as well to allow you to attack things at range.

Interesting Exploration

LEGO_Worlds_DX11 2015-06-01 19-07-48-85 One of the most interesting vehicles that I encountered was this Ninjago inspired drill car vehicle.  With it comes the special ability to hold A while driving it to drill the terrain.  There are a few pitfalls with this vehicle, namely that it always seems to want to drill directly down.  That said I had quite a bit of fun tearing up the terrain and drilling under a mountain.  Now getting back OUT of that area was more of a challenge.  This vehicle from what I can tell only appears in the similarly “ninjago” themed Biome, meaning the one with the cherry blossom trees and the huge pagoda like buildings.  Other vehicles similarly spawn in unique biomes, like the Airplane appears to only be in the snowy biome, and the “Monster Fighters” style Roadster only appears in the desert/Egyptian biome with the free roaming Mummies.  Essentially each biome seems to be based on a popular family of Lego sets and generally contains creatures that you might also find in that set.  The only one that seems to make zero sense so far is that Cavemen and Cavewomen seem to spawn damned near everywhere.

LEGO_Worlds_DX11 2015-06-01 22-36-14-05 The game right now is very “early access” and I do not mean necessarily that the game feels “beta” and buggy, but more so  that the game feels like it is missing a lot of features that will be in what I hope is the final version.  Right now there does not seem to be much purpose to the exploration other than to unlock items to build with.  The problem there is that there seems to be little to no reason to really build anything.  There are certain biomes where skeletons spawn infinitely during the night cycles, but building a structure does not really seem to present you with much shelter against the endless waves of them.  For the time being the  game is strictly single player, but I know multiplayer is in the works.  Right now the list of things planned from the Steam page includes…

  • Like/Dislike system for tailoring World Generation
  • Procedurally Generated Underground Cave Networks
  • LEGO ID integration to allow for sharing and uploading of in-game builds
  • Additional Biomes
  • Painting Themes
  • Pre-Generated Towns/Villages/Settlements relevant to the Biome
  • Updated AI Behaviors to provide organic feeling to free-roaming creatures and characters
  • Red Brick Extras
  • Full liquid behaviors
  • Additional Minifigure Characters and Creatures
  • Additional Vehicles and Pre-Built Models
  • Additional Weapons
  • Cut/Copy/Paste chunks of landscape
  • Underwater Gameplay (including Vehicles, Creatures and additional sea life)
  • Character Customizer
  • Online Multiplayer”

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So as you can see they pretty much intend to flesh this game out to be competitive with the Minecraft genre.  For $14.99 it was more than enjoyable enough roaming around and interacting with things.  However if you are looking for a complete game, keep moving on.  There really is not much “game” to be had here and in that aspect you are far better off for the time being playing Trove because it offers a lot of the same fun and exploration gameplay, while also offering an actual game that creates reasons for your exploration and combat.  This is planned to stay in Early Access throughout 2015, and by the time it launches next year it is probably going to be an awesome experience.  The biggest suggestion I have if you plan on giving it a try is to hook up a controller, because the keyboard and mouse control options are pretty frustrating.  The user interface has been designed for a controller and that experience seems to be the most enjoyable.



Source: Tales of the Aggronaut
Lego Worlds Impressions

Shadowrun: Dragonfall and Mining Nostalgia

Took a break on Friday to clear my head after all of the MMO nostalgia and get caught up on a backlog of work.

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We had our Game of the Month podcast on Shadowrun: Dragonfall, and I want to talk a little bit more about that game. I’ll rehash some of the stuff I talked about in the podcast, so I apologize in advance for any redundancy.

One of the tangents we (I) got on while talking about Shadowrun was how difficult it is to make a game centered around old nostalgia and make it good. I have a litmus test for this sort of thing, that Ash mentioned in the podcast. A game needs to be good on its own, absent any context outside of its series. The further along a series gets, the more impenetrable it becomes, generally speaking, which is why the third or fourth game in a given series is often a significant reboot. To wit: Grand Theft Auto 3, Bioshock: Infinite, Assassin’s Creed IV, Deus Ex: Human Revolution, the new Thief, Fallout 3, Jedi Outcast AND Jedi Academy– just a short list of games as I scroll down my Steam Library that are the third or fourth game in their series and a significant reboot, sometimes changing the game’s genre entirely.

