Wednesday 7, May

The Shadow of the Torturer - Gene Wolfe

I'll start quoting another review:

An Earth of the far future; a post-technological society living on the ruins of the past; ancient guilds with arcane rituals and origins lost in antiquity; cold and casual depictions of torture... Gene Wolfe describes all of these things in magnificent and luscious detail. Unfortunately, this takes up so much space that there isn't room for a plot.

On a forum recently I wrote that I've never been so close to the end of a book without having a clear opinion about it. In fact I could write two reviews, one full of praises and another as harsh criticism. I still don't know whether I liked the book or not, but I can say I was intrigued.

In a way the impression it made on me is a mix of Lovecraft and Gaiman's Sandman. It's nowhere a classic fantasy setting, or even a classic tale. It is... weird, shady, full of convoluted, self-referential symbolism. I could say that the book builds a barrier between the fictional world and the reader. Either you are able to pass it, and get sucked in, or you bounce back, and you'll never understand what's so special about it. I somewhat sat on that edge and took a peek at what's beyond, but without really getting into it completely.

That quote from the review is symbolically important exactly because it underlines a main trait, and what I expect to be a typical reaction to the book. It is baffling because you pass time reading with the hope to find... something. A development, or a direction that turns what you read before into something meaningful. You read and expect a build-up. Toward something. But you keep reading, and waiting, this something never arrives. You turn the last page and you wonder: so what?

There's no resolution. This is just a first book in a series, so you don't even expect that kind of resolution, but at least you expect something, somewhere. A direction. A point. You expect a plot driven by something, but as that quote says, you keep reading and you don't find anything. So is this book completely empty of meaning?

Nope, on the contrary. But that meaning isn't where you usually look for it. There's no plot, no direction, no resolution. Characters are ghosts, the events are entirely disconnected and improbable, there's no logic sense or flow whatsoever. Yet the book is full of meaning. It just isn't where you are looking. It's not in what is written, the black of the text. It's instead in the white between the lines. The place where you don't usually look for things.

The content in the book will be only accessible if you got a key to decipher it. Many readers, with typical expectations, will glide over this kind of book and find nothing. They aren't to blame as the writer surely didn't care about them, and didn't try to make his book accessible. In my case I fell in the first group, keep on reading with the hope of finding a key somewhere, then started reading forums and websites and finally got some clues about where to look.

That's the risk with this book, that you read it without knowing where to look, or expecting something that never arrives. So what is this all about? It is about the two levels. One is the surface, the denotative level. What things are explicitly. So the plot, what happens, the dialogues, the descriptions. And then there's the symbolic level. What things represent. This book is filled with this kind of superstructure. It's weighed by it and, in fact, it's not an easy read. It's terribly twisted, convoluted and alien. It is not simple because you have to move there and understand a way of thinking that may be so far from yours.

Where the book becomes extraordinary is in its internal consistency. This book isn't a tale. It represents instead the head of its narrator. It's written in first person and it is the mind of Severian of the Torturers. In order to read it you have to enter his mind. And his mind doesn't work as common minds. Everything you "see" is filtered through Severian eyes. You don't see the world in its "correct" representation, but as personal interpretation.

And here comes the main theme of the book: deception. The writer, the god of this world, making things as he wants, lies. So you have to look past this curtain. You have to look between the lines. From a side you have to understand the wicked mind of Severian, his twisted, paradoxical way of thinking, enter into it, from the other side you have to tear it apart to understand the blind point. Where he is lying. Where he is moving the pieces and for what kind of reason.

This is why most of the book come as an enlightenment. As an epiphany. You read dumbly and somewhere you see glimpses of light. How often depends on your affinity with the writer, because as I said Gene Wolfe doesn't really care whether you get it or not. He isn't writing for you, he is writing for his kinds.

It's also no wonder that this book generated so much speculation. It lives past the text as what makes it unique is what beyond the text. Your own (and other readers) speculations. What makes interesting discuss the book instead of simply reading it as a direct experience. So you enjoy it with this kind of delay.

Even in this case what makes it great is the internal consistency and hidden layers that make it deep and complex. That is typical of this kinds of "worlds". That go past the medium itself. The mythos. This book generated its own mythos that survives the book itself and that is as deep as you decide to dig.

You decide whether you want to lose yourself into it, or if this kind of commitment isn't for you. Sure is that Wolfe requires a kind of total attention that no other entertainment medium requires today. It will remain in history as one of those things that less and less people manage to understand and love, but with an heart special and unrepeatable.

A little gem that will be often mistaken as colored glass.

P.S.
I contributed with one slight speculation here.

Thursday 1, May

Who wants the Arenas

Taking a cue from D-One who pointed to a counter-rant of a moderator against those who hate the Arenas in WoW.

The truth is that anyone saying "arenas suck!" doesn't actually think they suck, they're either just trolling, or they have a specific and related issue/problem. I think we're able to break those reasons out though, filter everything down and get to what the issues actually are, see what may need to change or be fixed, and get down to it. If they're not the right kind of PvP for you, fine, hopefully we can address that by giving you more PvP in other places, if you don't like PvP at all and are afraid they're taking time away from the content you do enjoy - don't worry, they aren't, if you want to like the arenas but feel there are inherent issues with them, we hope to address those as well.

Well, the truth is in that my own case I DO think Arenas suck and SHOULD be entirely removed from the game.

Not because every aspect of the game I don't like shouldn't be liked by anyone else, but because the gameplay concept behind the Arenas is inappropriate for WoW. A mmorpg based on some degree of persistence and, in particular, on character progression, doesn't fit with a *good* arena game that is more aimed at competitive, and balanced gameplay and no real "RPG".

My suggestion:
- Strip the Arenas part from WoW. Make it an entirely different game. Make it accessible through the same client, Make it even playable as standalone paying a 1-2 dollars subscription for those who just want these arenas. Then add a tiered system where each tier gives you the choice between same-value armor sets, so that you can combine the pieces freely while also keeping the players in the same tier balanced. And then keep a sense of progression by putting better equipment in higher tiers, but without letting players in different tier compete between each other. Make it that you can even export your WoW-normal character, getting evaluated by a system and then put in the proper tier to compete fairly.

That would please everyone. Those who don't like the arenas, and those who like them and would like a more fair environment in which to compete.

It wouldn't work, though. Because what I think is when the players bought the game, they wanted to play a MMORPG. Not eSport.

Monday 28, April

The Death of the New Gods

If you read comics maybe you know that the DC is doing another Crisis and that the deus ex machina this time will be Grant Morrison, with art done by one of the best DC has, J.G. Jones (who made also the 52 covers for "52").

The whole thing starts this 28 May, with an introduction that set the basis, written by Morrison and the Bendis of DC (Geoff Johns) that is out in a few days. I wonder if any of this will make into the story...

Since I never read a lot of DC I made a grand plan of following the whole story since the first Crisis. Then go through Identity Crisis, Infinite Crisis and finally to this Final Crisis, to be published soon. A whole lot of reading that I never did. I'm still stuck at about issue 10 or 11 of the original Crisis. Very fine story, though, that didn't feel stale at all.

Recently I stumbled into this one series "The Death of the New Gods", 8 issues all already out with story and art by Jim Starlin, who is part of the old guard and made a lot of those epic, cosmic crossovers for Marvel. I'm not entirely sure, but I suspect the plot of this series is also the premise of the Final Crisis. Something about the new-new gods and Darkseid.

What I didn't know is that this segment of the DC universe, known as the Fourth World, was built by The King, Jack Kirby. And in fact in that cover you can see his typical insane heroes. Squint enough and you can see one in the background flying on skis. When is the last time you saw a so large groups of ridiculous heroes? Well, I couldn't miss the opportunity.

