Tuesday 16, January

TBC launch: flawless victory?

I'm level 4 on my dranei shaman (as I don't have any 60 to go see the outlands on the euro servers) and having fun.

The zone art is awesome and one step higher than classic WoW, while I have some complaints about some minor details and character art (like hairstyles, blood elfs in particular). I also didn't like the running animations, but after playing more I like draenei's animations overall (and voices too!).

The launch here was absolutely smooth, or at least it was from my personal perspective (and I also play on one of those servers branded "full"). The expansion was activated without even requiring downtime, just a relaunch of the client. The server is working without an hint of lag and the starting zones have players without being overcrowded (but it's night here).

I'm speaking way too early, but for now it's a flawless victory. We'll see in the next days.

Tomorrow I'll try to take out some statistics with Census to try to figure out what's the new population cap.

EDIT: When even on FoH you read it was a flawless launch, then maybe it's true. But we still have to see how the population increases in the next days.

P.S.
Notice how the "secret" of WoW's art is all in the colors. Every screenshot and zone seems to have an unique palette. And really close to a painting effect.

Monday 15, January

Three things

I got the EU copy and already registered/patched it. While Gamestop is kaput (so no US copy for a while, I fear).

Three things:

- The opening screen with the portal has a great impact. The screenshot doesn't give it justice.

- The musics. Wow. I love the rearranged theme. Epix!

- I gave a look to the credits. The full trio (Pardo, Kaplan/Tigole and Chilton/Kalgan/Evocare) is credited as design lead. While Furor was also promoted and he is now "Lead Quest Designer". And... Sachant works for WoW? Huh? Last I heard she was with Shadowbane, but the credits list "Danielle Vanderlip" as one of the community managers. That's her name, right? Or it's her or someone else I already know. That name isn't new at all.

Unfuck Blizzard?

I'm not 100% sure but I think that the 2.0.5 patch removes from the TOS the point that made illegal playing from outside the US.

I hope it was recognized as a mistake.

If it's true, thanks.

Thursday 11, January

WoW pre-exp launch: 8M worldwide, 2M in the US

Reporting this because they give us relevant infos:

more than 2 million players in North America, more than 1.5 million players in Europe, and more than 3.5 million players in China.

My previous considerations were both right and wrong:

if nothing changes we would see the subscriptions climbing at above 8 million just by the end of September.

If that's true it would be a safe bet saying that the NA subscribers will climb above 2M BEFORE the launch of the expansion. Again, I doubt it. We'll see if I'm wrong but I'm not so sure that the NA subscribers are even above 1.5M. That would disprove the data we have now, though. But that's my suspect.

An average of the two and we are there.

What I can see now is that the growth is still rather constant. This would mean that by the end of 2007 WoW would reach 10M worldwide, but this without counting the effect of the expansion (and the competition, but I don't think there are any real competitors yet).

It's possible that the expansion alone will give the game another 1M in our market (US+EU) easily. That 1/3-1/4 growth is what I would expect. We'll see.

Also interesting to consider that both US and EU market seem to grow at a similar pace. About half a million every year.

August 2005 - 1M in the US
January 2006 - 1M in the EU (with US probably at 1.5)
January 2007 - 2M in the US, 1.5M in the EU

Those being official numbers.

My suspect here is that the growth slowed down during the 2006. But the imminent launch of the expansion already gave these numbers a boost. The 2M in NA would already include some returning players that are getting ready for the expansion launch. So the point is: how many more subscribers, beside those already back, the expansion will bring to the game?

Wednesday 10, January

FUCK YOU Blizzard, dearly

If the news of the forced server splits below your ass wasn't enough (my opinion is here), now we have this.

I still remember when Blizzard repeatedly promised to european players official support to play on the american servers. But "only after the european launch".

Then the european launch arrived and Blizzard completely ignored questions about this issue if not repeating that they didn't want european players on the american servers FOR THEIR OWN INTEREST. Because they were worried to provide a quality service and they didn't want us to experience too much lag or receive support in a language we don't understand. How cute.

Giving players the choice of course was above them.

With this last patch in preparation for The Burning Crusade they modified the TOS:

4. Limitations on Your Use of the Service.

A. You may only access the Service from within the territorial boundaries of the United States, Canada, Australia, New Zealand or Singapore. Any access to your Account, whether by you or anyone else, from any location outside those countries is a breach of this Agreement.

So if you are an european player playing on the american server from today you are considered in the same league of gold farmers, exploiters, cheaters or hackers. You are breaking the terms of service.

Fuck you Blizzard.

One day you won't be anymore "king of the hill" and you'll start to pay one by one for all these fucking stupid choices.

I don't think that treating legit customers as criminals will payback. But till you are in a dominating position then you can afford just everything, even this shit.

P.S.
LOL. Someone remembers that in my proposed LFG tool I had suggested to use an animated demon eye to appear when the LFG flag is active? Well, after this last patch when you are flagged LFG (but only for the auto-join option) an animated demon eye appears near the mini map ;)

No, really.

Monday 8, January

Grimwell sits on Blackguard's chair

I just found out that Grimwell ("Craig Dalrymple" says Cosmik) is at SOE as the community manager for EQ2. Wow, big grats and good luck.

I like a lot reading these kinds of news because I like to see people succeed or move toward interesting perspectives, so I'll keep registering movements in our community. Now if I was naughty I would link his previous call for independence ;p

His welcome message on EQ2 boards can be found here.

In-context I also relink and quote Lum:

Public relations people are normally great people (they kind of have to be, being that dealing with people is their job and all) but they are at direct cross-purposes from a free flow of information which is necessary if developers are to ever get honest feedback. Which is why the best community relations teams aren’t treated as PR adjuncts, but their own seperate fiefdom, where they act more as ombudsmen then salesmen.

That's quite pertinent, ain't it?

Btw, there was a lot of movement during the past year. Everyone found a good chair to sit on. This is positive, no?

Well, there's Cosmik who's looking for a new job.

Wednesday 3, January

The Pied Piper of Hamelin

I post and break my own rules again because I don't like to leave things open and because I don't want to push the flames any further in the place that produced all this.

I'm referring to the thread on F13, the first post from Mark Jacobs, my reply later on the thread, and all that happened afterwards.

Lum took offense and I should have imagined that before writing what I wrote. But my point wasn't against Lum, his site, the bans and all the drama. My critics were about what happened AFTERWARDS. The U-turn in Mythic's stance toward the community. The order from Mark Jacobs to Mythic's staff to never post again on those forums. The delegitimization of the community that legitimated them in the first place. And then, along the years, the progressive, constant deterioration of that relationship with the community.

