Vanguard

Saturday 5, January

Two words about the fireworks

The year starts refreshingly.

I noticed this old-style drama, yet about Vanguard, on both Plaguelands and K10R. Fun stuff, reminds me of old times.

Just a few words:

1- While I don't believe every word written, I think there may be some truth and it is not a complete hoax.

2- The guy isn't scared about burning bridges.

3- Comments about private life are always inappropriate and should be omitted. Those were gratuitous attacks.

4- I was the first to call Vanguard vaporware when Anyuzer started to drink the Kool-Aid, years ago. I spelled it out: it was vapid. Those comments, while poorly written and making me ashamed, are still mostly valid. Vanguard wanted to be a design innovation, but it didn't innovate anything aside some very vague (almost valid) concepts that weren't properly made a whole (as game design should be).

5- I would defend Brad McQuaid. I think he proved that he believed in the game and that he had a vision. Debatable, but still personal, strong and competent. I'm sure that he saw the thing sinking from far away and still blindly continued to hope in some kind of external intervention to make the miracle. If they say he didn't do shit in the last year of development, I would believe. But I don't believe that he didn't care about the game and that he was slacking. I just don't believe in this drug-addicted image of Brad McQuaid, careless and hands-off his game.

6- Vanguard, once again, was a failure for *technical* execution first. Programming. Graphic engine. Server stability. Art and animations. Controls. Game design comes after those, and in that Post Mortem there's no mention of those flaws, as if the game's faults were all about high-level design. The game didn't fail because of Game Design, it failed because it was a POS close to Shadowbane. It was broken. Not because the newbie quests weren't written by senior designers, but because it ran poorly even on powerful hardware and yet looked awful. You need the basics to work, then you can think about the rest.

7- If Vanguard had a good technical execution but poor game design, it would have survived. Not a success, but something viable (see LOTRO, a game with zero ideas but good execution overall). So it's the technical execution the most relevant aspect of Vanguard's failure. And the one that is still ignored the most in discussions.

8- Brad McQuaid has responsibilities as he wasn't just responsible of the game design, but of the project as a whole. Including the technical execution. In particular: you have to bargain between ambition and concrete possibilities. Especially if you are forming a brand new studios. Start small and improve from there. Aiming too high is another relevant factor behind Vanguard's failure (and probably others on the horizon).

9- Let's talk about something else. Thanks. This drama is now about as relevant as Glitchless' Dawn and Dave Allen's Horizon. I hope we are past that swamp and that we can expect and bitch on a different level of quality and competence. Good and interesting discussions for the genre are somewhere else.

Monday 30, April

Monday Morning Bad Awakening

It's all ultimately good news

Maybe. Depending on perspectives. But your credibility isn't that high at present.

I'll make a tighter quote-play than Krones:

SOE is in discussions with Sigil regarding the future of Vanguard and Sigil Games

Vanguard is doing decently but not as well as we hoped

SOE is going to be getting more involved with Sigil and Vanguard - our relationship is going to become even tighter - much tighter

When people start getting burned out of the Warcraft expansion (pardon the pun), we need to make sure that the game is more polished and will play on lower end machines

they think to themselves, "ah well, were I younger and had my life not changed, I'd give it a shot, but I just don't have the time for another EQ with better graphics right now."

there are arguably a lot of people who by mid to end of this year in the MMOG gamespace for whom Vanguard could potentially be very attractive

Yeah, arguably. Pretty much the same number of players who can find SWG attractive post-Raph.

SOE is now, objectively, a dock where MMO ships go wreck. Vanguard, SWG, Matrix Online, Planetside, EQ and, to a lesser extent, EQ2. With the years instead of growing resources, SOE has worn them out.

I still see a 500k+ game, I was just off by a year for a variety of reasons

I don't know, if this was politics the best thing you could do is to admit you were wrong and failed, and resign from a management/lead position to do something that fits you better.

I wouldn't like seeing Brad fired or out this industry. But I'd like to see him stepping down from his position.

You had your chances. And a whole lot of them. Drop ego and pride, step back, and let others have their own as well now.

Tuesday 24, April

(a)Vanguard

Four months later and Vanguard is now perfect.

...What? Isn't what everyone used to say a few months back? That the game just needed a few more months of development to be ready?

shiznitz: Latest hubbub: Sigil UI dev quit a few weeks ago and the UI mod community is annoyed that no one is helping them any more. While reading the rants, I discovered my issue with having to click on spell icons twice to actually fire the spell was not my issue but a long known bug. Wonderful.

Devs, your UI is the first and last thing your customers see when they log in and log out. It should work and not suck. Looking like WoW's isn't enough.

Also, Nino seems to have left Sigil.

Kageru: Meanwhile I have no idea what happened with the game coding. The code seems to already have reached an unmaintainable state where bugs just can't be fixed. I can't imagine how else the act of forming a group, or not falling through the world, can still be so flawed. Meanwhile the rate of introduction for new bugs is scarily high.

I honestly can't see the game holding enough subscriptions to fund the development it needs to be decent.

Rumors. My opinion is still the same, the game was broken this January, as it will be broken next January (if it survives till then).

And not much because of Brad's hardcore game design, but more because of execution was poor (and planning, which is Brad's fault in this case).

One player also noticed that quests don't work in multiplayer, which would be interesting to discuss.

EDIT: New rumor. I doubt it's true. And even if it's true SOE will never admit the game isn't doing well and will probably dress the press release so it sounds positive.

Friday 2, February

More on Vanguard and world design

Not trying to vehemently bash Vanguard, just explaining better what I mean for decent "world design".

Since people say I'm deliberately picking horrid screenshots to ridicule Vanguard (the truth is that I picked those that illustrate better my point), here's a good looking one that still shows what I pointed out. A lack of world design. There's this bumpmap effect applied to all the terrain everywhere but it seems that the textures themselves are random noise patterns with a varied hue.

The lack of "world design" isn't the fact that there aren't many objects visible. But that those that there are, like the boulder, the fence and the tents, seem all completely estranged from the environment.

How would it look if there was an at least passable world design? It's not that hard. The lines (textures) between objects shouldn't look so definite. The areas around the tents should have probably used a different texture that shows there's activity in that place and the sand near the fence would surely look different. Since there's water, a possibility of high tide, along with the fact that the sand is soft, that big boulder would have likely sank more in the sand creating a hollow in the area, maybe even a small pond. And I also doubt that a cliff so close to the water would look like that and the same for the transition between the rock area and the beach.

EDIT: Credit to Jpoku for a much better "reading" of the scene (and this is a very good design lesson):

the connectivity is poor for whatever reason. It just doesn't feel as alive. The fence, gate's and tents look like they are about to fall down. The sea creature looks like it has just fallen out of the sky and landed on the ground rather than having led there for ages. Also someone could just swim round that fence. What's it defending against? No signs of it being a real barricade. WoW here would have supplies behind the fence, strong supports holding it up. On the other side there would be bits of broken wood, swords or corpses (like a fight has happened there so a fence is needed)

Another example. If in the real world you make objects on the terrain invisible, you would still see many evident cues that something WAS there. Now imagine to remove all those objects you see in the screenshot. Well, There would be no sign at all that something was there. The terrain would look uniform.

Vanguard world design is this: a fractal terrain generator on which were then dropped with no real logic a number of trees, rocks and buildings of various type. It's the opposite of an organic world design.

In general there's always a glaring clash between the terrain and the objects/models. As if things were photoshopped into the scene. It gives a very "false" feeling (and this is the result half of the art quality of the textures and half the graphic render they coded, which sucks. See Black & White 2 for a terrain render that looks amazing).

Now take these other examples:

1- Transitions. Can you see how in this case the transition between the beach, the grass and then the rock areas is much smoother and organic (dithering aside)? And how the result is a believable, immersive scenery?

2- Detail. Notice how the terrain is painted to have some kind of trailing effect near the wooden planks, as if some water dribbled around them. Imagine to remove these planks and the terrain would still reflect that something was there.

Now go and see if you can find in Vanguard a similar example. WoW can deliver some organic scenery even with an empty landscape. In Vanguard the terrain looks as if it was colored with the airbrush in MS Paint.

Try to walk along the coast in Westfall and you'll see plenty of wooden planks, barrels, tree trunks, shipwrecks and so on. That's world design.