In fact it is a wonderful series. Perfectly old-style but with a surprisingly good (and cosmic) story. There's all the naiveté of the Kirbian age, but the author doesn't take it too seriously and there are plenty of inside jokes about the cliches. The first issues are complex and confusing as they introduce so many heroes I've never seen and tie them back to years of continuity. But I love this old style stuff and the story is really intriguing, setting a number of mysteries that will keep you reading to discover them. Toward the end it loses a bit of quality as the story seems to slow down and you just get through a series of pompous fight scenes and info-dumps, but as a whole it's a really interesting read that makes you look at these classic style stories with nostalgia.

A better introduction is written by Dan DiDio himself. So read it if you are interested. And then read all the eight issues as the series is a little gem of perfectly preserved classic.

Friday 25, April

Kalgan has sense of humor

Player: Please, please, please release a Season 4 Arena and don't introduce ANY new gear.

Then I think you will have a VERY good indication how popular the Arena is on its own merits.

Kalgan: About as popular as a Sunwell without any loot in it?

Wednesday 23, April

P.S. I was right again

After this I'm done commenting mmorpgs for a while, because as I already explained it only leads to more and more. And I don't intend to waste my time.

I was reading some news about WoW's arena's system. And those news fit exactly the model I anticipated and that I summarized with this lame image:

Now it all looks obvious, but at the time it was pure guesswork as we were five months before the release of the expansion and the PvP revamp. Everything I wrote in that long post was quite correct and I remember on the forums I had to fight a battle because everyone continued to repeat that Blizzard learned from mistakes and that you could save up arena's points, and so, ideally save up enough of them to buy the best rewards.

While I was saying that no, Blizzard didn't learn a damn thing and that no matter what people expect, the arenas system was made by Kalgan for his need of being l33t. And so they were going to add some kind of reset system to make Arena's reward truly l33t, either by resetting your points after each arena season, or by adding rank requirements.

My point: nothing is going to change. They are maintaining the status quo where a small subset of players have access to the best gear, while the majority sits at the bottom of the pyramid. So making the elite stronger, and the noobs noober(?).

And now I read of the two upcoming changes:
1- They are rising rank requirements for arena loot
2- They are stopping powerlevelling

I never participated in a single arena's match, but I'm sad to see I was right. From what I read you can't purchase arena's loot with points, but you also have to maintain a certain rank. EXACTLY LIKE IN THE OLD HONOR SYSTEM.

From Tobold's blog comments:

This will remove most people below 1500 now from the arena, creating a whole new playing field. And arena ratings on honor gear? Ridiculous.

It seems to me like the Arena has turned into what the honor system was at it's launch. Something for the hardcore players. And of course as usual, the casuals will be steamrolled even if they've got a set two seasons below the current.

It seems that with patch 2.4 and this PvP announcement that Blizzard is returning to the WoW 1.0 model of hiding gear and patterns in inaccessible raid dungeons and behind PvP rating/ranking obstacles.

There will always be teams who win against better geared opponents because they outplay them. But this will get harder and harder. Just think about how much damage a S4 warrior will do to a S2 equipped cloth or leather wearer. With an equipment spiral like that, skill matters less and less.

And I'm writing this because I'd really want to see in the face those that FOR MONTHS argued with me. And then make fun of me if I point out to them that once again I was right.

The morale is in the article:

Saving your points (or even your honor) for Season 4 may not be as effective anymore though, if you can't also muster up the ratings to purchase the gear.

Last Kalgan's move to catassing. You know he is l33t. And you know where he's heading with all this.

Then there's the powerlevelling. Every idiot playing a MMO knows that it would be stupid to let a level 1 player group with a level 60 player and gain the level 60 player's experience.

Apparently, considering they are fixing it now, Kalgan didn't think of this:

Together, these rules (which Tom Chilton alluded to but did not reveal in a recent interview) should mean that a person cannot simply ride a high rating team to victory, but will instead need to fight their way up the ladder to gain points regardless of what team they join.

Because before you could group with the l33t and get their points/ranks. Which created the perfect opportunity to offer RMT to be up there for one turn, grab the loot, and leave.

And with this Kalgan made the last move to make arenas exactly the same of the past honor (catass) system.

Congratulations. You are back home.

Old summary:
- The Honor system is pure catass, players complain for two years
- Blizzard gives up and transform Honor points into currency
- But doing that then every player will be able to eventually get the best rewards! *SHOCK!*
- So they nudge back the Honor system in the food chain
- And add on top an Arena system that is more Hardcore than ever and whose rewards dwarf everything that was in the game till that point

Friday 18, April

WoW's secret sauce: tools

This has been my theory since the first hours I've seen WoW's client with my eyes. I was discussing this on the forum today, so I will repeat here the concept, also because I think it's one of the most important aspects that made the game successful and that I've NEVER seen commented.

Outside of Dave Rickey, who wrote in his blog about the importance of tools and how always the worst programmers are put to develop tools, as it is not fun or really gratifying. Can't post the link because it was swallowed by the internet along with the blog.

So look at this sample picture that was posted.

It is nothing crazy, but it explains my idea. See all those tiny hills that make the mountains in the background? Now, do you think that a designer modeled and textured every one, one by one?

So here I repeat my theory.

--
I believe that a lot of WoW's beauty comes from ground textures and terrain modeling.

My controversial opinion is that it isn't about good art, but good TECH.

If you notice WoW's terrain is modeled in a way that is easily recognizable and every zone has the same rounded style. What I think is that Blizzard is using an editor that with a few clicks of your mouse creates pretty terrain while also placing textures on the fly, depending on the height and slopes.

Not only it allows them to keep that style consistent, but I also think they can make the terrain very quickly (and a new zone is just a set palette of new textures). Even the grass placeable are probably added by the editor itself.

What I'm saying is that this editor must have some preset brushes that do everything on their own (mostly). You give a general direction, a few mouse clicks and the terrain comes to life with all the textures placed and blended following a precise formula. That ALSO makes all the game, everywhere, look consistent (because they turned textures and modeling conventions into RULES, then applied by the editor itself).

Even *YOU* can make a pretty zone in a very short time, if you had the right tools.

--
You can import WoW's textures even in NWN2, so what?

I'm talking about tools that let you manipulate objects. Not the objects themselves. You can let someone make a picture pixel by pixel, or you can give him some broader tools. What you are saying here is that MS Paint is the exact same program of Photoshop.

SURE IS.

But can't you see that doing what Photoshop does into MS Paint would require years of work?

Tools.

So: try to use NWN2 editor to make a small zone with the terrain that look similar to WoW. Even use an existing zone as a model. I'm sure it will pass six months and you are still tweaking things.

And I'm sure it would only take a few hours to make a good looking zone with the editor Blizzard is using and that is giving that consistent look to ALL the terrain in ALL their zones.

You think this is the result of awesomely awesome art direction, or that maybe there's one slave who's doing all the terrain in all WoW. I say it's because a multitude of designers are using the same tools, so producing similar results.

And I know this because I did use tools in various games, and I know that the most difficult thing is to actually make things look DIFFERENT from everything else in the same game and produced by the same tools.

--
In short: WoW's designers are using Photoshop-level tools, all other designers doing other MMOs are using MS Paint-level tools.

Generalizing and simplifying a lot, that's why everyone else is behind.

--
Follow up here. In the same way Warcraft 3's editor as the "apply cliff" tool, WoW likely has an "apply rounded hill" kind of tool that automatically shapes the terrain AND applies appropriate textures. With no effort at all.

