Shatter (PSN)

Sidhe’s Shatter came to the Playstation Network yesterday, at a very reasonable price of $7.99. I wasted no time grabbing a copy.

At its most basic, Shatter is a Breakout clone: you move a paddle back and forth in order to bounce a “ball” into the play field where it will smash blocks. But Shatter adds some new twists and gameplay elements that make it different from every Breakout-style game that I, at least, have played.

First, when the break a block, it smashed into Fragments. You collect these Fragments in order to build up a power bar. How do you collect Fragments? By Sucking them in to your paddle. At any time you can pull one of the left shoulder buttons to Suck. And conversely, the right shoulder buttons Blow.

So it is Breakout with Sucking and Blowing. I pity the marketing team.

What makes this interesting is that when you Suck or Blow, it affects everything. The Fragments, the ball and (some of) the blocks. By using Suck & Blow, you can curve the ball’s trajectory (little hint marks on the edge of the playfield help with this). Basic blocks are fixed in place, but there are some special blocks that kind of ‘float’. Generally these are trapped by basic blocks at the start of a level, but once those ‘fence blocks’ are gone the floaters drift. If they drift into you, you lose a life.

So you need to use Suck to pull in the Fragments for energy, but not use so much of it that you start sucking all these floating blocks towards your paddle.

What’s energy for? Well, you do have a Shield that will protect you from incoming floating blocks, and that requires energy. But once your energy meter gets full, you can unleash a torrent of laser fire at the blocks. When you do this, everything slows down in a kind of laser bullet-time.

Shatter also has all kinds of power-ups dropping out of busted blocks, and a wide range of block types, from the basic and floaters I mentioned, to ‘rocket’ blocks, blocks that spawn other blocks, explosive blocks, and so on. The playing field is sometimes rectangular, sometimes circular. In the latter, about three fourths of the field will be surrounded by a fence that things rebound off of, and the last quarter is where your paddle roams, following the curve of the level.

Every few levels there’s a boss battle, which is kind of a new twist for Breakout games. Oh, and you can release as many balls as you want (well, up to the number of lives you have). But every time you lose a ball, you lose a life.

Shatter has PSN Trophies and Leaderboards for you Achiever types.

I’m no where near done with it, nor have I seen everything it has to offer. But for a mere $8 I feel justified in recommending it to anyone that’s enjoyed any kind of Breakout-like game in the past.

Here’s a video of the game in action (not mine). Skip the first 2 minutes or so to get to the actual gameplay. You can see the Sucking and Blowing as concentric arcs moving towards or away from the paddle. Notice how the ball trajectory curves in response to this. Since this is world 1, you won’t see a huge variety of blocks, unfortunately.

Scribblenauts

And yet another video. I should be putting this stuff on my Tumblr blog-thing I guess.

Scribblenauts is a pretty fun and crazy looking DS game coming out this September. I suspect two copies will quickly make it to this household, as both myself and Angela are really looking forward to it. It just looks so quirky, and we’re huge into quirky here at the Dragonchasers Castle Hovel.

Video from Joystiq.

Rebutting Wolfshead’s Rebuttal of Tipa’s Rebuttal

I think I have the nesting correct in that headline. 🙂

So the saga so far:

An anonymous game designer who goes by the handle ‘Wolfshead’ posted a fairly scathing critique of the first 15 minutes of EQ2. Tipa rebutted his post. And Wolfshead rebutted her rebuttal.

I was posted a few comments in response to Tipa’s post, and this morning posted a comment on Wolfshead’s blog. Comments there are moderated (as they are here) and s/he chose not to approve my comment. Which is fine — your blog, your prerogative. But my spidey-sense was tingling when I posted that comment and I had the forethought to keep a copy of it.

So here is that comment. Imagine it was in the comments section of Wolfshead’s last post. I’ve left it intact, poor phrasing included (I was rushing to post it before work). The only change I’ve made is to add italics to quotes from the original post:

===
The problem I have with you is, you make too many assumptions about
EQ2 players. For example:

I would like to challenge Tipa and others to put forth their
suggestions to help SOE make a better EQ2 newbie experience.