Please understand that this isn't a Vanguard vs WoW. I'm just pointing out one of Vanguard's flaws and using WoW because it offers descriptive examples of good world design.

And consider that I'm pointing out only one tiny aspect of what I consider world design, just because it was the easiest to explain. I hope it illustrates better the kind of point of view from where my comments were coming.

P.S.
I know very little of "world design" and I doubt I could do a better work, I don't have any practice with it. But I see something that looks amazing and then something that feels like crap. What I do is just to ask myself why. I try to analyze and dig what I see and try to understand what makes the difference. So I'm trying to learn by myself. I compare things to learn the differences. It's not simple but I expect that those who actually ARE WORKING in the game industry know these things I'm trying to teach myself.

Tuesday 30, January

Vanguard day

Woot! Five days without writing. I CAN resist!

Now, in honor of Vanguard's launch, here's my view.

--
I expect Vanguard to perform worse then EQ2 in the mid term, not because of game design, but because of execution. Bad production choices, bad focus, bad UI, bad engine, bad art, bad models and animations etc...

Bad pretty much down to the little things. Bad for example in something that shouldn't be all that hard to achieve in a AAA title: fonts.

What saved EQ2 was the obstinacy and dedication of its devs. Despite the horrible premises the game improved considerably. It required time and work. I doubt Sigil will do the same, especially when Brad McQuaid was already talking about their second and third mmorpg when Vanguard wasn't even in beta.

In the case I'm right and the game won't perform well, I blame Brad for bad direction first, not for bad game design. I see the popular "hardcore vs casual" debate as secondary in this case.

The awful premises of EQ2 equal pretty much the bad premises of Vanguard. I don't think Sigil will match the dedication of EQ2's team, so this is why I believe it will perform worse. I had NO faith even in EQ2's team, so this doesn't mean that also the Vanguard guys cannot prove me wrong. We'll see. At the same time I also think the two games will compete against each other and I just don't see enough space for both. Either EQ2 or Vanguard will have to withdraw. It's not a good scenario.

From a more general point of view I don't think that having many MMO titles is going to payback, especially in the longer term. The increasing competition will contract the market and push the most strong titles. I don't see as a very smart plan to disperse your resources too much. I think SOE should instead focus on fewer things and try *harder than ever*. This was already proven true when with EQ2 they decided to make less expansions and make them more polishes and well-rounded.

Scott Hartsman confirmed that the choice had a very positive impact. I believe the same principle is valid for SOE as a whole.

--
On the forums I see Darniaq and Geldon defending Vanguard rabidly (and in a few cases not even objectively), I respect and value their ideas, but I have to say they have terrible taste with games ;)

Now a few quotes. Haemish:

I'm pretty sure that no matter how many subscriptions VG gets, we'll never hear a straight, true number of subscribers out of SOE anyway unless that number beats WoW.

Which it won't.

What's relevant is how profitable is VG, and those numbers we'll never get. The rest is dick-waving for press releases, and I'm pretty sure the milimeter beater that will be VG's subscriber numbers won't be the subject of a press release. We might get the "X number of VG boxes sold!" back-patting press release, but that's about it.

And Shild:

That's exactly it. There's nothing left to rant about in any way. If these fuckers don't even want to try to create an engaging experience from the first moment you log in, then fuck'em. These people are never, ever, ever going to learn. And when I say these people, I mean MMOG devs. No one wants to think outside the goddamn box, and the people that do think outside the box almost never create any sort of cohesive experience. I realize f13 started off pretty MMOG-centric, and I realize I used to be a lot more tolerant of MMOGs. But it's just not worth the expulsion of any sort of energy anymore. The most any shitty game is going to get out of me is some obscure joke and a photoshop. I just don't have the sort of time to waste that I used to have on this sort of shit. There's too many good games. When a _good_, from the get-go, MMOG comes out, I'll gladly come back and talk about it ad nauseum. But until then? Meh. Waste of customer's money. Waste of development money. Just a big waste of money. Want something positive? I'm sure there's lots of good people at these companies, and I'm glad they have jobs. The videogame industry is a harsh place and those people are the glue that keeps it together. Too bad QA doesn't get paid enough to have the cajones to call something as they see it. When that happens, we might see some positive change.

Saturday 23, December

To target your opponent press control + left click

From the Vanguard newsletter:

PvP SERVER
You must be within 10 levels of your opponent, to target them press ctrl (control) + left click. Show no mercy!

Ahahahah!

Thursday 7, September

Vanguard, unibodies, unianimations and the Philosophical Stone that turns digitalized stones into real gold! All true!

I'm not at the AGC but this is my rant.

One of the most popular discussions at the moment about Vanguard is the choice of using "unibodies". It sounds as the most irrelevant detail you could discuss about a game, instead it's the one between those that will matter more and that will be brought up more often.

What's a "unibody"? Well, it's just a fancy term to define the design choice to share the same "body" for each character's race while only changing the scaling (which is as simple as setting a variable) and the head plugged on that body.

This means that all the playable races in the game will look alike, but it also means that it is much easier to create armors and clothes as they don't need to be race-specific or tweaked to fit the different models and silhouettes.

Imho the compromise is completely unacceptable and the real, deeper reason is similar to the old debate about the balance between handcrafted and generated content. The reason is only one: not using "unibodies" and "unianimations" would actually force the developers to, you know, DO SOMETHING.

Since there's nothing new under the sun, I can draw from very old forum posts that I happned to reread recently:

SirBruce: The first panel I went to was "The Right Content Mix" with Starr Long, Rich Vogel, and Jason Durrell. The panel debated what was the right mix of static vs. dynamic content in MMOs

HRose: Oh my god. These guys are able to repeat the same theme for every conference?

They aren't intelligent enough to realize that "the right mix of static vs. dynamic content" is ALREADY a wrong premise that won't bring anywhere?

Yeah, like if there's a "right mix" of doing and not doing your work. Or the right mix between good and bad art. Or the right mix of content and lack of it.

"How can we do the less possible and make money?"

If you START from that premise, you'll never go anywhere. This is very close to what Rob Pardo wrote and that I quoted. You don't polish later. You polish from the beginning. It's a mindset. The "culture of polish" he speaks about and that is the MAIN DIFFERENCE between Blizzard and EVERY OTHER MMORPG STUDIO OUT THERE. Every single one.

Create art and style that is specific to a race. You know, *content*. You know, what the players are supposed to pay for, instead of just a hole with nothing into it if not an excuse to ask for money.

Even Valve with Team Fortress 2 has understood how important is the "typization" of the characters, how important is to have recognizeable silhouettes.

We pay to have lore, to see beautiful locations, the consistence of a fantasy world. Giving each race unique-looking models and animations is part of the same creation process. It is *what we pay for*. It is part of the "value" that the developers are going to sell.

So yes, if each race, and even sex, needs unique models and animations it means that the devs will have to work on that. But, hey. That's what they are paid for.

If now WoW raised the bar and player's expectations for every other mmorpgs out there, then I'm HAPPY. Because others developers won't get away with their horrible design choices. And all those attempts at creating "fun" random generated content will fail horribly.

It's not so far away from what Lum ranted about:

The primary task of an MMO provider is, again, to provide the MMO.

Yeah. And the secondary task is to provide the content. You CANNOT get away without doing that. You cannot find "shortcuts" because there are no goddamn shortcuts. There is no game that builds itself if not as a stupid, ingenuous dream that many in the industry share.

The better is the content, the more work goes into it, the more the game will be successful. Well deserved success.

As I wrote in a comment there isn't a single mmorpg out there that I think deserved more than what it got. Nor a mmorpg that deserved less than what it got. WoW is up there, far away, because that gap is a gap of QUALITY. Concrete quality. No PR stuff or brand or whatever. It's *quality*. Quality, hard work and dedication that paid back.

If mmorpg developers decide to take the shortcuts then the players will see. If you flip the pages of a book and there's a blank one, you will notice. YOU WON'T GET AWAY WITH THAT.

As in the "emperor's new clothes" story, the king is naked.

Continue that way. Right along with the generated and player created content. All stupid excuses to find ways to sell a VOID. Tho sell the LACK of something. The "Philosophical Stone" that turns digital rocks into real gold.