Wednesday 16, April

The Road - Cormac McCarthy

This book wasn't part of my reading queue, but my dad bought it and I decided to read it as well as it is rather short with its 200 pages written large.

It's a famous book, from a respectable author, and won the Pulitzer in 2007. The theme isn't even too far from the genre, as it describes a post-apocalyptic world. Maybe it would qualify as sci-fi, but it becomes instead a good argument to discuss what separates mainstream (and recognized) literature, from the specific genres that are often disregarded.

As the world where the novel is set is barren, so is the prose and the plot. Think about an hybrid between the "Fallout" games and "I am Legend". But here things are much more penetrating. What you see written in the first page is the same you’ll see through the rest of the book. There’s nowhere to go. But the father and son, protagonists of the novel, move forth. Clinging desperately to an empty hope that is directly felt by the reader.

This is a world made of ash. There are no oasis. The lack of frills and decorations in the prose help the effects the book wants to convey. The more the prose and plot are naked, the more you see the life, in its most encompassing meaning, to the bone. It doesn’t cover, doesn’t veil, doesn’t distract. Naked. And it’s frightening, lacerating, but transmitting a sense of vulnerability and preciousness.

At its core the book describes the relationship between a father and son. The apocalyptic setting may appear as a distraction, but it becomes the opposite. It is a way to strip that relationship from all the worthless parts, and go to the heart. Since there’s no real plot, the 200 pages become a meticulous description of survival. It is so precise that you are brought there and there is no possible way to read the book while keeping a detached mood. Again since there’s no plot, you, reader, become the protagonist. The father and son move forth, walking step by step across the world, heading south to survive the winter. With this lacerating hope to survive just a little longer and find a better world, accompanied by the certainty that there aren’t any chances. So the reader moves through the book, and what is left to do is simply reaching the end of the book and find out what happens to the characters, expecting the worst. Because here reading is like a torture and you have to work hard to keep going, as oppressive as it feels.

That meticulousness of descriptions becomes, in a way, obsessive. The difficulty of survival isn’t simply about the concrete aspects, but also of the mind accepting what is going on without shattering. It’s unsustainable. There isn’t anything to cling to, no gods, but the direct demonstration than no god can actually exist. So what’s the sense?

I have my own interpretation of the novel. You may think it’s extreme, you may close the book and think that it passed like a bad dream, that you saw the worst, but it wasn’t real. My interpretation is that what is in the book isn’t distant from real life. That those nightmares are concrete. The form of those nightmares may be different, but their substance is in our everyday life, and the distance we feel from that world and ours, the same distance that allows us to stay sane, is just illusion. It is hope. It is a lie we believe in. It is a way to keep the eyes shut and repeat endlessly that everything is going well.

This brought up something I was thinking about before even starting to read the book. What should we teach to our children? Do you protect them, put an hand on their eyes, make them have a life of happiness, of positive dreams, keep them playing, smiling, oblivious? Or do you prepare them to the real world, and so stripped of all the frills, as dramatic at it can be, with that sense of being completely alone, and feel that oppression? Reassured or awakened? Comedy or tragedy?

What is this world? Why do we live? To pretend we’re blind? Or to forget we can see?

I’m sure out there are more people dying than people reading books, playing games, watching movies. So what is real? The illusions we use as shrouds to stay blind and flee for the reality that the mind can’t understand or tolerate? We hide from the view those who suffer, those who are ill. We reject those thoughts and pretend they don’t exist. We have a representation of society that just follows the successful types and makes them a standard. Is all this just so we can bear the weight no one can bear?

This book goes through that. It shows the worst the life has to offer and makes no attempt to hide how terrible it is. It slaps it in your face. At the same time there’s a “fire”. The hope you still have to cling to, something that tells you that you aren’t simply made of flesh, to become ash.

At the end I think the feel is reassuring. That what is in the book isn’t alien, but something we know. It tells the story of a father and his son, and that relationship is as true as what we live. It is the same story that goes on between every father and every son.

It doesn’t show the worst, but the best we are.

Tuesday 15, April

eSport

So saddening:

Tom Chilton, Lead Designer: The big objective is to build WoW into a viable eSports game platform.

And then worse:

Tom Chilton: Before this, we didn't really have a good forum for competitive eSports. WoW PvP was just kind of there. For example, our battlegrounds always had the limitations of the Horde having to play against Alliance, it was very themed toward the conflict within the game itself.

So the "eSport" is a way to surpass the "limited" form of factional-themed PvP.

This is surely a new drift that wasn't there in their original plans. Subjectively: for the worse.

Tom Chilton: I'll tell you, it's been a slow evolution. When WoW first came out, we didn't really have any semblance of organized PvP. We had Tarren Mill versus Southshore...

GameSpy: Which was awesome!

Tom Chilton: That's nostalgia speaking! I remember you were interviewing me at E3 a couple years ago and you not thinking that it was so awesome.

We kind of slowly went from there, to trying to bring some organization to it with the Battlegrounds. Giving the game a little more capability for players to feel like it was a fair, controlled encounter. Then it was (the arenas) a natural evolution from that.

Natural evolution.

Thursday 10, April

Post Scriptum to previous post

I want to give a closure to the previous post so that I don't need to come back to it.

The instance performance of a realm can also be calculated in a absolute or relative way, this may be an objection to what I wrote.

For example WoW's arenas performance is relative, in the sense that your performance is calculated on a ratio, a so playing more isn't necessarily improving your performance. In fact it can worsen it.

This one model brings to the internal realm competition I described. In the sense that elite players are lead to fight their own faction as less experienced and geared players will worsen the performance of the whole realm. This would destroy the idea of "realm", and so be detrimental to the kind of gameplay Warhammer is offering, as it brings a faction to fight itself and divide players instead of uniting them against the enemy faction.

Not a case that WoW's arenas are detached from the faction Vs faction concept. It just doesn't fit there. And they know.

But there's also another possibility where the performance is calculated in a absolute way. Similar to how honor and badges work in WoW, but applied to the whole realm. In this case even when you lose, you win. You just win less than you would if you really won. Still win, but less.

The difference is that while in WoW the instances are completely volatile and reset, in Warhammer these instances will contribute to overall progress.

Assuming that 1 instance has always one faction against the other, this means that both have equal chances. If 200 instances are played and Destruction wins 101 times, then Destruction wins. In all cases. And this once again means that if you lost an instance, you also lost for your whole realm. And so better let the elite play alone instead of trying yourself and damage your own realm.

Your attempt to contribute will likely be detrimental. In particular in a scenario where these detrimental players are the great majority: casual players who would like to enjoy the game and finish to play against their own realm.

Lum's devs already whimper in WoW:

Yeah, basically the point I'm getting at here is just that the gear disparity is really frustrating for newbies. I'm basically dead weight on any BG team I join because everyone has full gladiator sets. I do my best to help out, but I can't really hurt anyone. I'm bringing whatever team I'm on down, but I have to do that in order to get to their level.

Which isn't a so uncommon feeling. In fact I think EVERYONE at least passed through it once, if not sat there permanently.

Now just think what happens when not only you feel miserable because you feel useless. But your mere presence is also making lose your whole realm with your crappy performance. Also because the organized guilds will have all kinds of phat loot and power ups (if they don't then what's the carrot to dangle in front of players and keep them addicted?). And you can't compete. You aren't catass enough. And you are making shame of your whole realm.