Shadowrun is a good game in its own right– you can enjoy it without having a decades-long background in the kinds of games it’s inspired by. It’s perhaps why I’ve had so much trouble getting into Pillars of Eternity. There are awkward parts of the gameplay and the user interface that are borne of the game trying very hard to stay close to its roots, without necessarily evaluating if those roots make for a modern-feeling, up-to-date game.

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Games are experiences that are meant to evoke certain feelings; they create a particular scenario in which your brain lights up in a certain way. Unfortunately, the key there isn’t the game itself, but the way the brain lights up, and that changes over time, ESPECIALLY with new experiences. I can play Arcanum: of Steamworks and Magick Obscura, one of my favorite steampunk games, and it lights up my brain in much the same way it did when I played it more than a decade ago. It’s also a deeply flawed game, with a lot of break points and issues. I’ve played similar games since, and they don’t evoke the same feelings. I dearly loved JRPGs growing up, but now it takes a truly spectacular one that approaches the genre differently to get me engaged.

Even if we like the same sorts of games over time, our standards will rise as we get better and better games. The bar goes up, and fewer and fewer games will meet it as time goes on. If we’re not careful, we’ll find that no new games meet our criteria anymore, and nothing new will light our brains up the way the older games do.

Lone Wanderer tweaked wallpaper (FALLOUT 3) by SLiqster

Lone Wanderer tweaked wallpaper (FALLOUT 3) by SLiqster

It’s why I harp so much on trying games you don’t necessarily think you’ll like, in genres you don’t always play. I mentioned Fallout 3 as an example in the podcast– the old Fallout games with isometric turn-based RPGs, and lent a strong sense of wandering through a vast world on your own and having many options for dealing with whatever problems or opportunities came up. The new Fallout games are first-person shooters, but importantly they’re still pursuing that sense of wandering through a vast world. Our bar for that sort of experience has risen, and for the most part an isometric game makes you feel detached and makes the world feel constrained to what you can see on screen. In a first-person shooter, you can pull out binoculars or a scope and look out over a vast landscape, which contributes to that sense of detachment and tunnelvision when playing an isometric RPG when put in direct comparison.

As games get better, the kinds of things we can express in them as a medium get broader, and certain genres will lend themselves to certain types of games more readily. This will change over time, as genres mature and the gaming landscape changes. The point-and-click adventure game that gave you chills as a child (7th Guest anyone?) has become a first-person thriller (Call of Cthulu/Amnesia) and eventually morphed into an MMO (The Secret World), all focusing on a very similar set of experiences and lighting your brain up in similar ways, but coming at it from very different angles.

http://joshflores.net/

http://joshflores.net/

With a game that’s about nostalgia, about triggering those old feelings, it’s important to pay attention not just to what those games did, but how the medium has evolved in the meantime. Slavishly recreating an old game isn’t going to have the same impact as a brand new game that evokes those same feelings in a newer, tighter package. This can even transcend IP– Shadowrun Returns and Dragonfall have little to nothing in common with older Shadowrun games, but it expertly pulls in references to older Shadowrun content as well as evoking the feel of old Black Isle and similar games, all without becoming inaccessible to a player unfamiliar with any of those things.

Coming off of the MMO nostalgia train of the last couple of weeks, I’ve been thinking a lot about why I haven’t felt like an MMO has captured the feeling of the old games. For me, it’s because a lot of those memories are inextricably tied to the joy of discovering a new technology– the Internet, and the idea that I could play games with real people in a huge world without the constraints of a team vs team match was thrilling. That same earthshaking, intoxicating excitement isn’t likely to happen again until another major technological breakthrough that not only changes the way I play my games, but also changes the way I live my life. That confluence of events is what gave those older MMOs the spark that seared into my brain, and is (I think) why the genre has stumbled once internet multiplayer became a core feature of every video game. Certain games are trying to mine that nostalgia for older MMOs, but they’re missing the key factor; recreating the games and their features, not recreating the experience.

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I hope that in my lifetime I see another technological leap that makes me sit forward, jump into a game, meet a new person in that game, and have us both get excited because, holy shit, we live in the future and we can’t believe playing this game in this way is an actual thing we can do. That’s how I’ll get my MMO nostalgia, and that’s why I’m excited about the new Shadowrun– it’ll make me remember all of the good times I had with old isometric RPGs without also reminding me that they now feel old.



Source: Digital Initiative
Shadowrun: Dragonfall and Mining Nostalgia