About the unibodies and unianimations, this is another very old discussion. So interesting to reread nowadays (and at least acknowledge how what I write long ago stands the test of time):

Raph: The tradeoff is that SWG permits greater animated expressiveness for every race. This is, again, mostly a matter of taste. There are technical challenges both ways as well, of course. In WoW, tying each animation set to each character type means that you have to assume a budget for animations equal to having every animation set on screen. That almost certainly means less animations total in the game. It eats into your skeleton budget, and requires greater animation time, of course, which could have been spent somewhere else. In SWG, you lose distinctiveness per species. This gets spent instead on character customization...

HRose: I like way better WoW approach. I don't need "fluff". I feel more important an unique feel of my character than setting the pattern of my beard. The only thing I'd change in WoW is the possibility to set an height. That's it. Specific animations really give you a different "feel" of the character, imho. More than the control of details that create lag, problems to the netcode and are barely noticeable by anyone aside you.

Raph: Yeah, to me the Tauren walk is the fluff, and the beard matters to me. *shrug*

I'm sure out there you can find someone who believes that WoW's success is only due to the race-specific /dance emotes. Of course it's an exaggeration, but even today part of what people are interested about the expansion is the new dance emotes for the two new races. Go again to read what Rob Pardo writes about "polished features".

SWG didn't have the unibodies, but it did have the unianimations. And it sucked. Vanguard will have both unibodies and unianimations.

Brad McQuaid: "Given the fact that we're likely the only other AAA MMOG for the year 2007 means that we can do no less."

Eheh, come back in a year and tell me I was wrong: "Warhammer will be more successful than Vanguard".

Friday 4, August

Vanguard needs a talented animator (and SOE in general)

Then a character modeler and a texture artist.

There's finally out there a short video that shows some of the game. With some new screenshots here.

At a first glance it even looks quite good (there's also a new fancy SOE logo at the beginning), but if you observe it with some attention the flaws start to show.

To begin with (and even somewhat acknowledged) the animations are *terrible*. Pretty much everything that moves looks awful. In particular the horses and the dragon.

And this is why I say the game needs a skilled animator. In the requirements put "must have NO experience with mmorpgs" and maybe you'll be able to hire someone who knows what he's doing.

Good animations are essential to have good controls on the character, show clearly what is happening (feedback), immersion and, in particular, to make the monsters feel more different and alive.

Take for example that giant that is shown for a couple of seconds. Why his mace doesn't hit the ground? Why it doesn't rise a cloud of dust, throwing away the players nearby? Why he draws back the weapon so quickly as if he was scared to actually hurt someone? Good animations should have a good flow. Swinging a weapon shouldn't look like hammering a nail. There should be some dynamism, some weight. You don't just move the arm to hit and then play the same animation backwards to move the arm back into its original position. A giant is supposed to be slow and heavy. Only a few attacks but meaningful ones. So it would make sense to have complete animations that take their time. Designing attacks and combat should be already imagining the way the monster moves and reacts.

Things look even worse when you go with a more realistic look and then have those kind of animations that are also cloned on all the characters. It completely disrupts the game. It feels too generic, amateurish and without personality.

The most improved thing seems to be the lighting system. On the grass it still looks odd like if it was photoshopped on the screenshots in a second moment, with colors too flourescent compared to the rest, but overall it should be decent. It helps to make the scenes feel more consistent and the characters less estranged from them.

I still continue to have mixed feeling when I look at those screenshots. I always have the impression of an amateurish game like those mmorpg studios that come out from time to time. Vanguard is one of those games to claim "cutting edge" technology but it still looks quite bad. I also wonder about the performance of the engine with that level of detail because if it looks like that, at least it has to move well. And not looking bad AND also having a terrible performance.

This is also another game who uses LOD heavily. Already in the video you can see objects popping up at a relatively close distance. At least let's hope that the buildings will be persistent on screen, instead of watching just hills and trees.

Again, I'm more worried about the technical execution and production value in this game, than the design. It just looks very amateurish, generic and approximate. Brad is still aiming at about 400k subs, even hoping for more after WoW seemed to open the market for everyone. What if the "core" players are instead around 60-80k? That's my prevision for the game at this time.

It would be a problem because it would cripple Brad's plans with the future development and they'd have to decide if it's enough to continue to support it, or just give up and getting reabsorbed into SOE, as in that scenario.

The point is that if Vanguard wants to seduce some of WoW's players, it will HAVE to pass through EQ2. This is why I'm so unconvinced about the decision to publish the game with SOE. The truth is that Vanguard is EQ2's most direct and serious competitor. They share the exact same market, and there are even some ironical analogies. Like the characters models and animations that suck in both games. And both look passable only on higher-end hardware because of "cutting edge" technology that looks bad and that has horrible performance.

From Smed's blog:

One of the things I like best about SOE’s overall development direction is that we’re creating a wide variety of new games. We have four diverse MMO titles in internal development, not counting the five MMOs we currently have live, or our partnership with Sigil for Vanguard.

Each of these new games is aimed at a very different market and all of them are in different genres. From our perspective, it’s time to shake things up a bit in the online gaming space.

In the case of Vanguard what he says just doesn't make sense because it will directly overlap with EQ2, and realistically only one of the two will survive (while I guess that the developer they acquired was from that show in China).

Right now EQ2 looks much more solid and I think it has the number to succeed over Vanguard even despite all its flaws. There's also a video about EQ2's next expansion. Blackguard says it's alpha footage, still in too early development to be intended to be shown (and where we discover that a "Fae" is just an elf with wings).

Imho it looks terrible. And when I say terrible I mean much worse than what is in the game right now. So I just hope it's just the video. The animations are worse than ever, the ground textures the usual, generic stereogram. Also quite blocky and unnatural in the way the terrain is shaped. EQ2 also needs a better, more natural-looking terrain editor. Add to the list.

I was also thinking while observing again God of War animations that the cloth he has on the hips moves wonderfully. EQ2 uses a laggy, ugly cloth animation system and I wonder again why you cannot just simulate the cloth animation, record it to the actual animations, and then have it directly in the game exactly as in GoW, without any fancy (and laggy) system.

The combat between the Fae and the rock thing has the sound completely desynched from the animations. The second combat between the two guys and the mechanical helicopter instead looks like a Power Ranger episode. Ugh.

So, really, Vanguard and EQ2 rival for who has the most ugly, jerky and confused animations. I cannot believe that with all the resouces SOE has, they still cannot find a first class animator and some good character modelers.

Btw, what happened to the Station Pass overhaul that was announced in a press release during this last E3?

Tuesday 25, July

Brad McQuaid like John Romero?

So again with The Escapist, I'm reading this description about John Romero and I couldn't stop to think about it as an omen for Brad:

McQuaid's game was Vanguard. It was intended to be larger and grander in scale than any videogame ever made, and was heavily advertised as the game that would make you, the player, Brad McQuaid's "bitch."

That Vanguard eventually sold 200,000 copies - a smashing success by some standards - is irrelevant. Costing more than $10 million and taking three years to develop, Vanguard would have had to do far more than make you its bitch to have been considered a success. Since day one at Sigil, McQuaid and Co. had set their sights on EverQuest-like sales figures, and in what was certainly the greatest example of star-driven, game industry hubris, had been completely surprised by their failure.

Sigil's Carlsbad, California office, rocked by political in-fighting (which led to a near-complete walk-out of McQuaid's Vanguard team) was closed in 2007 by SOE following a bail-out deal in which the publisher had acquired a controlling interest in the hemorrhaging game company.

Hey, maybe it could work like a lucky charm ;p

Sunday 23, July

Vanguard to introduce "variable death penalty"

Premise #1: I thought that by the time I had the occasion to write about this, it wouldn't be anymore a news. Instead I still don't see anyone talking about this significant news about Vanguard, not even on FoH.

Premise #2: my brain is currently *fried* by the heat, so don't expect very bright comments from me these days.

What is the news about? The "death penalty" in Vanguard is changing and going through significant revisions.

There arer currently quite lengthy posts from Brad on the official forums trying to explain the philosophy behind these latest changes. Or better, trying to justify them against the hardcore fanatics of CR (corpse recovery) that Sigil cultivated and nourished along these years.

Since Brad wrote a whole lot as always, I'll try to simplify as much as I can:

- Levels weren't enough. So the idea to add a parallel "con system" (to consider the difficulty of an encounter) that could provide a variation that, in their opinion, wasn't possible using just the levels:

Now is the time (beta 3) to take the con system and death penalty to the next stage and make it even more dynamic.