And I also wonder if Mythic is aware of the dead end where they are going. Blizzard has nightmares just to balance three BGs. Even if that balance doesn't matter so much. They make a smallish change and Horde wins all Alterac instances for six months. Make another imperceptible change and is the Alliance to win for another six months.

And this with classes being the same.

Mythic is pushing more class differences, and, in particular, Battlegrounds that will matter sensibly to the overall game progress.

That is a balance NIGHTMARE. They are going to pile the class issues DAoC had, on top of new balance issues due to the Battlegrounds progress. I wouldn't be surprised if the game comes out and we discover that a faction totally dominates the other. It's a no-win scenario. Either the RvR has no real consequences, and so is pretty bland and repetitive without real hooks, or it is meaningful, turning possible balance issues into severe wounds.

I really would like to know how the Beta is going, because all I wrote in this and previous post aren't foretelling of a distant future, but problems that should be explicit already in this phase of beta. So all I write should be already verifiable RIGHT NOW. And I'd like to know if I'm right, or where I'm wrong.

Multi-kings kills in Warhammer

The only two things I'm curious about Warhammer and that haven't been fully revealed are those at the core of the game:

- RvR character advancement
- How real RvR and instances battlegrounds are interconnected

I was kind of baffled when I read this reply of MJ (no, it's not Mary Jane) on the forums:

Random guy: It is already going to be that way. The king fight isn't only accessible for one group/raid. The instance is simply capped, that is it. But everyone can fight the king when they want to, once per city siege. I am really not sure why people think it is only for one raid/group when Mythic never even said this, nor hinted it.

Mark Jacobs: You are correct. That would be stupidity on a whole new scale. We'll make mistakes over the next 6 or 7 years but none on that scale I hope.

To explain and complete the few informations I already had, Warhammer endgame RvR should be structured in a number of linked maps, probably similar to how the multiplayer worked in Dark Messiah of Might and Magic.

We should have the capital cities maps at the two extremes of this imaginary segment, and in between a number of transitory maps. So the opposed factions fight to "push" the front line further toward the enemy city. In theory the map where the fighting happens is just one (as only one front line is supposed to exist), and so you move back and forth through these maps only when objectives in that map are won by one of the two factions. Then the front line either moves forward (next map) or backwards (previous map), depending on the point of view.

At a point it will happen that a faction is stronger enough to be able to push this front line/map progression all the way to the enemy capital city. And there, after a number of objectives, the last goal is supposed to be the attack to the king and the conquest of the city.

This is what I knew, assuming it is correct at least as a general scheme. The real question, as said above, is how you make all that work when you have BOTH real RvR (meaning persistence of maps and battles outcomes), AND instanced battlegrounds (meaning lack of persistence and relativity of victories).

If there's real RvR, then a conquered keep is a conquered keep. A truth. But if the RvR is instanced then your efforts aren't absolute and objective, but relative to that instance, then shattered through a number of other instances where other players are playing and obtaining different results.

So the legitimate question: how persistent RvR and instances are supposed to work and relate to each other?

And we came to that answer above from Mark Jacobs that baffled me. He says "you are correct". So: the instance is capped, and everyone can spawn his own instance and go kill "his" king.

This means that the "king encounter" is a group instance, that can happen an unlimited numbers of times, but only once for each player.

You know, kinda like in WoW's PvE, where everyone had his occasion to kill Van Cleef in the Deadmines (minus the farming).

Makes sense? Sure, but while PvE is an experience relative to yourself (personal adventure), the RvR is supposed to be a communal experience. Your realm. Where these fights are fun because they are supposed to be persistent. Fight for something as "concrete" as possible.

If Mark Jacobs confirmed that crucial events like the assault to the capital city are instanced, it means that this kind of RvR is going to work like Guild Wars. Where there's no real war. But the results of a number of instances are charted together, then compared to the global results of the opposite faction, and then the victory mathematically deduced from that comparison. Order won 155 times, Destruction 160, so Destruction wins and the front line moves one map further toward the Order capital.

I called that "projected" PvP. As you aren't fighting for what's in front of you (territory warfare, as in conquest games), but you are fighting to collect "stats" on a chart, and then hope your performance is overall better than a vague idea of "enemy" that also appears on a chart.

I'm sorry but this isn't RvR, as the war between the two factions is detached and filtered. It is just charts compared one to the other. Leader board game. Ladders.

But no RvR in the sense of persistent war and fight for territory.

So virtually identical to the PvP in WoW, and completely different from the RvR of DAoC. Assuming that the whole difference between DAoC and WoW is about the persistence itself.

Which is still a legitimate game. But it isn't what is being advertised. It's no RvR in the sense people expect.

And also leads to a number of problems. For example this kind of "sport PvP" (a definition that matches more closely the game) is by its nature more divisive than inclusive as it encourages the "elite" to despise their own faction as other players who aren't on par with skills and gear become DEAD WEIGHT for the whole faction, as their losses worsen the performance of the whole realm.

The RvR existed to offer a different model. A model where every player contributed. Even if low level and with crap gear, but still better being there than not participating. That's what built the sense of realm in DAoC , that brought everyone together to defend relics, that built the community, cohesion, motivation and longevity of the game. And that put less focus on the personal performance and phat loot.

Which is what Mythic systematically destroyed by promoting 8vs8 gank groups and that made the RvR (keeps and relic warfare) almost irrelevant and just a mild "flavor" on the background. And that consequently destroyed the unique qualities and value the game had, and dig the hole where the game now lies.

Warhammer seems to be a game with a new coat of paint over gameplay that people decided to abandon. Saving what in DAoC didn't work, and burying what worked. We'll see if, after the game's launch, the players will still appreciate the game after having scratched below this new paint coat and discovered the exact same gameplay they decided to quit.

Wednesday 9, April

Books at my door - April, second part - aka book narcissism

Oooooommmmph!

I was impatiently waiting this package from amazon.co.uk. I'm still in the earliest pages of the second book of Erikson, but I wanted to pile all seven of them, in the same edition, and just gawk for a while. That seventh book is fresh of print, as it came out just now in its UK paperback/MM edition.

When you hold it in your hands, Reaper's Gale, with its 1260 pages, you wonder how Erikson could write it in less than 10 months. And write it with a 1000+ pages book one after the other. At the expense of quality? We'll see.

There's also a new map with the whole empire of Lether.

So I made this HUGE pile of the seven books, and it's really spectacular. When it will have the three missing volumes it will be undoubtedly one of the biggest achievements in the genre, even if you aren't an Erikson supporter. It's not books, it's treasure!

Then there's also the trade paperback edition of "Last Arguments of Kings". HUGE, massive. About 80 pages fatter than the second. Had to skim again through the book to understand the title (which is a quote from an inscription on a cannon, so you understand the humor behind it).

I know I'll love that book, and I'll have to force myself to read it soon (I have an habit to delay the best things, to keep them last).

In the meantime a third book joins my daily reads: The Road by Cormac McCarthy. But it is a 200 pages book, written big. I'm already at page 80 and expect to finish it in a few more days.

Monday 7, April

Books at my door - April, first part

While I love maps, I don't mind if they aren't there. But I'm pissed if the map exists but was stripped from an edition of the book.

So Greg Keyes comes with no maps. This one I got is the Tor UK Mass Market edition just because I thought it looked slightly better than the US version. But no map.

Instead I was positively surprised by the UK edition of the Stephenson book. It isn't fantasy but GOT MAPS! Three of them, in fact (Europe 1680, London 1667 and Rhine Valley 1800). And also the three family trees diagrams shown on Neal Stephenson's website. If it had appendices I may mistake it for LOTR.

So I got a fantasy book with no map, and a non fantasy book with maps and family trees. And both are EPIC.