In fact I always PRAISED what Mythic *was* doing on ltm/SND as I always praised devs that are genuinely interested in a discussion and that keep in touch with the community. Those who know me also know that I always sided for a more open, sincere and constructive relationship and nothing changed in my stance.

I DO believe that ltm/SND was the real "Camelot Herald" but I also believe that the good feedback wasn't malicious and it was also coming from that close relationship. Keeping in touch with the community, interpret its needs. I do believe that that process was positive both for Mythic, DAoC and the players. But as I said there was an U-turn at some point, that I identified with that post from Mark Jacobs I quoted and that then progressed along the years. Till today. Today Mythic is completely out of touch with the community and that is also one of the reasons why what is left of DAoC is only a very pale shade.

Why I went necroposting that quote? Because it was happening again. It was as new as it has always been.

My point is very simple: I don't believe that Mark Jacobs is genuinely interested in a discussion.

That request to open a private forum for him was stupid and wrong on many levels. Mark Jacobs NEVER looked for an honest, passionate discussion. He NEVER participated in our communities. He NEVER gave a damn about anything if not "bullying" his community of choice tricking people to welcome him like a king by promising gifts, beta slots and "WAR swag".

There are other devs that ARE part of our communities. Brad McQuaid has often used FoH's forums in the last years to hype his game, Smed and in particular Scott Hartsman also participated in our discussions and today Scott is one of the most respected and esteemed out there BECAUSE of his attitude and sincerity in dealing with the community. The newly born GMG also had a strong presence on the forums and blogs. Raph Koster has always been everywhere and the one who THE MOST always looked for a real participation, who really wanted and encouraged that dialogue more than anyone else.

So what's the difference between all these people (and I left out MANY) and Mark Jacobs? That ALL these peoples have demonstrated along the months and the years that their interest is GENUINE. That they share a passion and that they are interested in a real dialogue.

Mark Jacobs has NEVER given a damn about anything. If not appearing a few days ago on F13 after not having written ONE post in more than two years and abruptly asking them to open a private forum for him where he could do as he please and feel (along with his game) the center of the attention (actually he's even confused about what he's asking). When I saw a bunch of long time members of this community taking the "bait" I felt the need to say what I said.

In the meantime he flamed me back, trying to make believe that I registered on F13 just to troll him. Excuse me, my ideas may be considered shit, but I think I HAVE demonstrated along these years that my passion in these games is SINCERE and that I do love to talk about game design and that I DO look for that kind of constructive, collaborative dialogue MORE THAN ANYONE ELSE ON THE INTERNET. And sorry if I'm not modest in this case, but my passion is not questionable. With this site and my constant participation in the community I believe that AT LEAST I demonstrated that.

If Mark Jacobs was TRULY interested in a participation with the community then he would have done it before. There are hundreds of ways to look for and have that dialogue. From blogs that would fit exactly his selective mindset, as they allow you to discuss what you want to discuss, give credit to who you want to give credit and ignore who you want to ignore, to forums of all kinds.

Other devs are already encouraging that dialogue without any stupid dedicated private forum to bully. But the real point is that, private forum or not, Mark Jacobs couldn't care less about that kind of involvement and participation. Because he thinks he is superior to all that. And because of that superiority he went asking for the "special treatment" that NO OTHER DEV has never even imagined to ask before.

As on a game forum it is valid the principle: "Who you are is secondary and what matters is that we are equals talking about games".

So what you say and not the color of your name.

Asking to open a private forum devoted to you and where you decide who has the right to speak and who doesn't, surely isn't a good way to encourage an honest and unbiased discussion. It's just an attempt to manipulate things as you please. Later in that thread (and in a MILLION of other occasions) we have demonstrated that we can have that meaningful, honest discussion about games without the need of any private forum or special policies. But of course Mark Jacobs deserted the thread at that point.

In the end I do HATE perpetuating drama and flames because it stresses and empties me to no end and I don't take back any satisfaction. If Mark Jacobs is honestly interested discussing games and ideas then he is more then welcome to prove me wrong. I'm just forcing him to drop his mask.

(and my apologies to Lum because he was brought in a wrong discussion)

Tuesday 2, January

Jeff Freeman in space

I swear, way too many unexpected things happened today and it was by far the worst day to stop posting. There's enough material for what I usually write in a whole week. Restraining from writing has NEVER been so hard.

But, come on. At least this: Jeff Freeman works at Spacetime Studios. It's sort of confirmed.

It was the very first thing I thought as he linked the lead designer blog, that by the way has a GREAT piece on server architecture that ties back to all I wrote about server travel, even recently with the "grid" idea for Fallout, communities and the TRUE impact those choices have. With a wonderful conclusion:

My point is to make it clear to other designers that the fundamental server architecture has an impact on the game in a very real, money-in-the-pocket, subscribers-on-the-line kind of way. Most architecture decisions are driven by cost-benefit analysis: what the programmers can do, how much money and time it will take for them to do it, etc. These are important considerations, but considerations generally made without much a consideration of game design. Game designers may accept the programmer recommended path without considering all the implications that structure has for their game.

That is SO true. Glad that at least someone is looking at it from the right perspective. FINALLY.

Anyway, I had this suspect that also Jeff Freeman worked there (or it would be hard to explain how he knew about this new blog), then I noticed that this guy lists Jeff Freeman under "Spacetime Dev Blogs" (listing Lietgardis as well, but I knew that already). Ehehehe....... OWN3D!

So. Senior designer. And, if I'm not wrong, "Lead System Designer"?

Good luck and everything. You seem to have a good team there ;)

P.S.
Who's Brandon Reinhart? I tried googling and got lots of stuff. He even has an IMDB page! Filmography? Lol! He comes too from SOE/SWG and, gosh!, he worked on Duke Nukem Forever!

Sunday 31, December

Enjoy the year, enjoy the ride

Enjoy a year without me ;)

As I said this was an extra-month and my reasons to leave are unchanged.

I decided not to post my predictions for 2007 that I wrote for that interview with Zonk. I think it's better to spare those critics and exit in a more positive way instead of the usual, pointless angst. Enjoy WoW's upcoming expansion that is just a couple of weeks away. I know very little about it but I think it will be good in the end. Surely it will be the biggest event of the year and it will fuel a lot of discussions for a lot of time. So, even if things could be surely better than what we have, enjoy the ride.

I'll be off the blog till some things change or till I find the answers I'm looking for.