In general you evaluate the difficulty of an encounter by checking the level of the monster/s. WoW and EQ2 already complicated this pattern by adding monsters that were flagged as "elite" to better identify a "group" encounter (I'm tired to do all the work. Someone in the blog community could write an article about elite mobs and describing exactly how they work from a game design perspective?). Vanguard will (obviously, since they are hardocore) go further and add a "threat level" on top of the standard levels.

Simplifying. A monster could be the same level of another. But it could still have a much different "threat level".

The threat level is based on "risk Vs reward" mechanics. An high threat means that the monster is stronger (has more hitpoints, skills, better AI etc..) and also carries better loot (the "reward" part). This is all still quite conventional. The news is that an higher threat doesn't just correspond to higher difficulty and reward, but also to different death penalties (risk).

So if you attack a mob with an high threat level not only you risk to lose because he is stronger. But you'll also incur into an harsher death penalty.

This also means that CR runs won't be the standard when you die (as it was before this last announce), but instead will become just ONE of the cases possible. While the death penalties corresponding to lower threat levels should be milder.

High threat: the moster is stronger (higher HPS, more skills, better AI, etc..), but it drops better loot. While if you die you'll have to suffer harsher death penalties.

Low threat: the monster is weaker, soloable, poor loot, mild death penalty.

About the death penalty "cases":

But in general, the death penalty can range from a money sink, to some exp lost but able to be regained, to exp lost period, to dropping a corpse with all of your gear but having that gear respawn after X number of hours real time at an Outpost, to a corpse that drops with all of your items that has to be recovered or dragged out by a friend, to even more severe penalties (for example, perhaps a corpse cannot be dragged, or even you have to defeat the mob that killed you in order to have access to your corpse (for example, a giant worm that eats your corpses, and until it dies, there is no corpse to loot)).

This obviously leaded to "core players" accusing Brad to give up on these core concept:

Now, before anyone panics, does this mean we are dumbing down the game? No, I really don't think so. We *are* making deaths from mobs with a lower threat level easier, but then we are also making deaths from mobs with a high threat level as hard or even harder than before. And then we have options in-between. What we are doing is making the game more inclusive and less exclusive – players with different playstyles, tolerances, varying contiguous play times, etc. will all have plenty to do, again regardless of their level. No, we’re still not trying to make a game that is all things to all people, and yes, our primary audience is still the core gamer and we won’t make decisions that hurt what makes it attractive to our core audience. But there is a middle-ground – we can and are making a game where solo/casual, core, and hard core/raid gamers can co-exist.

My comments (in short, I ran out of time):

1- "Now is the time (beta 3)..." No, "now" is not the time. You don't make these kind of significant changes so late in beta. This belongs to the very beginning of the design phase.

2- I always thought that "Risk Vs Reward" has never been a really fun mechanic to use because it encourage players to aim lower instead of higher (the game punishes experimentation, I call it fun Vs frustration).

3- Linked to the previous point. The players will tend to "game" the system. Instead of supporting different playstyles, most of the "harder" content will be simply ignored and people will just grind their way up (to boredom). Challenge not imposed isn't a challenge.

In a treadmill the point is reaching the top (sadly). If killing easier monsters is simpler and risk-free, people will do that and outpace the lack of good loot (supposedly the motivation to do the harder content) through the acquisition of higher levels (like in DAoC where it's the norm to go around with "grey" equipment while you grind the task dungeons). Instead if they try to make the harder monsters much more desirable, then it means the game will be insanely grindy for solo players who are "stuck" at killing those simple, worth-less mobs.

Moreover I'm not really "getting" the design behind these changes. Why use a "threat level" instead of the standard level to just give a monster more HPs, skills and all the rest? Why the need to "double" it? If the goal was about differentiating "group" content, why not just reusing WoW's and EQ2's elite flag (which I consider already superfluous)?

Linking "good loot" to "group content" and then to "harsher death penalties" is also a very dangerous idea. You want to promote grouping, not to punish it. It's already not a simple task to put a group together, not even always possible (actually I always thought that grouping shouldn't be "promoted", as it is supposed to happen spontaneously. The point is about removing the *barriers*. Not to force the players in a direction). As we have already seen, dying is a very good incentive to log out of the game and go do something else (see Prey's fix attempt). It's a ticket out. You don't want the players to do that. You want them to get addicted and keep going, breaking the flow as less as possible. If an higher threat level will lead to grouping incentives, while also leading to harsher death penalties, then you are really risking to punish grouping instead of encouraging it. While also making the game incredibly frustrating for those who don't have access to another type of content.

A short exchange on FoH:

Laerazi: If it takes 2x as long to level on easier mobs, than it does on more difficult mobs, as well as the harder mobs dropping better loot, I think it would be worth the risk to try more challenging content; plus fighting easy/predictable mobs isn't exactly fun.

Abalieno: Let's see.

The goal behind these changes was about promoting different playstyles. Or, as Brad says:

"What we are doing is making the game more inclusive and less exclusive – players with different playstyles, tolerances, varying contiguous play times, etc. will all have plenty to do, again regardless of their level."

So you think it's a good idea to support soloing by making the game INCREDIBLY GRINDY for solo players?

What I mean is that the original goals behind Vanguard are about promoting grouping and the community, and then supporting different playstyles:

1- With a link between "better loot", "group content" and "harsher death penalty" then the risk is about *discouraging* groups.

2- When there will be the need to promote content flagged with an higher threat level, then the risk is that the rest of the content will be incredibly grindy and dull for those players who cannot "afford" a better "risk Vs reward" ratio (because it's not a choice).

Both basically mean that there's the risk that those changes will be counterproductive instead of realizing the goals why they were made.

Bottom line is: do we really need all this sophistication? Is it really necessary?

EDIT: interesting perspective

Friday 2, June

Why WoW won.

There was a discussion about EQ2's UI on the FoH's forums and it made me think that too often people tend to completely ignore the most obvious things. While they tend to consider what is instead absolutely irrelevant.

So here why WoW racked up millions of subscribers worldwide and why it dwarfed every other mmorpg:

First Postulate on Mmorpgs Subscriptions: If you suddenly double the minimum hardware requirements, then even your potential subscribers base is HALVED (if not worst, considering the scaling).

There, I said it. WoW's success is for the biggest part contained in that line. No need for thousands and thousands of pages and design researches. Just one fucking line.

Hello? Accessibility barriers. The GREAT MAJORITY of people on the internet have computers that SUCK. This is why browser-based games are popular. Not because they are "casual" games, but because they embrace a MUCH BIGGER potential subscribers base.

Crappy internet connection, instable, badly configured system, old drivers, conflicts, incompatibilities. All these are the NORM for PCs. Not everyone is a geek who assembles his computer, runs benchmarks, reads hardware reviews and figures out obscure quirks in the Bios of the motherboard. This is also why the consoles are much more popular. Not everyone has the patience and dedication to swallow that. In particular after having spent considerable amounts of money for that hardware and STILL managing to see games running like crap.

WoW broke the market in three moves:
1- Low hardware requirements, wider compatibility (here)
2- It launched EVERYWHERE, localized and with a good support (here)
3- Game design all focused to simplify a genre and make it accessible/usable (here)

WoW became so popular because it lowered the accessibility barriers. BOTH from the hardware requirements perspective AND the game design. It's accessible. Its engine is the best out there. It runs more smoothly and without incompatibilities compared to any other mmorpg, old or new. And in nearly all the cases IT EVEN LOOKS SO MUCH BETTER.

Seamless world, smooth framerates with tenths of players on screen each with particle effects and perfect animations, no jerky LOD, impressive environments and clip plane, beautifully painted textures, consistent art direction throughout the game.

Not only it is a charming experience because it runs great and doesn't stutters or crashes all the time, but it even looks great.

And here we come to that discussion about EQ2's interface:

--
I don't know if it's a Nvidia vs Ati issue but the UI simply eats a lot of resources. I use the standard EQ2 UI + maps here and I can be in a zone with 30+ FPS or another with 15 or so, the UI still eats up significantly processing power.

Arguably WoW has the most powerful and flexible UI out there, but where it really shinies is in the fact that it takes nearly zero resources. I can have the barely needed on display or I can open hundreds of buttons, windows, features and energy bars and the game maintains roughly the same amount of frames per second.