Greg Keyes Thorn and Bone series is four books, the last out recently, and that is considered as a lighter version of George Martin's Ice and Fire. Still supposed to be very pleasant to read, something flowing well, with good, intense characters and that captures you for a while without the overcomplicated parts and excessive evil of other series. I got it for that reason, as an interlude while I move between bigger and more demanding series. Something more lightweight and easier to read.

Stephenson instead is the other end of the spectrum. Not excessively evil, maybe, but excessively brainy and demanding. That book is part of the "Baroque Cycle", three HUGE books, all already published. The first is more than 900 pages and written in a small typeset. It's supposed to be 3000 pages of cleverness in total and I want to see what it is all about, as I keep reading about it on the forums. I like the insane ambition and scope, I like the challenge in reading, so I'm absolutely intrigued. Also because they say Stephenson has an unique writing style that is clever and fun to read even when he writes about things that aren't. We'll see.

In the meantime I'm at page 80 of Gene Wolfe, and 100 of Erikson. The first ten pages of the prologue in the Erikson book are a masterpiece, the rest I read also intriguing and excellent, definitely better than the first book. It shows that the writer has matured. With Gene Wolfe I keep reading hoping to find a "key" and understand where he's going. The writing is indeed excellent and I love how there's a subtext everywhere. Need to dig more.

If instead you are looking for games, I suggest playing this. Remember to turn on the sound, and burn the rope.

Friday 4, April

Very tall series on narrow foundations

Accessibility, in books.

Because the world is all the same. One of the themes of this site has been about accessibility in games, now the theme comes back even if I'm dealing with fantasy books.

From an interesting interview with Scott Bakker, on Steven Erikson:

Steve Erikson and I had a conversation about this very thing at the ICFA a couple of weeks ago. Both of us are building very tall series on narrow foundations simply because of the sheer complexity of our first books. My bold prediction is that Steve’s next series will be every bit as successful as A Song of Ice and Fire.

At first I was misled by the "very tall series on narrow foundations", as it sounds as the first book wasn't well planned enough to sustain a huge series (10 tomes, in the case of Erikson).

It probably means the opposite: they aimed too high with that first book, make it too complex and intricate, and so too dense for a lot of readers. For a series this long this means that you bleed a majority of readers soon, and only a very small group will stick to it and make to the end.

In fact in that interview Bakker says he should have simplified his book, reduce the introspection and the philosophical essays. Make it easier to read. More welcoming. More accessible.

More popular.

Saturday 29, March

I'm sure this bodes well

A GOA (Mythic european operator) representative trying to explain how their service will be greatly improved for Warhammer:

We have moved our offices to a foreign country to be able to provide the service that we couldn't offer for DAoC due to the labour restrictions in place in France.

Friday 28, March

Books at my door

Ordered from bookdepository.co.uk (since it's free delivery, and it's convenient to buy single books) and arrived today.

When I said I was going to read just the very best in the genre, I really meant it. Added points because I like long branching series and this is one of them.

This is a nice edition from Tor, bundling the first two books. 410 pages in total, but written in a super-tiny character.

I'm currently reading "Deadhouse Gates" by Steven Erikson, but the curiosity goes more toward Gene Wolfe since I've never read anything of him. Maybe I'll try to read them in parallel, even if I prefer to focus on just one thing at time.

Friday 21, March

Gardens of the Moon - Steven Erikson

The story so far:
It’s a tale of two warring factions. It starts in the middle of the campaign of a Roman-like empire ruled by a mysterious empress, moving to expand her territorial control beyond what’s reasonable. The other faction being the “free cities”, who form an alliance to try to fight back and preserve their independence. Two opposed groups. The rest of the plot is about the insane proliferation of sub-factions.

Each of these two big groups is divided into a number of internal factions, with their own hidden history and plans, often not aware (or completely aware) of each other, often not even aware of where they stand. From there rises the emergent complexity of Erikson’s world. And not only we have a number of factions criss-crossing each other, but then even the gods enter the fray. Adding more foreshadowing, mystery and forgotten history. Everyone messes with everyone else. With the added principle at the foundation of it all: power draws power.

The result? A convergence. There’s a high number of sub-threads in the plot due to the interaction of these many factions, all converging to a point. Not only conceptually, but also geographically. Thankfully Erikson is coherent, so everything is well explained and makes sense, and the reader has the feel already halfway through the book that everything is moving exactly toward that point, and that it’s gonna be a real mess.

That’s the structure of the book. A really good structure. It starts with a bang, a powerful scene that is admirably handled (first you see the gruesome aftermath, then you are brought right there). Then there’s the calm after the storm, and, for the 500 pages between that first part and the climax, Erikson meticulously builds up his dominoes just so he can blow everything up later in a handful of pages.

While it moves on, there’s a whole lot of showmanship. Fireworks. So much that maybe you can find them a bit too excessive. So much stuff, characters and plots are presented that they could easily fit a fat trilogy. Still, the book doesn’t feel like moving too fast, because you know that all it happens isn’t resolutive but just another step toward the final reckoning.

There’s a guy half Marilin Manson, half Sephiroth from Final Fantasy 7, who goes around sitting on his moon-shaped airship. There’s a Jaghut Tyrant, who lifts his index and a volcano rises out the earth, that flicks his thumb and turns everything to ashes. Armies of zombies (kinda), all kinds of weird creatures like flying insects used as helicopters, a winged monkey, a chaos-powered wooden puppet. There are named swords with particle effects, powerful mages, a fool who walks through dreams, demons, dragons, other dimensions, gods.

Continuously, powerful forces who can destroy and enslave worlds are quoted. You think that this scenario is complete? That these are the “villains”? No, because before the end you discover that the forces at play are just “diversions”, and that bigger players are entering as well.

Now, I deliver death.

An endless stream of “you’ve seen nothing yet” and it almost feels like the Dragonball of fantasy literature.

But don’t get me wrong, because all of this is awesome. The worldbuilding is consistent, gritty and realistic. It has a strong sense of wonder, but it doesn’t slip on it and it’s probably the best setting ever. Brave and ambitious. Inspired and visionary. There’s attention to the different cultures and how all these uncommon aspects can affect what’s around them. The concept of gods walking among men is about how the perception of people change, when they know that gods aren’t an abstract, dubious ideas, but they are concrete, and affect visibly the world around you.

As with Tolkien, there’s history to the world going back for thousands of years. Unlike Tolkien, history here isn’t just a distant horizon, but instead comes back to take its toll. And knowing history means having an advantage, being ahead of your enemies. Gods, being immortal, have patience. Men, being mortal, are continuously on the edge.

On top of all this goodness, if you like its taste, there are a number of flaws. I often read complaints on the forums and now I can comment with my own experience. For the most part those flaws exist, but are marginal details that don’t get in the way. On the other side there are certain aspects that are more relevant.

To begin with, Erikson uses a tone that doesn’t change much through the whole book. For Glen Cook this worked because he used a single POV, for Erikson this works less, because he offers the POV of just about everything, included anthropomorphic animals that appear a bit silly. With so much display of power it is counterproductive to show every POV because you diminish the sense of wonder and have a normalizing, flattening effect on everything. The “flat” tone also makes the “voices” of all characters also flat, so making them all too much alike.

This gets worse as it loses a lot of the charisma of the characters and the novel feels distant. You aren’t easily drawn in as you fail to understand and sympathize with the characters. You always feel a separation and this works against the interest when powerful scenes are depicted. They kinda happen, they are pretty, showy, but fall a bit short because of the lack of emotional involvement.