What makes you think she doesn’t? My significant other is a die-hard
EQ2 fan, and she is constantly giving feedback to the team via proper
channels.

You, once again, act as if your interests are altruistic, but any
potential new EQ2 player that read your ‘First 15 minutes’ would be
pushed to give up on the idea of trying the game; you make it sound
about as much fun as bamboo shoots shoved under the fingernails.

In my experience (I dabble in EQ2, but honestly never stay in it for
very long myself) the EQ2 community is pretty welcoming to new
players. I’ll admit I see that situation through the lens of my SO and
her guild and all the new EQ2 players in it.

But neither can you. You have no idea what SOE is doing back at its HQ.

You say:

Companies pay thousands of dollars in consulting fees to get into the
head space of their potential customers.

Well how do you know SOE hasn’t done that? Doesn’t continue to do it?
Some of the things you critique (eg, the background images at
character creation) were the way you suggest that should be (different
background for ‘evil’ characters) but SOE changed it so that all
characters are in front of the same background. Why did they toss out
the ‘evil’ artwork? Was it an arbitrary decision, or was it based on
market research and focus testing?

If you truly, honestly want to help SOE improve the game, then submit
feedback TO THEM. Don’t trash the game on your blog…all that really
helps is your page view count. And I know you’ll say you weren’t
trashing it, and maybe that wasn’t your intent, but that is definitely
the feeling one comes away with after reading your 15 minutes post.
You come across extremely arrogant and dismissive. I’m not saying you
*are* either of those things, but that’s how the post reads.
====

Since I posted that, Wolfshead has approved other comments, so I suppose I’ve hit a nerve. Redacted. SmakenDahed makes a good point…the other comments might be ‘auto-approved’ by virtue of them being previous posters. Update: Confirmed that this was indeed what was going on, so I fully retract the ‘hit a nerve’ statement.

Revisting Bartle’s MMO player types

We haven’t talked about the old Killer-Socializer-Explorer-Achiever thing in a while. Time to drag it out and beat it again…

So to start, I would self-categorize myself as almost full on Explorer. Logic:

Killer — I don’t like being killed in an MMO. And I assume that other people don’t like being killed, either. I am, when centered, a generally nice person. I don’t like to inflict pain, suffering or unhappiness on other people. (Other people would probably not say I’m a nice person because I am often not centered, and when I’m frustrated, or angry, or sad, I’m a royal son-of-a-bitch, but we generally point our introspection lens at ourselves when we are ‘neutral’.) So I don’t like PVP because I don’t like killing other people because I assume that upsets them, and I get no pleasure out of upsetting other people.

But, curiously enough, even though I don’t like being killed, I do kind of like being in danger. It really adds something to the MMO experience when you know you can be unexpectedly attacked at any moment (in days of yore you’d have to worry about that from NPCs, but that’s not often the case these days).

Point being, I don’t put my Killer quotient at zero, but it’s pretty low. I enjoy, now and then, the thrill of running through PvP areas and having to be on the lookout constantly.

Socializer — I solo almost exclusively. I don’t chat a lot; I’m *extremely* impatient with people who are intolerant, and most MMOs are full of people who are intolerant. The irony of me being intolerant of people who are intolerant is not lost on me…I wouldn’t want to talk to me, either. 🙂 I do like to swoop in and save people in trouble; that makes me feel heroic. I do like player-driven economies and the dynamic feel that lots of players brings to a game. I love people watching, in game and out. People are strange and twisted beasts and you never know what they’ll do next.

Point here being, Socializer again very low, but not quite at zero.

And now things get really interesting.

I would self-evaluate myself as being low Achiever, and high Explorer. Or I would have, until I got into a comment thread with Tipa over gaining levels. Quick summary: Tipa thinks of leveling as a chore, and she’d just assume games not have levels. She points to Eve as a game where you can go anywhere and do anything on Day 1.