It's obvious that it's a matter of how the UI in EQ2 and WoW are engineered at a basic level and rendered on screen. It's surely not a matter of "optimizations".

The point is that in other games the UI really does not impact the framerate. In EQ2 it does sensibly. Now it could even get optimized but the fact that it takes resources will hardly change if it's not recoded at a very basic level, I suspect.

And don't bring up the "focus to support hardware for the years ahead". Slowing down the game just because people have more powerful hardware is not an argument. If I'm buying new hardware it's because I want new possibilities supported, not so that I can swallow horrible engines.

If your hardware requirements are high, then the game better demonstrate that the slowdown is worth it (and it usually never is). Instead of just an excuse for a crappy engine.

--
EQ2's engine is already heavy enough without the UI slowing it down even further. One thing is about supporting better graphic possibilities and advanced engines, another is having high hardware requirements because the engine is not so great. Here the competition is stronger because these things CAN be easily compared.

The same applies to Vanguard. If it looks like crap, then better run *very smoothly*. Because noone swallows extremely demanding engines AND overall deluding graphic quality.

Which is also why I have that terrible nightmare.

Friday 26, May

Brad Vs SirBruce

Haha, this one is really fun.

SirBruce's E3 report was linked on Vanguard's forums beside other places and it got the attention of Brad. The result is great.

Both with their usual shortcomings. SirBruce desperately attempting to defend his credibility with the result of ridiculizing himself more than what everyone thought possible and Brad continuing to use EQ1 as a quality standard (combat more action oriented than EQ1, beta longer than EQ1).

Two noteworthy passages, because I'm mean:

Actually with the gamespace growing my estimate has grown too. I said in the past that we'd likely do 250k-500k. I think now we could on the more optimistic side go north of 500k.

Along with Turbine with MEO and Bioware with the undisclosed project, they are the third company now to consider the 500k at arm's reach. Fun how WoW is feeding silly dreams. Everyone wants a slice of that pie.

And:

heck, I took back Lum to see everything and his report was pretty positive

That's just because Lum is now always nice and optimist :)

--
EDIT: More from Brad:

We do need enough subscribers such that Vanguard is a profitable venture such that Sigil can go on, making expansions and the like, as well as achieve meaningful profit sharing with our employees.

As I've said, however, to achieve that requires around 200k. I think given the appeal of the game, it's design and focus on immersion, long term gameplay and retention, freedom, etc., the size of the audience we are targeting, how much the gamespace has grown, the assertion that a significant number of people for whom WoW was their first game will find themselves wanting a game like Vanguard for their next MMOG, and the fact that because of our pedigree that we will attract a significant number of EQ 1 and EQ 2 players (and I don't mean just existing subscribers -- EQ 1, for example, while it peaked at between 450-500k subscribers, also has sold 2-3 million boxes -- so there are a huge number of people who played EQ 1, for example, over the last 7 years that while they aren't currently subscribers, were at one time, and are likely to be looking for the 'next' EQ)... I think if you consider all of that, a very conservative number for Vanguard is between 250k and 500k, a likely number 500k+, and a more bullish number one that approaches a million.

And from Lum:

More to the point, Vanguard is a game aimed at a very specific market: people who played Everquest 1 and wanted "more Everquest". I don't think it'll make the 500k+ numbers that Brad McQuaid's talked about, but it will make enough to carve out a respectable niche, much like Eve. There's easily 100-200k ex-EQ players out there who miss Vox raids. (Most of them post on FOH's boards, I think.)

Honestly, niches are where you're likely to see originality and new design ideas, not in World of Warcraft version 2.4.

I did warn the Sigil guys at E3 that the people who post on beta forums are not the people who are going to be playing when the game goes live, more often than not. I've yet to see an MMO where the message board traffic didn't drastically change as the game transitions from beta to live. Expectations change, massively. The game is no longer a dream or an ideal, it's a service.

Sunday 7, May

Spin, baby, spin

A Brad & Smed Compilation: Best Friends.

A compilation of the posts from Brad and Smed written on the forums. Near the end Brad breaks out of the role and starts to blame more openly Microsoft.

Reading between the lines:
Microsoft grew discontent about the product and further delays, so they started to increase the pressure on Sigil. The game is still unfinished and wasn't going to be ready for the planned release. In order to not go toward a certain insuccess Brad decided to buyback the publishing rights so that they could further delay the release and get another chance to not delude all the promises that were made.

Smed gloated over the possibility to neutralize a possible direct competitor through another acquisition. Without even risking any of his own money since it's still Sigil responsible of the whole development and execution.

Whether Vanguard will be a success or a failure, Smed will win. While for Brad, the clock is still ticking.

P.S.
I'm waiting for the Penny Arcade comics.

--
Brad: SoE cannot touch the gameplay.

What we have done is become the publishers of our own game. We now have even more control and authority over Vanguard, how it is made, how it is designed, and how it is marketed than we ever had with Microsoft.

I realize there are lots of different feelings about SOE and their games. But whatever those feelings, the fact of the matter is that they know operations and distribution. They will make sure our beta runs the way it needs to, that our game is widely marketed, and that our game is available all over, in all channels.

That is SOE's role in this new partnership with them. Sigil remains Sigil, able to focus now moreso on what we do best -- design, implement, conduct betas, build community, and market.
(spin continued)

Saturday 6, May

wtf?!

I need other bloggers assistance. Mind does not compute as it did not when SWG announced the NGE.

(source)

VANGUARD: SAGA OF HEROES FINDS A NEW HOME
- Sigil Games Online and Sony Online Entertainment In Talks To Co-Publish Sigil’s Ground-Breaking New Game -

May 5, 2006 – Carlsbad & San Diego, CA – Sigil Games Online and Sony Online Entertainment LLC (SOE), a global leader in the online games industry, today announced that Sigil is working with Microsoft Game Studios on an arrangement to acquire the rights to its highly anticipated massively multiplayer online (MMO) game, Vanguard: Saga of Heroes. These efforts have resulted in a tentative agreement for Vanguard to be co-published by both Sigil Games Online and SOE. All three companies will be showing the game at the upcoming Electronic Entertainment Expo (E3) as they work closely together for a successful transition. Vanguard: Saga of Heroes is scheduled to launch this winter.

“As the development process is ongoing and constantly shifting, it became clear that MGS and Sigil had varying visions and direction for the title’s development,” said Brad McQuaid, CEO of Sigil Games Online. “In the best interest of Vanguard, it was decided that we would buy back the publishing rights from Microsoft.”

As co-publisher of Vanguard: Saga of Heroes, Sigil assumes greater control of marketing and PR, while maintaining responsibility for game development, community relations, media relations, customer support, and quality assurance. Under the terms of the agreement, SOE will provide distribution, marketing, hosting and back-end support -- including billing and technical support -- for the game. Additionally, SOE is tentatively planning on adding Vanguard, upon its release,to SOE’s Station Access™ subscription plan. Station Access allows players to enjoy all of SOE’s MMO titles for one low monthly price.

“We are very excited to be working with so many old friends at Sigil,” said John Smedley, president, Sony Online Entertainment. “Vanguard looks beautiful and has an incredibly rich game world. It’s the type of game that will appeal directly to SOE’s hundreds of thousands of players and should fit in perfectly with the current line-up of games available in Station Access.”

”This decision was made mutually by Sigil and Microsoft, in the best interest of the long-term goals for the title,” said Phil Spencer, General Manager at Microsoft Game Studios. “As a key Windows development partner, we will continue to work with Sigil to ensure Vanguard’s ongoing success.”

First guess: Vanguard is nowhere ready and Miscrosoft decided to bail. I wouldn't be surprised if this will lead to a one-year delay.

Second guess: It makes absolutely no sense for SOE to keep three identic games competing between each other. Two were already too much. This could lead to two scenarios. The first is that Vanguard will never release and the development reabsorbed into EQ2, the second is that it will release but it will fail so loudly that it will be shutdown shortly after.

But then I know that SOE never does anything logic. They bought and still support Matrix after all. They are really mimicking NCSoft's portfolio strategy and absorbing all potential competitors. Even if they suck.

Instead there's one thing I'm pretty sure: right now Microsoft is regretting to have dumped Mythica in favor of Vanguard, if someone remembers what I mean.

And one thing is ABSOLUTELY sure: Vanguard will be delayed indefinitely.