Another flaw is that Erikson is abrupt with descriptions. When he says someone is “tall and lean” then he’s already giving out too much. All the characters seem a bit like black shapes, not because they lack a distinctive characterization, but because Erikson doesn’t linger to explain and describe. He moves on, only handing out a couple of words every hundred pages. The characterization is actually there and works, but you have to extrapolate it by yourself.

This is painfully obvious if you come from reading something like Abercrombie. In that case every phrase and word is carefully studied to give a particular feel of a character. Detail. Emergence. Here the grand scope and ambition makes characters cower. They are crushed by the plot.

There’s a love story hidden in the book that is completely developed in the background. A lot of readers complained it doesn’t make sense. The truth is that it’s very consistent, but it happens in ellipsis. It’s veiled. Like the rest of the characterization, you have to infer it. And for most readers this just means that it never happened, as it was never clearly exposed.

These two (flat tone and weak characters) are the two biggest complaints. I recognize the first as a flaw, but the second is more a choice of the writer than a flaw. In the case of the love story there was so much going on that exposing it would disrupt the pace of the book with a scene completely inappropriate. That love story represents a plot shift, but it was outside the themes of the book. And, thinking about it, Erikson dealt with it in the best way possible.

Another minor flaw I recognize is about the Deus Ex Machina. There’s a whole lot of it. I see how people are gonna hate this, but for the most part, it’s excused in the plot. Deus. Gods. In this book there are gods. They exist as part of the plot. They bend the plot as they like. They ARE Deus Ex Machina. Because they can.

This is actually one of the best realized aspect of the book. In Greek mythology gods were personifications and projections of human weaknesses, desires, ambitions and so on. Erikson takes inspiration from that. Gods weigh in everyday life, they are characters themselves, involved directly in the plot and not just abstract entities. Erikson has all of this, but his way is unique and charming in its own way.

The gods in this book intervene in everyday life in subtle ways. For example there's the classic scene of someone who suddenly sees a coin on the ground, crouches to grab it, and doing so dodges a dart shoot by an assassin. A so classic scene that is completely ineffective and unbelievable. Ruins the consistence. But here it's not a coincidence. It's not chance, it's Chance. It's a god manipulating things.

What makes all this interesting and unique is that these gods don't just intervene in subtle ways, pulling threads as they like, but that they are promptly detected by "normal" people who use magic. These characters can sense the presence and activity of the god, so discover who's moving things behind the scenes. What makes this so interesting is that, while detected, the presence of the god isn't directly explained. People can detect gods but can't detect their intentions. And all this leads to a kind of passive observation filled with fears, because if a god is there and is meddling, then no good things can come out of it. Power draws power and soon it will be a mess for everyone. And if you want to live, you have to anticipate the gods' moves.

It's like a labyrinth. You on a side, a god (minotaur) from the other. You can't see through walls, so you can't see where the minotaur is moving. But you KNOW it's there, and you have to find the exit all the while avoiding to face the minotaur.

This means that for the most part the Deus Ex Machina is inside the plot itself, and not an external intervention of the writer. But there’s also a part, 2/3 into the book, and then the end itself, with a row of fortuitous encounters that are a bit too convenient and feel forced. So there’s still a bit of external leading and "lucky" intersections, which is an even bigger flaw because the plot was already solid enough to not need it at all.

The relationship between men and gods is, after all, the theme. Erikson is an archaeologist and deals with the effects of cultures. With gods all around, men don’t have the control of their own lives. They are preys. Tools. They feel desperate, hopeless, with a sense of doom. At the same time they still fight the hopeless war. And being hopeless makes them unpredictable. Leading to acts of sacrifice and heroism. The quality of men versus gods.

This book isn't simple to get into. Both because it's multi layered and because of some of the flaws explained above. But it also sets in motion a truly epic saga that is evocative and fascinating in all its parts. With a powerful imagery and epic scope that is unparalleled in the whole genre. The end of the book, while accelerating to a maddening speed, manages to both wrap the plot in a satisfying way and lay the premises for at least the next two books, so that it puts in you the curiosity to follow through.

It requires more than the usual attention and work from the reader. Tolerance to apparent dead ends and continuous POV changes. To unclarity, opaqueness, hidden purposes, misleadings. Faith in the writer. That's a lot to ask, but it pays back with a setting with an unprecedented scope and depth.

He drew another satisfied breath of steamy air. "We must needs await, at the end, the spin of a coin. In the meantime, of course, wondrous food beckons."

Wednesday 19, March

Siege at Pale

Once again a sketch from the limited edition of "Gardens of the Moon". The siege at Pale (and all this happens in chapter 2):

Image taken as always from Pat's blog.

I'm done writing the review of the book and quite pleased with it, as it's not excessively long and I was still able to include most of my notes. I haven't posted it yet simply because I'm 80 pages from the end of the book and I want to hold it till I'm absolutely sure that those remaining pages don't change my view.

Sunday 16, March

Donnie Darko explained

I'm a bit late watching this movie, but here it is (if you haven't watched this sci-fi movie you'll have no idea of what I'm talking about).

The movie can only be understood through the online material. Moreover:

Like life, and much of Wolfe's work, Donnie Darko can only be seen forward, but only understood looking backwards.

That said, the semi-official FAQ doesn't really explain everything, and about those parts who don't make sense they simply say: "this is open to interpretation". Nope. It's open to interpretation because you didn't get it. Heh.

The real explanation comes from here.

This is my own paraphrase. EVERYTHING makes sense, is consistent, explained and never forced. There isn't anything "open to interpretation".

First thing: the real theme of the movie is the demonstration of the existence of god. Which is the element that ties together all the plot threads.

Postulate: the space-time is an entity trying to preserve itself like all organisms. It happens that the system has a crisis, and the entity has means to counter and solve the crisis. The same way an human body develops antibodies and can heal wounds. Trying to preserve itself.

The space/time anomaly in the movie, generating the Tangent Timeline, is not caused by someone or the random actions of someone or weird super-powers. It is not due to something related to the characters in the movie. It is simply a natural phenomenon, like the fall of a meteorite. So the characters in the movies aren't "special" by any means. They are simply caught in the anomaly. This is important.

Now. The anomaly is a danger for the integrity of the space/time entity. In the same way it happens to a human body if it doesn't heal, if the anomaly persists for too long, the space/time sort of "collapses". So it needs to be solved within a set maximum time-frame.

The anomaly has also a geographical epicenter. All those who are caught near the anomaly become the "antibodies" of the system. This means that ALL characters in the movie are "zombies" piloted by a greater will (space/time). If you could "interview" antibodies they wouldn't say who they are, what is their function and so on. Because they operate unknowingly. They are simply manipulated. Unaware. They have illusion of life and conscience, but they can't choose or really live.

This creates two groups. From a side, everyone in the village, the manipulated, zombie ones. From the other, our hero, Donnie Darko.

There's one main difference. The manipulated ones have no real "conscience", as they are manipulated, and have no special powers. While Donnie Darko has special powers (that allow him to fix the time anomaly and "save the world") but also has the freedom of choice. This means that the manipulated ones, being just puppets, are lead by an all-knowing hand. So an hand who knows how to fix things. While Donnie Darko has conscience, but no knowledge.

So. Manipulated ones, who know how, but don't have the power to. And Donnie Darko, who has the power to, but doesn't know how.

The WHOLE movie is about (subject) the manipulated ones trying to induce Donnie Darko to do his task. A tutorial. They will try to make Donnie Darko do it. Force to do it. Induce.

Most of the plot in the movie is pure, awesome Deus ex machina revealed. Making all sort of things happen just to induce Darko to do something.