Just a reminder: never pretend to know what I would say :)

And in the case you need me there's always the mail: abalieno at cesspit.net (Messenger too)

May this year bring some well-founded optimism and exciting perspectives to everyone, and to this genre we love in particular, players and devs. Some sincere enthusiasm.

WoW's expansion will ship in time

Contrarily to what I expected, The Burning Crusade has Gone Gold and will be ready for the January 16 launch:

The expansion has already gone gold. We see no reason why the game isn't going to be on the shelves at the planned date.

January 16th, in case you forgot.

With the release not being delayed I wonder if the expansion is actually complete.

I do expect the servers to have problems and bugs to come up, but there isn't much you can do about that. Those are issues that I consider tolerable because you can never be ready about everything. In those case you can only have patience and I'll always excuse Blizzard (or any other company) for that.

But I wonder if the content is complete. Outside of those things that they said won't be there at launch, all the rest is already accessible and working properly in beta?

I'm a bit skeptical. Maybe I'm wrong.

TMI Interlude

From a comment (referred to that bad idea):

I wonder if there is a connection between your obsession with two-handed swords, your inability to come up with a simple match making tool and the fact that you've never kissed a woman. ;)

Ah, well. I knew it was a bad idea revealing that. Uhm, no, there aren't any sexual parallels ;p Big swords and shiny armors have always been a myth for me since my youth. I liked very "high fantasy" settings more than realistic fantasy. The reason why I never kissed a girl is because there's a moment when things are supposed to "happen". Then the more time passes the more things become unlikely.

At some point I felt resigned to be destined to be "unhappy" about certain things. Like with girls or the desire to find my way into the gaming industry. My baby steps are inadequate and bring nowhere.

Today I COULDN'T CARE LESS about girls. They lost priority. I'm at a point where I HAVE TO find a path for myself, and while I can surely do without "love", I cannot do without "work" or at least that's what worries me today.

I knew I should have replaced that point with this one: "I actually don't like Start Trek or Lost as every other legitimate geek. Instead my favourite TV series are Dawson's Creek and Gilmore Girls (and another it's better I don't say)".

Is that any better? :)

My poor, smartass design debunked

Two of my recent and, I thought, more solid ideas were criticized. And those critics actually have a point, so there's something to discuss.

The first is against the proposed LFG tool for WoW, from FoH's Frott.

He actually has a good point that I considered but probably not as much as it should have been. A probable reason why Blizzard's LFG tool is limited to three fields is to not kill the database. In my proposed panel I used a bunch of checkboxes, but could this work technically when the database server has to go through more complex queries?

That may be a problem. To fix it or find better solution I'd have to know better what the system tolerates and what doesn't, but I think it's possible to find workarounds. For example through timeouts, so that the LFG data is not updated in realtime but there's a delay. The current /who command in WoW for example has already a 10 second delay.

I don't know if WoW is particularly vulnerable to this, but DAoC allowed something similar to what I proposed without issues. So I believe it would be possible to preserve the general scheme I described while adapting the tool to the limits of the game.

In theory you could consider each checkbox like a "room". You add the name of the player to each room and then you return all the names in that room during a search (for every room requested). This is a very simple query and I find hard to believe it could give problems to the servers. With an intelligent use of delays I think the impact would be minimal.

I'm writing about this also because of what I wrote recently about Guild Wars. I started to write how the LFG tool sucked, but in the end my opinion was different. It wasn't too bad. Not a powerful tool, but the simplicity wasn't really a flaw.

Frott was actually right:

Why do we need to reinvent the wheel? Here's my LFG design:

1. you are flagged LFG or LFM
2. you can enter a comment
3. people can see that you're LFG/LFM, see your comment, and talk to you

Holy fucking hell, what a radical invention.

Guild Wars does that. And it does it well. It just gives five general categories and then lets players set their messages. It's like a "message board" more than an automated matchmaking tool.

But there's a reason why it wouldn't really work for WoW. In WoW you need a centralized system, and without a way to "filter" the results you would get just too much "noise" to make the tool usable. In GW it works because the LFG tool is location-based. WoW has a different structure and a similar LFG tool just wouldn't work well.

The other critics is about the "grid" mechanic I proposed for Fallout. Just because I create an adaptable structure doesn't mean that the players won't overload parts of it.

But there are two points to consider:

1- The players usually police themselves if you give them the possibility. If there's too lag and they can move freely to a better server without losing progression and without complicate procedures to go through, then they WILL.

2- In the intended scheme there would be territorial control in the game. And if you have experienced the insane rush in UO as a new zone where you could build an house was opened then you know that the players will cover as much space as possible. They would fill EVERY hole faster than the time you need to blink.

So, of course the possibility to travel between grids/shards doesn't automatically solve the overloading problems. But it's already a first step that is also good for the players (it's not just to balance the server, but also for the principle of "permeable barriers", letting the players go meet each others easily).

Nothing prevents players to log all in one server in WoW. Nothing would prevent the players in this idea of Fallout to travel all to the same grid. The point is that you already offer them a way to spread when there's need to without suffering losses (as you don't leave friends permanently behind). The rest can be done through game design (providing reasons and incentives to go out and explore, conquer, move away from a tight crowd and so on).

Especially on launch day you could spread the players around easily. Forcefully placing them in a grid distant from their friends wouldn't be a dramatic problem, because later they would be able to meet just by traveling to the same location. And the first approach to a MMO is usually single-player. You start to learn how the game works and only later you care to "reach out" for the rest of the community.

At that point (when the barriers are permeable) it's entirely a game design competency to maintain the ideal density of players. All the issues coming up should be dealt one by one.

After all that idea was just an adaptation of an old one about server travel, but where this travel was regulated by portals that opened only under certain conditions, so keeping the population levels even on all servers. Obligatorily. Obtaining the same results without strict rules would obviously require a lot of careful and good game design. But it's entirely possible.

Saturday 30, December

The interview: uncut version

I noticed that Zonk published that interview I was using as an excuse to write here for another month.

I believe that he actually did a great work to condense all I wrote and retain the sense. Editing all that stuff in a presentable form must have been a pain in the ass.

So thank you.

When he asked me to do this thing I thought I couldn't care less. I don't want to publicize the site, I don't want new readers, I don't want to show it to a bigger public. I always did this relatively alone and never joined things like the "carnival of gamers" because they are beyond the purpose of what I do here. I think those who may be interested about what I write know already the site and that's more than enough.