Now that baffled me. It’d be like saying you don’t like ice cream! There’s nothing wrong at all with not liking ice cream, but I just find it hard to fathom. I love gaining levels, or speaking more generally, progressing a character (levels, talents, skills, traits, gear…whatever ‘increases’ to make your character more capable).

Tipa says she is an Explorer, not an Achiever, and that explains why she feels the way she does.

It took me a few days of pushing this around in my brain before I realized that I *am* an Achiever. I never thought I was because I very, very rarely make level cap. I never log in with intent to gain more levels, but when I do get them, I smile a lot. I never raid, I never stay up past a reasonable bedtime in pursuit of a goal. I don’t feel driven my Achiever-ness. But it turns out I am an Achiever.

I’m Explorer too, but that exploration has to be tempered with Achiever goals. Give me a brand new MMO where I can toggle on god mode and fly everywhere around the world and see everything the game has to offer, and I’m done with the game in a week. To me, Exploring new parts of an MMO world is the reward for Achieving new levels. [Tangent: I love Japanese RPGs, too, even though they tend to be very linear and so not very popular in the West. I love having to ‘earn’ the next bit of the story, the next area to explore. Same basic mechanics as in my MMOs.]

All of which is why I probably don’t buy into the popular “DIKU-MUD based MMOs must DIE” sentiment that is so popular these days. I don’t play for the game mechanics, I play to Explore a new world. Once I stop regularly visiting new areas in a game, I move on to another game. The mechanics are irrelevant, and in fact I might argue that I prefer them not to change much because I don’t feel like putting in the effort to learn a new set of controls. Take WoW or EQ2, strip out the geography, lore and npcs and replace those with new geography, lore and npcs and I’ll happily repurchase as a new game.

So I think if I were to self assign my Bartle archetype, it’d be something like:

Explorer: 40%
Achiever: 40%
Killer: 10%
Socializer: 10%

(Not that Bartle results add up to 100%)

For reference, the last time I took the test I was:

How about you? Forget the test… how do you see yourself?

* * *
After reading such a diatribe, I can at least share with you the kinds of views I play for:

wallpapers,lotrowallpapers,lotro

Click through for 1680×1050 wallpaper versions.

Aion beta’s nerdrage evoking policy

I resisted posting this whine, and it is a whine, but I just can’t get it out of my head.

I got into the Aion beta via a paid-subscription to Fileplanet (and getting into betas is my main reason for being a paid member there). By the end of the July 4th beta weekend, I was pretty burned out on Aion and had decided not to pre-order.

In the weeks since, I’ve been feeling the urge to play it again. Specifically to experience the combat system again. I’m not even sure why; I wanted to play more to identify what it was that was calling me back, or if this urge was even based on reality or just faulty memory.

So I was excited about this weekend’s beta event. I eagerly updated my client, logged in and got the message that my account wasn’t eligible for this beta event. A bit of research confirmed it: the Fileplanet keys (and many, many other keys) were for that 1 single weekend in July.

Nerdrage ensued. I could try to justify it (it was a pretty big download just for a couple days of play; I would’ve tried more classes had I know I just had 3 days, etc) but the real truth of the matter is, it just felt like a bait and switch. Jump through the hoops to get in, we’ll give you a taste, but now we’re going to cut you off. It felt like artificial scarcity designed to try to increase demand. It felt sleazy, like a tactic that crystal meth dealer who hangs out down on the corner would use.

My assumption is that their plan is something like this:

Give a bunch of people a very short beta access, then cut them off. Wait a few weeks for the satisfaction levels to settle, then open beta again, but deny most of the people access, unless they pre-order.

A marketing-driven scheme to psychologically manipulate the audience into pre-ordering. It has nothing to do with beta-testing. But to be honest, over that July weekend I was just playing for free, not really testing. So on some level we’re even.

But I come out of the situation pretty angry at NCSoft and Aion, feeling the urge to say something childish like “I hope the company goes bankrupt!” but of course that isn’t really true — it isn’t the worker bees coding the AI and creating the art that made this decision, and I wouldn’t want to see such a tragic outcome for them. But whatever marketing person came up with this plan…his or her head on a pike? That I’d like to see (metaphorically speaking). Sometimes psychological marketing tactics backfire, I guess. And I bet a lot of people did turn around and pre-order so as to get into this beta event.