For example: why the old crazy woman goes every day to check her letter box? Common answer: because she knows something, so she goes to check if a letter about that something arrives.

Nope. That woman is a zombie like everyone else. She checks the letter box to induce another character to say "someone should write her", to then induce Donnie Darko to do it. This letter being sent would then, at the end of the movie, induce the old woman to find the letter, and start to read it in the middle of the road. Who consequently induces a car to arrive, dodge the woman in the middle of the road and kill Darko's own girl.

Why Darko's girl dies? To induce, once again, to make him do his task. Death and life of zombies doesn't matter. What matters is simply persuade Darko. Push him to "do the right thing". That is: using his powers to fix the anomaly and save the world (so preserving the time/space self-preserving entity).

This introduces the theme about god. Darko can see the future movement of people (the transparent tunnel coming out the chest). So he speaks with his teacher. Meaning: if I can see the future, then it means things are already determined before they happen. So this means that there is god, as someone who makes those choices and sets the plan. BUT. If, I, Donnie Darko can see where they will go, so having the power to *change* it, then who am I? What happens if I don't do what they tell me (save the world)?

Teacher reply: I cannot answer because... (stupid reason). Of course he cannot. This is a scene about Donnie Darko (god's tool) asking god (a manipulated one) what happens if he doesn't do what the god has asked him. Of course god can't answer. Taboo.

So, again, the movie is about Donnie Darko internal conflict: do I do it, or not? I fulfill my role or not?

In the scenes with the psychologist Darko says he:
1- Knows that there's time limit, so that things aren't going to last. Something is going to happen (end of the world).
2- He doesn't want to die alone.

He knows that when the time is come (the maximum time limit of the Tangent Universe), he will be alone. Him and his vision/tutorial (Frank/god). He will be alone because he knows that the he will have to do the choice alone. To do his task or not.

Added element. Everything that happens in the Tangent Universe isn't in any way "normal". It's simply the realization of Darko's own wishes. He finds a girl, fucks her, is handsome, is intelligent, has success with everyone, kicks various arses. He's basically badass all around.

NOT because Darko's really badass. But because that's his own wish. He got powers. He has the power to realize all he wants. So he actually LOVES this Tangent, unstable Universe. Because everything is great for him.

This also explains a part that is rarely understood. There's a point where Frank tells him (before he teaches him how to do his task, by opening a wormhole in the movie theatre):
Donnie: "Why do you wear that stupid bunny suit?"
Frank: "Why are you wearing that stupid man suit?"

Now, it makes sense asking someone *why* he's wearing a bunny suit. Because there's a choice, so a reason. While it doesn't make sense to ask someone *why* he wears a man suit. Because it's not a choice. You are born with it.

What Frank implies there is: nope, Donnie. You're not just a man. You're past that. You've got powers. You can be whatever you want. Why are you still sitting here, pretending to have a normal life (wearing a man suit)?

That's the transition. Frank is "teaching" Donnie who he really is (god's tool to do a task, with super-powers and all). In fact shortly after he teaches Donnie how to use his power to fix the anomaly.

Darko has the choice. To recognize god and complete the task. Or still cling to his pretty but ephemeral life. Denying god.

Why Donnie Darko dies by the end of the movie?

To begin with, he has the choice to live. He could complete the task and still live. The task doesn't require Darko's death. It only requires Darko to "give back" his pretty ideal life, as that Tangent Universe would be "sealed", solving the anomaly (god, aka the space/time entity, would cheer at this point).

So why he decides to die? It's quite simple. As written above, he's scared to die alone. He's scared to follow Frank/god's order and give up at least part of his life. But when he finally accepts the task, he also accepts the existence of god. He seconds the greater will, so he *affirms* it. By doing so he's not anymore alone.

He basically passed the test. Accepted god. Hence he transcends his own being. By doing what he does he didn't *have* to die. But he's so "past it" that his mortal body, girlfriend, family and EVERYTHING he cared about, are now pretty useless. He's beyond. He recognized god and doesn't need anymore a mortal life and body. Stopped to care about the ephemeral stuff of everyday's life.

OR. He's betrayed. Used as a tool, induced to believe he's transcended. Induced to kill himself after his task was complete. Either you believe in god, rewarding people who comply. Or you believe in the space/time entity who operates to simply preserve itself. Kinda selfishly. And once the tool is used, it is tossed away and killed. Making the tool believe that he's got a much better life.

Either you believe in god as a generous entity. Or you believe in god as a manipulative one. Caring for himself.

The movie obviously stops there. Doesn't show what happens if the anomaly wasn't fixed (it's just the space/time entity making believe people that things would be very wrong if the anomaly wasn't fixed. But maybe only selfishly). Doesn't show what happens to Darko's "life" past death.

Quite a wonderful movie-idea. One of the most ambitious ever.

Problem is, the movie doesn't provide the tools to understand itself. You have to read stuff online, read the "solution". I think it would have been much better if these arguments were also real themes *IN* the movie. Instead of outside of it.

Wednesday 12, March

Nope, this isn't about cartoonish style

For MONTHS after the first screenshots of Warhammer Online were released there was the argument about whether WoW copied Warhammer or the other way around.

People who saw only WoW and thought Warhammer was a copy and people who claimed to know better said that it was Blizzard to have copied and pillaged Warhammer for years.

Both kinda true.

True that Blizzard didn't invent anything. Not just in gameplay, but also the setting and its style. Copied from Game Workshop, copied from Giger. Mostly because, as it happens with many franchises, the original games were bland and with no depth. Derivative. Ultima started derivative as well. Then all games, when successful and spawning series and consolidated settings, start to acquire a personality.

But rarely they are truly original or don't have roots somewhere.

Now the point is: WoW came before even the concept of Warhammer Online. Graphically, WoW has ITS OWN distinctive style. That people easily recognize. It's not just a general setting style. It's a visual style all-around. You can see at a glance if a screenshot comes from WoW. It goes FAR BEYOND being "cartoonish". It's WoW. Everyone recognizes it.

*Then* Mythic takes the concept of bringing Warhammer to an online version. They do have WoW under their eyes. They aren't oblivious. They know its style. When the screenshots of Warhammer appeared on the internet they said they weren't copying. Defended their choices saying that Warhammer came first. That Blizzard copied that style.

Now I ask you to look at this.

If the artist(s) who produced that say that they went for an original style that wasn't trying to replicate *precisely* WoW's style... Well, they would be some of the bigger and shameless liars in the world.

And this isn't just about artists "taking inspiration". This is a blatant CORPORATE MANDATE. To make Warhammer look AS CLOSE AS POSSIBLE to WoW in the hope to overlap the market and try to reach exactly that target.

I'm not saying this is a bad or unacceptable move. I'm saying they are COWARDS who won't admit what they are doing. And it is under everyone's eyes.

Friday 7, March

Books ladder

In my books review I avoided giving numerical votes because when I look back I usually disagree with myself. It happens often that you find you gave an higher vote to a book you liked less than another.

This happens because votes and ladders are used and useful as a comparative thing. But this also means that votes are going to change as you read more and have a broader view. The vote is relative to what you read.

So I was thinking how I would rate those books I read recently. Here is my current ladder:

9+ The Blade Itself - Simply brilliant, and I keep grinning every time I think about it. Oodles of charisma.

9 The Black Company - The first book. Perfect structure and really accomplished.

7.5 The Great Hunt - Jordan's second. I liked it a lot, flows really well. I didn't like where most people say it gets better (the end), but I still rate it high because it kept me hooked.