So I couldn't see the purpose and couldn't be bothered doing this. But then I was also curious about the... "interview". I saw it like a test. I particularly liked the idea of having an interlocutor and have a discussion about games, ideas and the rest. I liked the idea of a confrontation. In fact I wish the interview was more like an interview. More interactive. I wanted to DELVE into things, not doing a "presentation" of the site to people who probably couldn't care less. I'm not selling anything. I don't need ads.

But if it didn't exactly as I expected it's mostly my fault as my insanely long replies surely didn't help to make the an eventual discussion "breathe". I took all the space and then more.

I actually asked Zonk to not cut the flames, but he did ;p In particular that "Mark Jacobs is an idiot". Oh well, it was fun.

With the off-topic flames he also cut a few passages I cared about. Mostly my design thoughts on certain parts. For example when I use my experience with UO to talk about "directed play" and the part where I talk about "communal objectives" and the bland footprint that players leave in WoW, along with some critics to its PvP model. I think that part was important and pertinent to the point I was trying to make.

So this is the "uncut" version of the interview. Or more like: Zonk gives me a theme and I write about it.

There was also a last question where he asked me to comment about mmorpgs in development and who I think is going to succeed. You know that I wouldn't back off "predictions". So I went commenting company by company without sparing bullets. That's a very long reply.

I don't know if publishing it is a good idea, as most comments are sort of "unnecessary" or apparently unjustified. But if I'll do it then it will be standalone.

The point is simple, though (and a J. quote): there aren't anymore free lunches.

In bright yellow the parts that were cut. I hope the color is distinguishable enough.

The interview, "uncut" version

Guild Wars LFG panel sucks as much as WoW's one

I was giving a look at the latest update notes and beside the great feature of "reconnect after disconnect" there's also the mention of a new "party search" that works along the lines of the one introduced in WoW.

First consideration: you need WoW to make a basic MMO feature take the spotlight?

That's an important point. MMOs have been broken on a basic level for a long time. They were niche because only a niche of players could swallow the bullshit they fed us for years. Our communities kept underlining those flaws for a long time. Like it happened against questing, soporific combat, solo play, insanely long treadmills and so on. But all that stuff was blatantly ignored and considered worthless. The same was with decent interfaces and not that shit pre-WoW, with movable panels sitting randomly at the border of the screen that had no sense.

Then WoW comes and EVERYONE goes on a copying spree.

I wonder. Devs copy WoW because they understand it's good, or they just copy for the sake of it? Considering what Mythic is doing with their PvP/RvR the answer is kind of obvious. Devs don't copy the good part because they RECOGNIZE them, they copy just everything. Good and bad things together. They chase and love the smell of WoW's ass.

But then we also get this. That revealed another important truth: you need talent even to copy.

Anyway, Guild Wars LFG tool sucks as much as WoW's one. It does one thing worse and one better. With the difference that a good LFG panel would be much more necessary in WoW than in GW.

The worse thing is that it lets you flag LFG just for ONE purpose, while at least WoW gave you three.

The better thing is that when you are searching you can see the whole list of those LFG or LFM. While in WoW you had to repeat a search for each different topic listed.

So the point is: WoW is infectious.

Till WoW spreads good habits, then all it's good, because games improve. But the same happens even in the other case. WoW does something wrong and you can be sure it will spread like a plague.

Good game design would need to go through WoW to be recognized.

P.S.
I gave it a look in-game and it actually sucks more than WoW as it only "sees" players in the same location (or the different instances of it). So it's even less powerful. But at the same time GW is a game with a different structure and there is no real need for a more complete tool. Overall GW's LFG tool accomplishes its purpose better than WoW and its respective tool.

They were smart to use five general categories, including "trade" and "guild" and then just letting the players set their custom messages. When you open the panel you have the complete list with all the categories and this helps to have a broad view (the good point I underlined above).

It's not surprising that people use the tool mostly in the capitals where they can reach a wider population and override the limits of the one location.

Friday 29, December

Found the problem with Oblivion CS/Oscuro

Fuck. Fuck. Fuck.

I finally figured how what the hell was wrong.

It's again that messy Oscuro's design. I discovered that certain, arbitrarily chosen, NPCs have a spell on them named "ZUnWimpageLesser". What the fuck.

And that spell is a "Fortify Health" always on that adds exactly those 40 more HPs that I couldn't justify.

I discovered that Oscuro's makes a good use of those effects to give NPCs and creatures more health than normal (that produce very silly fights where you have to hit the NPC thirty times before he goes down as things go obviously out of scale). He has five flavor of this kind of spells, used on a total of more than 2k entries.

That's your "enhanced" difficulty in Oscuro's mod: unreasonable health boosts. A cheap trick.

Things are also rather jerky as for example you have "boosted" bandits just next to standard ones. So there's one who can go up to 130/140 HPs, while another has 24. It's that kind of "random" and inconsistent behaviour that I criticized from the beginning.

I don't see how this is better than Bethesda's original design.

In the meantime I also discovered that the "preview" for leveled lists used in the equipment (those that give better armors and weapons to NPCs as you level) is broken as it ALWAYS return level 1 stuff.

This is the reason why I would NEVER give Oblivion GOTY. Game design issues aside I really HATE Bethesda "one and done" patches, completely lack of involvement with the community and inadequate support.

The game still has a bunch of technical issues that weren't solved (for example the usual "crash on exit" or sound effects getting cut off or not playing at all in certain circumstances, a problem that I saw reported multiple times) and I wish Bethesda would continue to perfect and maybe add a minor features here and there to support the modding community. As Bioware did with NWN.

For example it wouldn't be too hard to modify the launcher so that you see the mods listed in LOADING ORDER, and maybe enabling "drag&drop" on the list to let the players sort and tweak the order easily. Instead of having to rely on complicated 3rd party tools.

Small things like that would be hugely appreciated and would be a sign of love to the game. But obviously Bethesda cannot be bothered.

Thursday 28, December

How to design a Fallout MMO game that gets 1 MILLION of players within the first year

(this post may look very superficial but there's an HIGH density of pure game design)

I started to gather ideas just for fun a couple of weeks ago and it's when I decided that title you see. I did some brainstorming for a few hours but then forgot the whole thing and looked elsewhere.

Today I was thinking again about a part that I didn't completely resolved, so I decided to put together at least what I had written (and that I partially posted on Q23). I love to brainstorming, in particular in this case that it is BLATANTLY OBVIOUS that this title is pure vaporware that will never be released.

So, pick up the challenge. Put together a sketch of a design plan for a Fallout title aimed at the mass market and that can reasonably aspire to get 1M of players within the first year of release.

As I said I sort of dropped this challenge, but here it is what I got during that initial brainstorming phase.