Smed: I have to say I'm incredibly impressed with Vanguard. The game is awesome, and I think from our perspective it's going to be something we're very proud to be associated with.

This will be pasted again in bold when the game will be released. If it will be released.

Saturday 1, April

Shattering paradigms

Answering to Amberyl in the form of a new post:

There's a niche in the market for the super hardcore, undoubtedly. I'm just not convinced that there are 500,000 super-hardcore players who want to play Vanguard specifically (as opposed to, let's say, EVE and whatever other games come along targeting that market).

--
The problem of the "hardcore" target is inconsistent.

If Vanguard aims to the current hardcore players it will simply fail. Without a doubt. Statistical data is useless when you start a new project. New games TRANSFORM the players and create their own audience. They make the rules change completely. They CRUSH expectations and implicit rules. They create new paradigms going against all reasonable premises. They don't behave as we expect. They don't follow the same patterns we already traced.

All the guesswork done by industry analysts is bullshit. It's just a temporary theory with no foundation that will systematically crumble as a castle of cards. They just play on the back of a whale till the next wave wipes them off. Short-lived as all the premises on which this whole industry is built. Arbitrary, unfounded assumptions. Hoping to be right when they intimately know it's all bullshit. And yet they fool themselves.

So, imho, the goal of Vanguard is not to create a game for a niche. Buy ferrying new and former players to that paricular style that the game is going to promote. Whatever it will be. Pretty much what WoW is doing right now.

Casuals and Hardcore are myths. They are completely inconsistent, vaporous. This fracture didn't exist on past data. It was CREATED.

WoW made it more glaring and critical because they opposed one part to the other. They made it emerge. They built a barrier and two different styles one going against the other. This is not something that the game suffered passively. This is something that the game TRIGGERED. Purposely.

All the statistical data coming from the current games is bullshit. It serves no purpose if not creating commonplaces with no consistence. You cannot see the current trends because what determines these trends are not the trends themselves, but what brought to them: the games.

New games can create new trends, new public and they can completely overthrow the situation as we know it.

This is why Vanguard's goal isn't about wagering at the current hardcore players, but creating its own space and value. Converting both current and potential players to its own way. Attracting those players as a magnet. Transforming them. Building its own audience in its own way. Opening a door that wasn't there before.

The current trends mean jack shit. What matters is solely the concrete value of the game and if it is enough to attract the players.

You win your public not if you meet their expectations. You win the public if you convince them with something or better or different.

Successful games IMPOSE their paradigms, they create trends. They enter the field without asking "please". They create a public out of empty air as it happened, unexpectedly, for WoW.

This is why we speak of innovation. Because it's the key that reveals how our convictions hold no truth.

Which is what pretty much everyone is saying (and penguins, and all that stuff). With the difference that I don't believe that the innovation needs to come through brand new genres.

Our "fantasy", silly games have still A WHOLE LOT to say. If you allow them.

Friday 31, March

Guessing numbers (and praying)

Again from Brad:

Obviously, I'm biased as all heck and very bullish about Vanguard, but my confidence level is very high. Let's use conservative numbers. If we get most of the old school EQ players (say, 200k) and then we get just 5% of WoW's 6 million (300k), that's 500k subscribers, which is 45k more than EQ had when I left SOE and when EQ was top dog. And I think that's conservative -- I think we can do even better than that -- with every 100 players WoW introduces to MMOGs, there must be at least 5 of them that are now or who will be looking for something more like Vanguard, so as they grow, our potential grows as well. And if Vanguard get's 500k subscribers, we will be in fantastic shape financially from both Sigil and Microsoft's perspective. Not that we'd mind more, of course :) Like I said, agree or disagree, but those are our conservative numbers (note I said more like 250k a year ago, but that was also when WoW was much smaller as well -- like I said, everytime they grow the gamespace, they not only profit themselves, they also help every MMOG developer out).

He writes more about the progress on the beta here.

He even makes fun of me (btw, it's not so hard to find Blizzard's press releases).

I tend to sympathize with Utnayan (even if he lacks arguments). You cannot ask anymore the players to have "faith". It doesn't work anymore and we are much more jaded nowadays. Faith is something you have to earn.

As Matt Peckham said about Oblivion:

On the national cynic's curve, we've all progressed mightily since 2001.

Vanguard's Senior Designer resigns - Part 2

EDIT- Since I noticed Joystiq linked here, these are the devs who quit we know about:

- Lawrence "Myrlokar" Poe
- Steve "Akkirus" Burke
- John "Kendrick" Capozzi

These three being all senior designers.

--
Whenever I hear about some dev quitting Vanguard I go check Krones, he always knows more, and never deludes me:

Another epic Vanguard beta leak has recently surfaced and the news is unfortunate. Myrlokar is the moniker of Lawrence Poe who held a senior design position with Sigil for at least two years. Considering Vanguard is still in the crucial stages of beta development this is a tremendous loss for “the vision”. Lawrence Poe was assigned particularly to: mechanics, combat formulas, contest formulas, build the rulesets for the way spell effects scale throughout the levels, item point system, etc. Basically all the formulas and math on the design side of things — In addition to designing the spell/ability tool and the item tool.

He brings along with him his wife, who apprarently worked at Sigil as well as AI/pathing coder.

Quitting job is popular these days! Join the bandwagon!

On the FoH's forum where the rumor leaked there's now a post from Brad, flaming someone for spreading bad hype (which seems to be a norm, recently. Your beta testers suck).
Cutting out the flames:

Boats, player owned ships, pirates, ever increasing AI complexity, etc. are all going in right now or have been in. I demo'd player owned ships to testers and at Fanguards (read: the public) MONTHS ago -- who pray tell are you to come here and post that they are likely going to be cut when they're already in-game? Did I nerf your class or an item back in the early EQ days or something? Enough already.

Right now we're adjusting wind speeds, tweaking travel time between Thestra and Qalia, fixing a few bugs when ships travel between server regions, etc. Tweaking and smashing bugs, not implementing core systems.

I've watched beta testers sail up and down the river outside of Tursh. I've seen the AI using water pathing to move an NPC driven boat (e.g. pirates) displayed to me by the programmer working on it. Under no circumstances are they going anywhere but into this game by launch (and not just by launch, but people will be sailing them between continents and through archipelagos in the next phase of beta).

Lastly, flying mounts are something we plan to do for sure after launch, but may possibly get in before launch, but no promises. I have been crystal clear about managing these expectations on our message boards and elsewhere. To what end would you lump in a possible feature with something we’ve committed to, like player owned ships?

You exhibit a fundamental misunderstanding here between implementing a system and then later tweaking it based on feedback from beta and completely starting from scratch and throwing out everything that existed before. It seems as if there is no in-between for you, that a system is either implemented perfectly the first time or if that fails, a completely new system must be created from scratch to replace the old. This is patently false.

The tweaks we are doing to balance, to make combat more proactive yet still reactive when it needs to be, the adjusting of formulas and experience curves, making sure casual content is viable, etc. are simply that: tweaks. And not all of them unexpected -- much of the data we needed to make these more final decisions could only be gained through beta testing. MMOGs are so complex, with so many variables interacting with each other, that until you have at least hundreds of people using multiple systems at the same time, you cannot simulate much of the feedback you really need (despite attempts to use automation, bots, etc. to help with some of these issues). Others still require thousands and a full server/world/shard.

Minimal work is being re-done from scratch, but rather the bulk tweaks and formula adjustments. In fact, many of the changes are made in the database – they are data driven and don’t even require coding changes. The biggest loss of time has probably been the UI, which should be ahead of where it’s at, and does require re-work as opposed to tweaking. That is something we are pushing hard to get into the game before the next phase of beta. Like I said, the combat tweaks, or at least the next round of them, will go in in a few weeks and then we’ll see how they play out, and then make tweaks again if necessary: classic beta testing 101. Did it in EQ, and doing it in Vanguard.

We’ve always advocated long betas and are involved in one right now. EverQuest was in beta 9 months. We have better tools now and are more experienced, yet Vanguard is a more complex game. So I don’t know when we’ll launch exactly, but both Sigil and Microsoft are committed to shipping a solid game.