7+ and 8+ Gardens of the Moon - Here is Erikson. Two votes because one is objective (the lower) and the other subjective (higher). The fact is that I love the setting and scope, so this adds a subjective value, but at the same time I recognize some flaws and so I would rate it lower.

6.7 Shadows Linger - Glen Cook's second. It was much weaker than the first. Too awkward and weird. I expected more.

6.5 and 7.5 The Eye of the World - Jordan's first. In this case subjective is 6.5, objective is 7.5, the opposite of Erikson. Fact is that I was bored by the type of plot. I read it already and this book is for the most part a rip off of Tolkien. Too many parallels. At the same time (objective vote) it's really well planned and executed. In its kind it's one of the best if not the best, but for someone who already read fantasy it feels redundant and gives deja-vus.

Tuesday 4, March

Still reading Erikson

I'm reading the first book very slowly. Not because it feels too complex or too boring, but just because I want to give it time and enjoy it. It will be hard to summarize all the notes and comments I've taken but it should happen in a couple of more weeks.

In the meantime there's a very good summary of the series as a whole on Fantasy Book Critic. Lots of praises, some I don't completely agree with, as Erikson doesn't completely delivers on the front of characters. But all the flaws I noticed are still small quirks that don't get in the way of the overall enjoyment.

There was also an interesting thread with polls about the books. What makes it interesting is that with fantasy series, especially long ones, there's a general consensus about whose books are better or worse. As you can see from those polls when it comes to Erikson every reader has a different opinion. Someone's favorite book is often someone's worst, and in most cases the order shifts considerably. The only few rules is that most people loved the third (Memories of Ice) and the second (Deadhouse Gates), while the first is usually considered the worse. In between the remaining ones (4, 5, 6, 7) whose preferences shift incredibly. The fourth is the classic average, the fifth is either loved or hated, as it's a bit more detached from habit of the series. Then the sixth is a very long transition, and the seventh a "hit or miss" case, as most plots come together and so drawing more "opinionated" comments.

Eventually I'll get there to comment myself. Maybe.

For those who already read everything the Prologue of Toll the Hounds is out. But then I'm sure you already know. The book (hardcover only) is out in UK at the end of June (along with Esslemont's own). Beginning of April for the mass market edition of Reaper's Gale (still UK, in US out *now* as TPB). I've already planned two nice combo orders from amazon.co.uk: beginning of April for Abercrombie's last+Erikson's 7th, and end of June for Erikson's 8th+Esslemont.

Thursday 28, February

My stance on "that Warlock thing" and Arenas

Directly from Lum's post and following comments:

This just can’t surprise anyone. EVERYONE who commented when Arenas were announced wondered how Blizzard expected them to be balanced, as the classes were NEVER designed for that kind of gameplay.

We aren’t talking about specialized blog comments, I actually remember interviews on mainstream gaming news asking that.

Everyone (including Blizzard) expected Arenas to bring up severe class balance problems. In fact we thought Arenas weren’t the best way to deliver the best rewards as the resulting gameplay wouldn’t be all that fair and balanced.

What people couldn’t expect is Blizzard making Arenas authoritative and compromise the rest of the game.

--
I also think Lum is wrong comparing this particular issue to what happened in DAoC.

I don't remember well the details in that case, but I think it was a change made after a long-standing balance issue. DAoC's problem was that the original class design wasn't all that good and laid out, so issues appeared down the road and sometimes they had to redesign a class on the fly in order to actually give it a specific role that it didn't have. It was a problem of the class and its identity in the game, due to the fact that the game had too many classes and so some "identity disorders". So they tried to "rethink" the class and consequently pissed off the players.

In WoW the original class design was (arguably) solid and objectively better outlined compared to all other MMOs released. The bigger balance problems arose (and here D-One is right) when the game escalated toward high-end raiding and now Arenas. It was a balance issue induced by mudflation and its pressure on game design. Like the itemization.

It's as if in DAoC they added a particular keep down the road and then discovered that one class could exploit that keep. And then decided to redesign the class instead of fixing the keep.

WoW's class design didn't broke because the original class design was poor, but because they added new gameplay systems (Arenas) that aren't appropriate and coherent with the original class design. And now, in order to make Arenas balanced, they are producing a chain-effect that has an impact on the class as a whole.

Wednesday 27, February

Why Tabula Rasa didn't exactly succeed

In my opinion for reasons not dissimilar to Auto Assault's failure.

There was a general disinterest and lack of hype toward Tabula Rasa, mostly because the few infos and media coming out of it were forgettable and mediocre.

Exhibit: this last video.

I don't know the effect it has on current subscribers, but to someone who never saw the game (me) it looks "meh". And that video is supposed to hype some awesome features coming with the patch, I suppose. At some point you even see players sliding around without moving their feet.

Tabula Rasa's kiss of death was a too long development cycle without a clear aim (so no focus and no time to get it right). Despite some interesting ideas here and there, the problem is that the underlying game isn't good enough. Not the overall systems and more complex features, just the basic feel, visuals, controls.

The basic message the game sends at first glance is poor. Looks like a childish shooter with silly aliens and cartoonish mechs, with big blobs of colors as weapon effects. Honestly, it looks like a poor man Halo clone that has nothing of what made Halo popular (which is a modern "Space Invaders", with waves of enemies to fight in various stages).

I say this overall effect is like Auto Assault reason of failure because what misses here is the basic visceral feel of a sci-fi shooter combat game. In the same way Auto Assault totally betrayed the expectations and dynamics of a car combat game. Both look and feel inconsistent, quirky, approximate. A bit of patchwork of classic MMO combat mechanics with slightly different skins.

It looks generic and awkward and this is made worse by the fact that the setting moves expectations toward a different kind of gameplay. Here we continue to theorize that sci-fi can't be successful when the truth is that sci-fi isn't successful when it is a skin on top of a classic fantasy game with minor changes.

We have sci-fi, we have fantasy, but it seems that when it comes to gameplay we just have one model that is applied to both uniformly.

Now again the exercise is to imagine a Tabula Rasa that is instead close to the expectations. So close your eyes, think of some epic battle scenes from Starship Troopers, or Terminator, or Aliens. And I'm sure you'll figure out quickly what is in their "feel" that Tabula Rasa misses completely.

Sadly while marginal game design progress can usually lead to better games, it isn't enough to deliver a good sci-fi game. To do something really different you need to reinvent the wheel and move as far as possible from marginal tweaks to current MMO combat.

Or at least use the Quake Wars or Gears of War or Call of Duty 4 as your basic model of gameplay, instead of WoW (or Star Wars Galaxies).

Friday 22, February

Anomander Rake

After all the complaints for the first time Steven Erikson gets good art for a cover of his book:

Sadly it is only for the super collector edition of Gardens of the Moon for "just" $125. One wonders why good artists can't be used for those editions that are supposed to sell a lot more and face larger competition.

The image shows Anomander Rake, in the background there are his Great Ravens and that flying mountain is Moon's Spawn. Anomander Rake is actually supposed to sit on top of it.

The sword he shows there is supposed to be even bigger, and misses particle effects:

A two-handed sword was strapped to Rake's broad back, its silver dragonskull pommel and archaic crosshilt jutting from a wooden scabbard fully six and a half feet long. From the weapon bled power, staining the air like black ink in a pool of water.

Sunday 17, February

Fantastic Four #554

I'll just say this, the story is already seen, but three pages and the sense of wonder that the series had lost for years is back.

Mark Millar is one of the best writers comics ever had, along with Morrison, Moore and Gaiman. Bendis is good as well, but these other writers have the talent of being able to write about EVERYTHING.