Inspiration: Mad Max, Army of Darkness and Cowboy Bebop. What I used for inspiration is already quite weird, but I think it works to visualize the kind of world and gameplay to mimic.

Ash Williams! Chainsaws, shotguns and dynamite!

I started to find some key values that are meaningful to that setting. Things directly "fun", visceral. The cool factor. Basic expectations. The post-nuclear world.

- Ranged combat (getting ranged combat right in a RPG isn't trivial)
- The setting: I see it like a flavor of cyberpunk, just more decadent
- Tribal nature (small outposts, gangs, local mafia etc..)
- Water, food, gas and ammunitions represent the "wealth".

It's also a bit steampunk. There's technology, but a raw kind of tech. We don't have spaceships and fancy computers, we have muscle cars, dune buggies, rust, heavy metal (not the music), screws, nails. Gritty world. Dirty. Both new and old. Sixties music could fit better than modern. It's the "retro" feel. And the reason why I used Cowboy Bebop for inspiration.

The Fallout world has the essence of something strongly familiar. It's more a distorted way to see the past, than an interpretation of the future. It's actually more fantasy than sci-fi from this perspective (hence the reference to Army of Darkness).

One part I was considering is that the setting is somewhat "desolated", few people around, most are dead. You really cannot portray a noob zone with hundreds of survivors whacking droves of mutated spiders, rats and scorpions.

How to preserve the post-apocalyptic mood and give an idea of a mean world where nothing is secure and where the personal initiative makes the difference?

That's the main theme: there isn't anymore a general government, so everyone is organized in smaller tribes, ala Mad Max. Everyone is more than ready to stab the other at the right time and steal what is possible to steal. And most of the gameplay should be about the smaller, unexcused wars between the tribes while the rest of the world goes to hell.

--
Now the overall scheme is where the game can be more interesting and it's the easier part to realize as there may be so many good ideas and things to build around the concept. From this perspective the setting is ripe of good ideas and the possibility to step far away from the usual treadmills. So I don't think it's too hard to make an interesting, "fresh" game with a wide appeal.

The part that actually gave me more problem is about the combat itself. The gameplay. How do you realize this core?

Obviously you cannot go turn based. I discussed this on the forums. The premise of the challenge is to make a game that could be a huge success and a turn based game will be much harder to market. The other common mmorpgs are also turn-based, in a certain way. But instead of dividing "time" in regular segments, the division is more variable and the gameplay more fluid. I see this as a step forward, so I wouldn't go back.

The first idea I had was to use a RPG kind of (ranged) combat that could feel "right". Right meaning the opposite of SWG. SWG had ranged combat totally abstracted and weird. To explain what I meant I used the example of Company of Heroes. A kind of gameplay that feels "right" without the need of going "twitch". But people thought that a CoH from a closer perspective would be boring. It's actually hard to explain what you mean when you bring these examples.

The point is: no fancy particle effects and floating icons. Bullets, not rainbows.

It's not just CoH that got ranged combat right. Even Gears of War is a good example of combat going in the right direction with the use of the "cover". The cover is a basic element in the real ranged combat, and it's exactly what you have to reproduce if you want the combat to feel "right". The cover mechanic that is now popular in that game was something I asked *for a very long time* for SWG when I was criticizing its combat on the forums.

SWG was oblivious of those basic lesson and we got weird, fancy combat with colored bars and special attacks. THIS is what I never forgive to Raph and that I'm rather sure he still didn't understand. The "metaphor" isn't a dress. It's EVERYTHING. And if you betray it, the game will greatly suck.

The second idea I had was to use squad-based combat, like a mini-RTS where each player controls four characters with different classes. I quickly discarded this idea for a number of reason. I believe there are many good reason to keep mmorpgs the way the are. One player = one avatar. That's also a kind of visceral relationship that I don't have the courage (or real motivation) to break. It would be odd to have a player with four different names and it also depersonalizes the game. It would look also odd seeing everywhere these squads of four guys going around, especially where games have problem with lag when every players controls just one character. All these problems could be actually addressed one by one. But I don't think it's worth the work. So idea discarded.

The third was about making it a FPS. So aiming and everything. Assuming the game has a huge budget we could dare to put aside all the technical problems and try to go in this direction. But in a realistic scenario this would mean focusing the WHOLE development on trying to make a good FPS. And in the end it would mean that we have little more than a FPS. So idea discarded because I think I could use better the resources available and focus on other parts to make this game an unique experience. Not just a FPS set in the Fallout world. That's not interesting enough.

And this is the part that I didn't complete. My design here branched in multiple directions between these various modes.

When I brainstorm stuff I use to repudiate the kind of gameplay of today's mmorpgs. One good way to force things in another direction is by designing the controls on a gamepad. Not only you get rid of the typical "hotkey" kind of gameplay that BORES ME TO TEARS, but you would be also able to design a game that will be easy to port on the consoles. And if you want that million of players then every other market opening up is precious.

So. No aim-twitch because we care for the servers and cannot waste three years of development just on that. And a gamepad. Now design the combat. Ranged combat.

I usually try to portray things as a cutscene, then I try to translate that into gameplay. I was thinking of a bunch of characters with ragged clothes, all whacking mutated rats and scorpions. THAT's what you expect from a Fallout mmorpg (Fallout 2 actually started like that). Then you hear a buzzing sound that seems increasing more and more. You cannot see far away because there's a sand dune and all at the sudden you see a black shape that kind of takes off from that dune, leaving a dust cloud behind it. And it's the classic dune buggy with one driver and another on a mounted turret controlling a vulcan. This dune buggy moves incredibly fast, jumps off the dunes, nearly turns upside down after a sharp turn. The poor guys killing scorpions see this thing approaching at them at an insane speed, they try to run away and the dune buggy passes right through a bunch of giant scorpions sending pieces and green stuff in all directions. Then the buggy does a sideslip and the other guy on the vulcan turret takes care of the remaining scorpions.

That's the kind of clash I want between two kinds of gameplay. No sitting there and exchanging slaps with a poor creature. I want something fast (but not twitchy), something intuitive, immediate, with as little UI noise as possible. I want a kind of fun, arcade combat that still leaves a lot of freedom to the player. In particular I want vehicles and I want a realistic physics system. I want these vehicles to be fun to drive, even if you just do that. Driving, jumping off sand dunes, create spectacular crashes. Have you played Flatout? Company of Heroes has a very simple control of vehicles, but the physics system can do wonders to make the driving feel realistic.

