Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Friday, June 13, 2008

The Gognard Speaks

Like any good blogging gaming geek, I have a long curriculum vitae of gaming. 30 some years to be honest. So over time, I have seen a lot and at times I get quite amused at where gaming is now. In that what is "new" really was done over 10 years ago by someone else in a different genre.

For example, the whole First Person Shooter came to its own with DOOM. Not that it was the first but it sort of defined the genre. Castle Wolfenstein 3D (also created by id software) was its prelude. Now, I first played Castle Wolfenstien back on my Apple II in 1981 and when I saw the 3D version I was amused and amazed. Being a good computer geek in college, I spent a good deal of time in the computer lab playing a both Wolfenstien and Doom. It did help that I was on staff in the lab as well. (Look ma, I am getting paid while gaming)

My first impression of Diablo was, "Oo, a graphical version of NetHack." And when I was able to ease my way in to Ulitima Online because I played and completed Ultima (before it needed any numbers) and I was a veteran of MUDs.

So for me. There isn't many new things coming out. However, there are many things that are being improving.

Lets take the next big hype: Warhammer

I was playing this 20 years ago in high school. Both the miniature game and the RPG. So I know a bit about this Intellectual Property. So what is new here?

- Crafting: So far it reminds me of The Elder Scrolls system of Alchemy and Enchantment.
- RvR: Well at least they are building off them selves from Dark Age of Camalot
- Class-Levels: Old as RPGs itself.
- Tome of Knowledge: Lord of the Rings had its Deed system, and many CRPGs had various versions of your personal journal and log.
- Public Quests: This is the most evolutionary idea. It is opening up the whole raid idea with out needing the pre-flight logistics. (getting 24+ of your friends together and coordinated)

Now I am not saying anything of this is a bad thing. I look forward to see how they pull this all off. I am wondering if I will ever find an online game that will keep me interested for more than 2 months.

Wednesday, June 4, 2008

Crafting: Buildin the better mouse trap in game

The Warhammer devs recently released a video podcast on Crafting in WAR.

It is interesting that their two design goals (no grinding useless items, no recipes) are not completely new. They are elements of crafting that are pre-WoW. What is sad is that recent MMOs usually tend to these elements. Lord of the Rings was almost exactly like WoW. Even Vanguard and EQ2 were mostly fixed recipes, you could add some extra bonuses in some items on the fly.

At least with Vanguard and EQ2 there was a bit of a mini-game in actually creating the items and there were various levels of quality.

But putting all that aside, what has and has not worked for crafting in MMORPGs?

The first problem you have to address is which is better. Crafted items or Looted items? For example, why should I spend all my time crafting a sword when it turns out to be a fairly common drop from mobs. Then there is the flip side, why take down bosses for loot if crafting can make a better item.

There are two options to this. First is the EVE and Pirates of the Burning Seas Method. Manufactured items and loot items are the same thing. There is the occasional "named" item that is better, but there is still some rarity.

The second option is to not have the same type items both as loot and crafted. In Star Wars Galaxies, all gear was player created. There was still useful loot like (like dragon pearls and holocrons) but you had no overlap between the two sources of goods.

The second problem is one of over supply. In order to maintain a need for crafting, everything that is craftable must be consumable or destroyable. Much in the same why that you have to regulate the money supply in a game, you have to regulate the item supply.

In EVE, every item can be broken down in to it component parts in order to make different things. Due to built in inefficiencies both in manufacturing and recycling, raw materials are slowly removed from the system with every step. Also every time a ship was destroyed, some of the components would be destroyed as well.

SWG had a fairly aggressive item decay system. Every time you used your weapon it slowly lost durability. The goal here is to make sure that there is enough crafting going on to replace all the decaying equipment at reasonable cost. A player will not spend more money on an item then it will yield in its life time. In fact most players will expect at least a 10:1 if not 100:1 return on investment. For example, If I spend 1000 credits on a rifle, I better be able to make at least 100,000 credits before I have to replace it.