Demon’s Souls preview

These days, with money as tight as it is, I don’t generally buy brand new games. $60 on launch day, $40 a month or so later when it goes on sale? I’ve got plenty of other games to play while I wait for that 33% discount, thank you very much.

But for Demon Souls, an incoming PS3 RPG, I’m making an exception. Watch this Gametrailers video to learn about its unique and interesting ‘passive multiplayer’ system. I want to be playing this one when everyone else is!

I’m going to embed it but you should probably click through to the HD version.

A strange slant on the Sony layoffs

The news broke yesterday that Sony Online Entertainment laid off 5% of its workforce (41 full time employees).

First of all, my heart goes out to these people. I’ve been through it, many of us have, but I’ve never been through it when the job market is as tragically bad as it is now. It’s a time when employers are grabbing us all by the sensitive parts and squeezing the lifeblood out of us and we don’t have the leverage we ought to have when it comes to negotiating new positions and salaries. I hope in spite of this, all 41 individuals quickly find fulfilling jobs that pay them a fair wage.

Anyway, many sites covered it, including Virtual World News. But what struck me as odd was how they phrased the headline: “Free Realms Developer Details Layoffs.” I read that headline and thought “Oh, I guess many of the 41 must have come from the Free Realms team.” but the article said nothing of the sort. In fact they offer no more details than any other site has.

But to Virtual World News, SOE is apparently known as ‘the company that makes Free Realms.’ With its long history of EQ products, and its big licenses like Star Wars & DC Comics…Free Realms is what stands out to VWN.

I just found that interesting and a little bit bizarre, so thought I’d share.

The MMO as religion

So as I mentioned, I’m taking advantage of the 2-week freebie period in Age of Conan. I was so lost when I logged back in that I left Global Chat on, something I rarely do.

And for the most part, it was pretty civil. Enough so that I left it on and learned some things. The vets seemed willing to help with the flood of “Hi, I haven’t played in a year, can someone remind me how to…” questions with very little snark. I’d shifted servers to Wicanna in hopes of hooking up with Stargrace or Krys and I was liking the vibe there.

And then, the inevitable happened. Someone mentioned World of Warcraft. And the vitriol started spilling out, the chat pane scrolling like a waterfall. A few brave souls make the foolish choice of admitting that they *gasp* enjoyed WoW, and were verbally crucified for their heretical beliefs.

I should have, normally would have, just turned off Global Chat, chalking it up to the generally abhorrent hive-mind that dwells in every MMO. But I’d been lulled into this sense that the community of Wicanna was somehow different, and the sudden change in tone put me off to the point where I logged out, needing to get away from MMOs for a while.

Now in fairness, it takes a very, very small percentage of a server’s population to turn a chat channel into a cesspool, and once I settle down I’ll realize that these few verbal gankers are insignificant compared to the decent folk who’d been helping out the returnees. I don’t want to take away from the good deeds those individuals had been doing and in general I’m liking the population of Wicanna.

But it did get me to wondering why a significant number of people seem to treat MMOs like a religion. What is it about a person playing both Age of Conan and World of Warcraft (or any other 2 games, though if one of the 2 is WoW it seems to heighten the effect) that upsets a certain segment of the population? This isn’t limited to in-game chat; you see it on forums and blogs (more on forums) too. It’s like we’re all expected to pick ONE MMO to completely devote ourselves too, and enjoying more than one is blasphemous, like trying to be both Catholic and Jewish at the same time.

Why do people *care* what we play, or what we like? I understand wanting people to enjoy the game you love, since you want ‘your’ game to have lots of subscribers and do well. But beyond that, it just baffles me. Tearing into a person because they admit to liking another game as well is just going to drive people away from ‘your’ game, and it taints the entire MMO experience.

Think I’ll go back to my policy of turning off Global/General Chat for a while.