I want the vehicles to have an important role in the game. We also solve the problem of travel. Today we are stuck in mmorpgs with mounts that go a bit faster than running speed. But even with a mount the travel still takes a lot of time if you have to go through a few zones. A vehicle completely reverts that perception because a car goes MUCH faster than someone walking through a desert. You can have a huge environment while making travel not a burden. And without the need of fancy teleports that aren't appropriate to the setting.

Of course vehicles need gas, and gas is precious. The inspiration is Mad Max again. You need mechanic skills to repair and mod stuff. This part about vehicles alone already provides hooks for all kinds of interesting gameplay. You can also have race circuits, destruction derbies and whatnot.

You use Fallout to ridicule Auto Assault and demonstrate them how to deliver on the theme.

So: vehicles, physics system, turrets with mounted vulcans. Lots of bullets. Lots of Mayhem.

But this doesn't complete the problem of the combat. It's just a way to explain the direction I would like it to take.

Today I was thinking about this problem and I found a better solution. We use a control system similar to other arcades. Resident Evil, Tomb Rider, Metal Gear Solid. Classic third-person, non aim-twitch. You have a key that works as the "aim". You hold the key and your character automatically targets what's in front of you. No "target lock" as it depends on the direction you are facing, the position of your body. But we can also add a lot of interesting elements. For example lowering the precision if you are moving. Or the possibility to decide how to shoot between classic two/three types (single shot, burst and things like that).

It very simple and familiar but also different enough from current mmorpgs to feel fresh. Press a button to aim and then shoot. But without needing to aim yourself. It should be quick and visceral enough to be appreciated by a large public and at the same time it won't scare away those who just cannot digest furious twitch FPS. It's something in the middle that is intuitive and that at the same time retain a RPG depth, stats, kills, detailed character sheets, perks, professions and so on. You don't have to be good at aiming to do well in the game.

Plus why not taking the best from current games. The cover mechanic of Gears of War again. You use a key that automatically makes your character take cover. You don't need a real FPS to make a good use of a good mechanic (Company of Heroes, again, also uses cover mechanics). I say Gears of War because its a recognized example but surely not the first game to do that. Metal Gear Solid had similar functions and, again, it's part of what I asked a few years ago for SWG. So aim, shoot, take cover. With simple, familiar, streamlined controls AND NO HOTBARS. No rainbows. We have already a good core. A basis of gameplay that can be used to define the rest.

No pulls also. I can integrate here all those design principles I bring with me from a long time. If I can see a bandit, then the bandit can see me and react accordingly.

In fact the success of this part of the game is all about the AI. Today the mmorpg AI just make a creature run or shoot at you. We would need instead an AI that also takes cover, uses the environment, cooperates and so on. The goal is to "simulate" a gunfight. If this part is well done then the game has already a good possibility of becoming truly successful.

--
The overall scheme

As I said, this is the part that offers more hooks for new ideas. There's a lot to play with, perfect to push the creativity.

The overall scheme: The scheme of the "onion". The more you move further away from the center, the more things go wild and only ruled by the players. "No Law" zone.

The idea matches the one of the original games. You have a central zone that is "known" and that is more secure. But the resources are scarce and you have to move out where it's risky, build factories to produce ammunitions and weapons, vehicles and all the rest. Find oasis. Smoke dope. The hippie community, with the van painted with flowers and bright colors. Till they don't find you.

It would lead to a structure similar to Shadowbane with the players-run outpost and everything, but with a predominant central hub where you can keep things under control (and directed).

You could also play with the concept of the "radiations" as a way to "shuffle" the game world and generate dynamically new things. You irradiate a zone and then the server regenerates it so that it will be ripe again for exploration. This procedure can be more or less tied with other parts, like the player's settlements, PvP and more.

--
Balancing the servers

Starting from the idea of taking the deep scheme of Eve-Online, while replacing its slow, long-range, icon & spreadsheet combat system with a simil FPS where you SEE your target. Something frantic. Something strongly visual, immersive, visceral and with as less "interface noise" as possible.

All within a SEAMLESS world. From the room inside the building (and close combat), with a player-to-NPC dialogue, till the larger desert and larger battles. No loading.

Of course this is already a huge problem. Eve-Online worked as a massive world because it's very slow and requires almost no bandwidth. So how to fit a large world, so that the players aren't lacking, with a more fast and direct combat? First answer would be: instancing. NO. NEVERMORE!

A rough idea I had was to build the world like a "grid". Now, normally you reach the limit of the grid and it would correspond with a "wall". Instead I was thinking to something that was happening to older games. Instead of hitting the zone wall, you exit from the top of the grid and reenter from the bottom.

Yeah, lame :) But wait.

With one trick. Instead of exiting and reentering the same "grid" from top to bottom, you would enter a new grid.

Every grid = one server/shard. Every grid is a nearly exact copy of a shard (with the possibility to prepare slightly variated maps as it happened with Shadowbane's shards). With its own "hub" and its own "wilderness".

This would basically allow for a "seamless" world where you can add as many new "grids" as the population of the game requires. You could add new grids on the fly without affecting the remaining ones. You can expand or shrink the world depending on your needs. Every grid would work like an independent "shard", as in current games, but with the possibility for the players to travel to the grid border and switch "server"/grid if they want. (permeable barriers)

It would work to "chunk" the players into more manageable units, while keeping the barriers between the servers permeable, so letting players meet each other in a global world.

It would also offer a perfectly scalable world that fits every need and that solves both overcrowding and desolation.

--
That's pretty much everything I thought. And I really think it can be valid enough to go as close as possible to the goal and a broad market.

Of course only as a fancy dream, because this game will never see the light of the day. Nor in my interpretation, nor in another.

Victim of a blog chain

Oh well.. Why me?

I guess the answer is a simple one as the blogosphere doesn't look big enough to resist even three of these loops. But the problem here is that I suck at being funny or have amusing things to say. Don't make me look even more ashamed than how I am. I suck.

Anyway. Let's see if I can think of something.

1- Uhm... I never read "Lord of the Rings" *ducks!* No, really. I actually love the book, but never read it. It's about the way my brain works and something I'm victim of that I was never been able to fully explain or justify: if I like something too much, I keep it "secret" to myself. Like waiting for the perfect moment that never arrives. I actually bought the book when I was ten or eleven. I was on vacation for the summer with my parents on the Alps, as every year (both summer -trekking- and winter -skiing-).