Will that mean that the game is ‘done’? It depends on how you look at it. To me, the beauty of MMOGs is that you can always add to them, both content and features. So from that standpoint an MMOG is never done. Rather, an MMOG should be launched when you feel you have enough content and features and balance to provide a compelling game to those players who are your target audience. Additionally, when planning an MMOG early on, now that we know they can be commercially viable for 5, maybe even 10 years, MMOG developers should also do as much as possible to architect their engine, tools, and content plans such that adding both features and content to the game post-launch is as easy as possible. We didn’t do the greatest job with EQ in this regard, because we had no idea it would last so many years. With Vanguard, however, we have features and content planned for at least 4-5 expansions already. And much of that planning was done at the high level very early on so when we architected our technology and tools, the coding was done keeping in mind not just what the game might be like, or look like, or play like at launch, but far after launch. Player controlled flying mounts is a great example. We already have them in from a technology standpoint – I can enter beta right now, mount a drake, and fly several km into the air and look down at our largest city with negligible fps impact. I can fly around, traverse the entire world, swoop up and down, etc.

Why won’t I commit to launching with player flying mounts then? Because such a feature requires more then the tech that is its foundation, but also justifies some cool game mechanics to accompany being able to fly about where you will, as well as some logical restrictions. And so that may be added post launch as a freebie or part of an expansion or any number of ways. So yes, under that scenario, we would be using subscription revenue to finish player driven flying mounts.

The key, however, is that we never promised player driven flying mounts as a component of Vanguard that would be available by launch. So an MMOG is not only done when there is enough content and features and balance to make a compelling and fun game for your target audience at launch, but also when you’ve done your best to manage expectations… have done your best to make sure the features you felt were truly necessary are indeed there at launch and that while you’ve talked about future features or content, that if you are unsure as to when they’ll realistically be ready, that you are up front with your future playerbase about those items well before launching the game.

Well, it's long but it doesn't really says anything worthwhile. What about telling why the game's suffering all these devs leakage instead?

The third paragraph I quoted sounds like this:

"I've seen things you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time, like tears in rain.
Time to die."

Friday 24, February

Am interesting, positive Vangaurd preview

From Tom Chick on Yahoo Games, a preview that anticipates some interesting bits from Vanguard:

This is the tough-guy MMO with complicated tactical combat, mandatory group harvesting, extended dialogue trees, grueling corpse retrieval runs, prohibitive death penalties, and metal clamps that send a shock to your nipples when you take damage.

Group harvesting isn't mandatory in the sense that everyone will have to do it, but it will be used as a way to "control 3D space", as Butler puts it. For instance, there's a cave-in at one end of a dwarven city. It opens the way to mines beneath the city where there are unique quests. But getting through the cave-in will require a certain amount of mining skill, not to mention specially crafted tools. And even if you do get through here, you'll have to develop your relationship with a powerful but secretive dwarven family to unlock the associated quest.

This is an example of how some of Vanguard's content is locked behind separate layers of gameplay. If you want to access that content, you'll need to engage in harvesting, crafting, diplomacy, and combat.

The combat in Vanguard is arguably where the game most deserves a "hardcore" tag. For example, there are rules for wound locations. Head wounds can slow mana regeneration, leg wounds will reduce movement speed, a serious chest wound can cause hit point drain, right arm damage can be an offensive debuff, and left arm damage can be a defense debuff. How's that for hardcore?

There's a system of counters, chains, and cooperative attacks that are built into the interface. This is where you can really get a sense for how the combat is distinct. There are four tiny windows along the bottom of the screen, designated for chains, counters, rescues, and sympathies. Whenever you have the opportunity to use one of your abilities in the appropriate situation, its icon appears in the related window.

There are no facades or skyboxes. McQuaid mentions "integrated ground, air, and water pathing", which means that you're not going to get away from that drake you see overhead by simply putting a river between you and it.

McQuaid rides a dragon into the sky to show off the volumetric clouds. He has a programmer show us the weather systems they've built that will sweep across the world. Clouds build up and darken as a storm rolls in. The idea is that this will even have an effect on gameplay. A druid, for instance, might have spells that only work when it's raining. Imagine what this might then do for weather prediction spells, or even cooperative spells that can summon rain. Like so many things in Vanguard, there's a cascading set of interrelated systems being carefully pieced together.

This preview hands out more concrete informations than all the steam that emerged through the beta along these months.

Some of the principles, on the general level, are valid. We still have to see how much of this will reveal to be consistent and not just vapid. Vanguard is really the only mmorpg that I cannot figure out. I just cannot anticipate if it will be a big success or a tremendous failure.

I remain skeptical for now, but the plan to give the game world more consistence and integrate different systems together has potential.

Brad may actually be able to create a virtual world and a sandbox by just improving the same, stale patterns we have seen till now. Focusing on the "adventure" and giving back relevance to all the parts that have been frustrated in the more recent games (travel, inventory managment, environment, exploration, interaction and so on).

Tuesday 1, November

Vanguard's combat mechanics, more dangerous than appropriate

"I'm not writing anything, but I do it well"

A couple of days ago an article describing Vanguard's combat mechanics was linked on FoH's boards. You could go read it like I did but you can also spare your time: it says nothing. (btw, after the restyle Silky Venom is probably the best looking and well designed fansite I've seen)

I think this is a perfect example demonstrating how some words put together can fool everyone without actually saying anything. In particular on the catass guild forums, the players are easily fooled by some vapor instead of actual solid ideas. That's the power of the hype, everything is blurred and you can define what is still isn't the way you like. Instead of looking at the actual game you are just looking at your dreams about it. And the dreams are usually prettier than what you'll get through the compromises of the reality. This is why I think that the most important conclusion about that article and the following reactions is that the players really want to "believe". Like Fox Mulder. They really want to be confident and anticipate a game that will be great. What is sure is that the audience is there and that the expectations are high.

But here I'm too jaded to get fooled by some steam. I like the hype but I need something solid to support it or you won't convince me. That article in particular is rather silly. It says nothing at all. It actually delves in the mechanics and explains them in detail, but you could take the article and replace "Vanguard" with "WoW" or "DAoC" and it would be still correct. The purpose would be to describe how great is Vanguard's gameplay compared to other games but the result, if you look through the mist, is that it describes everything BUT what sets Vanguard apart. Well, beside the fancy figures.

General Statement: If EQ's gameplay is considered a leisurely stroll, and WoW's is a healthy jog, Vanguard's gameplay feels like ice skating. It is smooth.

If you give the article a quick glance you'll notice it starts from the "autoattack". You would expect him to claim that Vanguard has no autoattack, in particular considering how it starts: "Prior games used autoattack." Prior games. That means that Vanguard is obviously different. Haha, you fool. Vanguard's autoattack not only is there, but it is also EXACTLY IDENTIC to the one in every other game. You know, weapons have a swing speed and, if you don't press any special style, the character will keep swinging the weapon at that speed. Truly revolutionary compared to prior games. Indeed. Probably the most interesting point here is that the swing speed can be as slow as six seconds. A particularly dull wack-a-mole. But let's glide on this for now.

The second paragraph is about "Special Attacks", because it's obvious, the game isn't just about a slow or fast autoattack, sometimes you can also press some buttons for a special action. Even here you'll try to figure out what's different in Vanguard. In this case the claim is about having in the game not only offensive styles that increase the damage or apply effects, but also defensive styles that will require the player to pay attention (oh noes!). Well, I don't know if this can be considered as a different trait. My warrior on WoW seems to have quite a few defensive styles. I can switch to defensive stance, the Demoralizing shout is a defensive debuff, then I have Disarm, Shield Block, Shield Bash to break spells, the Sunder Armor can also be considered a defensive style, the Thunder Clap slows down attacks, the Intimidating Shout makes multiple mobs flee and I finally also have the Shield Wall for the special occasions. I guess that's already a fair range of defensive tools available at the right time. Or not?

But the real distinctive trait isn't that one. It's the fact that these special attacks... have cooldowns. Oh nice. Now if only I could remember one game where the styles DO NOT HAVE the cooldowns, it could be a nice argument. But I cannot. DAoC's skills have cooldowns, EverQuest's skills have cooldowns and the same for WoW. In fact all these games are designed around the good timing of these skills and in fact they all, even if in different proportions, require some strategy and timing to play your class effectively. That's what really set the difference between a poor game and a good one. The balance with which these skills are planned, the variety of the tools you can use, the synergy with the other classes, the complexity of the multiple encounters. That's what matters, because at the origin ALL these games reply the exact same mechanics: there are autoattacks, there are specials, some specials are defensive and they all have cooldowns. There's really *nothing* different at this level to distinguish one from the other.