It was a rainy day so we went shopping instead of trekking and I discovered this huge book on a book stand. It was everything I could desire as I was already an avid reader and still looking for something as fascinating as Michael Ende's "Neverending Story" (my favorite book at that time and true personal myth). I couldn't buy the book but when I was back at home I convinced my parents to let me go back to the shop (that was in another town) even if it was already late and getting dark. I remember that I ran a lot and it even began to rain again. I was able to find the shop open and buy the book. While I was running back home I remember I was keeping the book below my sweater so that it wouldn't get wet. And it felt like a magic moment. I was feeling like I was holding the most precious thing ever. That evening I carefully set the book on a table and started reading... from the appendixes.

That's where I discovered that the book was only one part of an universe. The "world" was for me more fascinating than the story and the single characters. And I decided that before reading it I had to track all the other books and then read them in order. I didn't want to miss anything and I started a research that went on for a long time. Today I still haven't read the book from the beginning to end.

The truth is that when I love something too much, I wait "for it" forever. I don't want to read ten pages, because it means that I have ten less pages to read. Like if they are lost and without the possibility to go back. So I keep hoarding "precious stuff" to me but that I cannot really use because I don't want to lose it. It's stupid, of course, completely illogic, unjustified, but it's something I cannot really control. And it still happens today with other books, games, comics. I leave the best stuff last, and it often means that I never see that best stuff. I'm always waiting for the "perfect" moment while actually wasting it all.

So I never read LotR because I loved it too much and I could read it only when that loved faded, so that it became actually a "mortal" possibility. There are things I simply love too much to use them. If I don't use them they remain in the realm of perfection and I can venerate them properly. I venerated LotR for a long time, like an idol. But I didn't read it.

2- I'm a bit hypochondriac. Not the kind that invents problems. But the kind that gets worried and anxious about just everything. I transform little problems into big dramas, but not because I like dramas, just because I get really worried. The kind of: OMG! THE END!

Of course that kind of reaction doesn't really help.

3- I don't know how it translates to the USA school system, but something like college graduation. We have to go through some tests and a final exam. The most important of these tests is about a writing essay. Well, I went school drunk and after having slept two hours. I started to write and chased the flow. I never had problems writing, but that was a moment of my life that I was particularly inspired. I got the max possible in that test but the final exam didn't end exactly well as the president of the commission finished to yell at me and generate another drama scene.

But I was above all that. It was the best period of my life. I was... free. I was inspired. I had the right answers for EVERYTHING. I had learnt to see things from the other perspective, break the rules, find my way. Reclaim an identity, thoughts and all that. I could do just everything, I had all the power of this world. I had everything in my hands and I wish I could go back. Because today I feel lost, powerless and have no answers.

4- I scared a teacher when I was in college because I used to play with the "Necronomicon" and other, more serious, magic books. Writing symbols on stones, amulets and all that. I didn't do that seriously but I really had lot of absurd books that I was able to track. For me it was something to play not more serious than reading horoscopes on a magazine, but I like digging stuff, finding old books, follow references, authors and whatnot. I also played a lot with yoga and all sort of other fancy things. But I'm also a very rational person so I never believed in anything.

5- I.. Doh! Never kissed a woman! OMG! But proud of it! I actually started to have interest in girls extremely early. I was around girls when most boys only cared about trucks and monsters. Every moment of my life is accompanied by a woman, just without her being aware, or without being really involved. I'm a case limit.

Ok, now who's left? Foton, J. (who I doubt will ever know about this), Darniaq (who stopped writing there and I'm going to join him very soon), Krones (who was briefly resurrected) and, just for the sake of it, Anyuzer, because I miss him.

Wednesday 27, December

Fuck Oblivion CS

In the last few hours I was messing again with Oblivion and Oscuro's mod to see if I could improve some parts. But it just won't behave in a coherent way.

This is what I see in the CS:

That means that I expect that fucking bandit to have about 49 health in the game. The "1" value in the "offset" means that the NPC is automatically leveled at +1 of the level of the player's character. This means that if I'm at level 1, the bandit will be at level 2, with exactly those 49 HPs that are shown there (to a maximum cap of level 8).

Really, these game's tools are VERY easy to grasp. It's another matter when you have to script stuff, but editing the "database" is trivial.

If only things behaved properly, or at least showed a coherent pattern.

This is what I see in game, with a brand new character and with the difficulty slider exactly in the middle:

WHY THE FUCK that bandit has 89 health instead of 49? I just couldn't figure out even after running multiple tests.

With the added burden than I cannot change things in the CS and then test the changes, because it looks like the new values aren't getting updated if I don't start a brand new game with a new character and go through the friggin Imperial dungeon every time I want to change a variable in the CS and test it.

I tried everything, even a "ResetInterior Vilverin" while at the other side of the world with the hope that the cell was purged and reload, but nothing.

It looks like this CS isn't based on logic, I just cannot identify a logic explanation why the game pulls fancy values out of the blue. There's another NPC in that dungeon that should have around 80 HP, and instead he has 140. While the other levelled lists are working properly.

Trying to fix things under these conditions isn't exactly easy. I guess there's a trick I'm not aware of, as it's simply insane that I have to start a new game every time I change something in the CS. Right now it's the only way to do it, though, because the game isn't updated properly when I change stuff and I don't know yet a way to tell the game to forcefully reload that data so that I can actually TEST what I'm changing.

And in the case of the example in the picture above not even a restart works, because I cannot figure out from where the game is pulling those wrong values.

That said, Oscuro's mod is a TOTAL MESS. I'm still using it because it has some very good parts, but the design and organization is pure chaos. It seems made without a vision or plan, but just by throwing stuff together randomly. The more I look into it the less sense it makes. The claim for more "static" content is a lie. Oscuro uses rubberbanding to a greater extent than the base Oblivion. Yes, it's hard, but it's hard because the levelled lists are completely RANDOM. These basic bandits for example go from level 1 to 20 and what Oscuro does is just randomizing their level so that they may be much above or below the player's level, or even multiple spawns at once, but there's nothing really persistent or static. The world STILL levels with you, but in this case it does on lists so random that it's hard even to identify a pattern.

The fact that it's hard to identify a pattern made people playing this popular mod believe that the game was more static, but the truth is that it does the exact opposite. It makes the randomness so excessive that your own level isn't anymore a recognizable element. You are tricked to think the world outside is more independent from your level, so the illusory perception of a world more static, but in reality the precise rubberbanding of Oblivion is replaced by a TOTAL randomness that destroys even more the feel of a coherent, static world.

The vanilla Oblivion levels the whole world around you. Oscuro doesn't remove this process, but makes it so random that you meet all sort of creatures. Not because those creatures are more static in the world, but just because it takes Oblivion's rubberbanding and discards its principles. It's replace a logic (the difficulty scales with you) with NO logic (randomness).

It works for those players who finished the game and what something more challenging, but it's NOT better game design than Bethesda. It's worse.

It's a mod for those who like the challenge, sure. But it's because whatever can spawn as there are very few rules. Or, more precisely, no game design. No direction.

But there's also something that Oscuro's mod does well. The new items are often placed by hand in the dungeons. For example a particular magic sword could be stuck in a tree truck deep in a dungeon. This is a part that greatly enhances the exploration and a part that was completely MISSING in the original game.

I believe that the players who made these mods fell in the exact same trap of Oblivion's designers. A chest in this game isn't a chest with "real" content, it's instead a portal on another dimension that shares the same script/logic. This means that by changing that script, you are able to dynamically change the content of multiple chests in the game at the same time.

That's how the sense of persistence is lost. You know that every chest is a window on that dimension, so a chest next to you isn't different than the chest in a hidden dungeon far away. You know that what you are going to find is just the randomization of a generic script.

The point is that, still today, no one has tried to "fix" that. Both Oscuro and, in particular, Francesco rely heavily on the same trappings of the random system, that is the real responsible of all this. They tweaked those lists, we can argue if the result is better or worse than vanilla Oblivion (as these mods only work as "niche", that's the truth), but they didn't base the actual game design on different premises. They didn't replace the formula.

But is there even a definitive solution? Here we hit a deeper problem, because while it's true that a true static world enhances the exploration, some randomness also enhances the replayability.

Would you prefer that a chest always has the exact same content, or some randomization can improve the fun? There isn't a perfect answer, but there may be different compromises. Pure randomness isn't a good one because it represent the excess of the opposite of Oblivion's rubberbanding.

The ideal would be to have a coherent world, with some implicit rules.

I wish the CS would cooperate. My first attempt was to use Oscuro as a basis and smooth the difficulty scaling so that it's more tolerable, while also reducing the randomness. Make it a little more playable, give it more direction. Instead of having generic "bandits" levelling from 1 to 20 I would try to separate them into three or four different groups at different levels, so that I could then set various bandit camps with different difficulty depending on where they are located. Making the difficulty more tied to the content (using the progress of the storyline as a "lead") and less random.

There are many little touches in Oscuro's mod that I wouldn't want to lose, but, really, the overall game design is a pure mess. The two extremes, Francesco's mod is carefully and methodically organized to the point that it feels too mechanical, Oscuro's is instead utter chaos and very hard to mod.

Tuesday 26, December

I like to think I'm a bit like Raph('s pale shade)

There's something I noticed with the launch of Areae, but also in other cases: Raph was all over the forums within seconds. Discussing the name, teasing and even answering back to some harsh comments that systematically come up when his name appears on a "gaming" board (that is where he has the most obstinate antagonists).

And it looked like he loved all that.

From an interview at Stratics, where he demonstrates again that we can only aspire to become very pale, miserable imitations:

Really, it's about touching players, and all of us being in a community. Today, it's all so big that it can be hard to do.

His way of dealing with the revelation of Areae is something I noticed because it's exactly how I deal with things, or how I would deal with them.

I cannot understand other devs and designers who go along doing their thing completely isolated. You have to beg to have your feedback considered, and it's crazy.

I always thought that if I ever actually designed something, something under my responsibility, then I would be all over the boards when that part is revealed. I would refresh every forum I know every thirty seconds to read possible feedback about what I did, to see if it works, to see if the players liked it or not, to discover its flaws. I would BEG to get as much feedback as possible and then I would be there answering the questions and already figuring out what is going to be the next step. What needs fixing, what needs more work, how I can tweak things so they can better match the intended purpose.

You can be sure that within hours I would have already a very good and exhaustive picture of the whole situation and already laid down a plan about the next move. If there's a problem you could be sure that it would be promptly acknowledged and that I'd do my very best to find a better solution.

I consider the "evaluation" like the most important part of the job. And not just because it's the outcome of your efforts, but because it represents the next starting point. Reiterations. You learn from what you did and that's the basis of what you'll do next.

I really don't know how I could do *without* that. If there's something I'm working on, then I'd be all over that. Because the answer of the players, positive or negative is everything that feeds what I'm doing, that suggests me ideas, that gives me a good perception of how things are. I'd be anxious of seeing how players react to what I'm doing, to see if my ideas are confirmed.

And that's also the kind of "communication" that I think is indispensable. I just cannot imagine things in another way. It's natural.

Well, Raph has always excelled on this front.

And today, there's this whole cloud about whether SWG interacted with the community, but I really think we had a very special connection to players in the development days.

And it's true. I was only able to peek in during the final weeks, but there was definitely something special.

There's always something special when Raph is involved. I just hope the different focus of Areae won't make the discussions lose the "heath" that is typical when we deal with worlds that we are really passionate about. From a meanie comment on FoH:

Well, you have to be happy that he's off screwing up his own thing, instead of screwing up things we care about.

But it's exactly when he screws things we care about that I like him the most :)

Monday 25, December

FFXI: an excellent game with some excellent ideas...

...completely ruined by stupid game design and stupid policies at a fundamental level.

I was giving a quick look at the notes from the December update. There's some interesting stuff as they are bringing on the plans connected to the release of the latest expansion (Square releases an expansion with very few of its content accessible right away, then they slowly open up and develop new parts throughout the whole cycle, till the next one).

I still believe that between all the online worlds we have at the moment, FFXI is the very best. Noone creates worlds like Square, noone can even go near to their charm and originality. They only produce masterpieces and today FFXI is still absolutely the most unique and fascinating "world".

What they are doing with the chocobo rising system is exactly what you would expect from the IDEAL of the virtual world. Systems with some depth, not just focused on combat and only combat. Or gear, or endless levels to ding. It's an example of something that adds "game". And adds that "world" flavor. It makes that place feel distinctive. It gives depth. Different activities to pursue and explore, interesting variations.

I can only read things and have very vague ideas about what they are developing, but it gives me the impression of a very good direction. I don't know about the execution, but the ideas are "sound". The same for the new "hunting" system that they call "salvaging".

I've already commented positively all this stuff as most of it has been already announced with the expansion's release and I still believe that Square is pouring some excellent and innovative ideas into this game. It's very sad that the game is ruined at a much more fundamental level and all that stuff is irrelevant if those problems aren't solved beforehand.

I'm just reporting that FFXI is still a good example of both the worst and the best that these games can offer.

I wonder what we could have if Square was a little bit more "connected" with the community and understood better its needs.