Late edit: There's an ideal link here to something Darniaq wrote recently:

If someone stopped looking at the systems once they noted the similarities, they may not truly be able to assess the success and relevance of one over the other, nor understand where future success could be had.

/end of the late edit

On the forums someone was arguing about these points:

Imagine that in Vanguard every creature in the game has the ability to do a deathtouch, but it is easy to counter. There is nothing like that in WoW and so I don't see how you can possibly think that reacting to something after it has happened is the "exact same thing functionally" as mitigating it with abilities.

So WoW doesn't have that?

Just the first examples I could think:
In Zul'Gurub there's one of the mobs who has a powerful life leech that splits and links multiple targets. If you don't Shield Bash or stun the attack as it starts, you wipe.
In Gnomeragon there are those alarm things. If you aren't fast to kill them, they call for some elite mobs than can easily wipe the group if you are already fighting (and if you were in beta you'll remember how hard it was to spot them since they had no sound). This is something slightly different but that still follows the same pattern.

And there are plenty of examples like this one. If you see your target with the sparkles on the hands, you know that it is going to cast a spell. And you can stop it before it happens. All the crowd control skills are again examples of "mitigating skills". They let you control and solve a situation. They are tools that require a proper and competent use if you want to go through some of the harder instances where you have to deal with multiple mobs. And even WoW is nowhere "new" compared to other games, it just relies more on those tools and developed more patterns to figure out and solve. The original design is basically unaffected. The difference is simply about how much a system uses these tools.

A sharp armchair designer out there may say "oh great, so we will just be spamming defensive specials," but that is not the case either…because of special ability cool-downs and the timing of autoattack, if you simply spam your defensive specials, you will not have them available for use when "the big one" occurs, because you may have "wasted" it on a lesser attack used to fake out the warrior.

And how's this different? These games not only have the same cooldowns used by Vanguard on these specials, but they also rely on endurance or "rage". If you waste what you have without some planning, you won't be able to use the most useful skills when they are most needed (and I really do know this since I'm lazy and tend to reuse over and over those few skills that I can easily reach with my fingers and as soon they light up, even when I should plan my attacks more carefully).

Finally we arrive at the last paragraph, where there's a description of something that could possibly define a difference in Vanguard. Or not. Basically Vanguard will have pop-up icons that will let you anticipate what type of attack the mob will use in the "next turn". This means that you'll be able to plan your tactics and the use of those specials described above considering the attacks that will come in the next turn and reacting to them in the best way possible. This is how Brad justified the slow pace of the combat since, otherwise, you just wouldn't have enough time to see these icons and plan your reaction before the turn is over. And this is also why you'll have to "pay attention".

Which brings to my conclusion. All this makes sense. I'm not saying that Vanguard's mechanics, as described, are particularly flawed (but I'll delve even about this point below). But for sure they don't add anything new. At all. See, these combat mechanics, in every game, work on abstractions. This is also why in Vanguard you are able to anticipate the target's next attack, it's an abstraction. This is why we see levels, hitpoints, statistics, icons and so on. Reacting to an icon becoming active (WoW) or reacting to an icon popping up (Vanguard) is essentially the same thing. From the player's perspective there's absolutely no difference. Already in WoW I cannot watch the action to figure out if my target dodges so that I can use the "Overpower". The action on screen can be too confused and the only thing I really do is watch the icon lighting up and press it before I miss the opportunity. We play the quickbars. Still today what is going on in the graphical window is almost irrelevant. Our eyes are still locked on the quickbar and the health bars. That's your game. It's true that we react to what happens, but to what happens on the quickbar. The gameplay is all in the UI, this is why they are so important to make a game fun and successful. The graphical window is almost an optional, you need it to deal with the aggro and keep your character facing the target, but then you play the quickbar.

If we consider Vanguard, the underlying mechanics remain unaffected. Instead of looking at an icon lighting up as a "reaction" to an event like in WoW, you'll see an icon popping up to which you have to react. How's this different for the player? In one case he racts to an icon that becomes active, in the other he reacts to an icon popping up. These systems work on abstractions and these abstractions are modeling the exact same thing. Preemptive attacks or reactives are like two different skins for the same model. They don't define a different approach, they just give a different superficial shape to the same mechanic. They are UI themselves.

What would actually matters is what in that article isn't written: whether Vanguard relies more on these reactives or not. Because from the functional point of view those systems are IDENTIC.

The only difference is that WoW models and mixes different patterns instead of hardcoding and repeating just one. It models reactives as well as some preemptive skills and spells. Using them when they make more sense. It makes sense to see the sparkles of a spell and stop it before it is casted, and it makes sense to react to a dodge or a block after it was executed. The only thing I can see is that Vanguard's combat is even more abstract and unrealistic. It's more heavy on the UI to the point that we are really playing just an expensive MUD. If you can see what a mob will do BEFORE it does it, the graphical representation of the action truly becomes completely irrelevant. Why would you look at the models when the icons already describe and foretell whatever is going to happen? And I wouldn't be surprised if Vangaurd UI will take much more space on screen compared to other games. Some players described this perfectly, it's a direct copy of EQ2 crafting system. One of the most abstract and absurd ever created.

I already wrote at length (some ideas also here) how these games should move toward *removing* the UI as much as possible and try to simulate a realistic experience where you react to a more direct feedback instead of just to a quickbar, an health bar or a text string in a chat window. That's what sets a graphical game apart from a MUD. That's where its specific and untapped qualities are. That's what would be an actual evolution. Instead Vanguard moves to rely even more heavily on the UI to the point that what happens on the screen isn't anymore relevant. The combat mechanics become so abstract and detached that they live on their own isolated level. They are emancipated from the rest and they require a type of knowledge that is nowhere immediate and direct. Which probably fits with the "hardcore" target audience of the game but that goes right against the intuitive, accessible and smooth mechanics that made WoW successful.

I won't argue about the goals of a mmorpg. But I still believe that the success of these fantasy worlds is more cultural than functional. It's about their myths and what they evocate. It's about the immersion into a believable and self-consistent world. It's in everything BUT the overcomplicated and abstract rulesets that eradicate that immersion to show you that the game is just about math formulas, numbers and preplanned algorithms. We like what we see on the curtain, not what's behind.

This is my opinion. These tools that Brad is developing are still abstract and a lot will depend on the final implementation. But they are more dangerous than appropriate.

Can't you see that these games are much more than formal systems?

Friday 14, October

Vanguard enters Beta 1

As posted on the official forum by Cindy Bowens, Sigil will send today invitations to ALL the board members to apply for the beta 1 of Vanguard:

Sigil Games Online has entered Phase 1 of our Beta Program! And, as promised, our Community Members will have the first opportunity to apply for it!

We will begin sending out emails today to everyone that has registered on our forum through today with an invitation to apply for Beta 1. Follow the instructions in the email and you are on your way!

Once you have submitted your application, your name will be added to our list of potential Beta participants. Qualified applicants will be selected for the program and added gradually, as we need more and more players throughout the course of Beta.

Please remember that this is an invitation to apply for Beta. If you qualify and are selected at any stage, you will be notified.

So check your email and submit your application! I am sure I will see many of you in Beta soon! We have been looking forward to this for a long time! :)

The last application I sent was for WoW and I was able to enter in March (someone may remember this, no other title revealed to be more appropriate, heh...). Before that one I only cared for "Wish" (I still have pages of posts saved, probably the beta test I cared the most about and that went right into the toilet). I'm definitely not one of those submitting applications for every beta they see. They aren't worth my time.

After all I wrote for WoW I told myself I'd never join again another beta where to waste my time (because I really try to do my best and spend tons of time analyzing, discussing, suggesting. And I don't like when I clearly see that what I do is simply useless). In this case I'd gladly do an exception if it happens and even if I know that all I'll do will be, once again, useless. These games enter beta tests, the most important phase, when they are already running out of time. When there isn't anymore time for serious discussions, attention to the detail, polish and all the rest. They are just rushing out and beside huge exploits, major instabilities and complete fuckups, nothing really matters. I will probably hate Vanguard but I respect Brad and he demonstrated me that he is able to hold a discussion. I added a category on this site for the game long ago and despite you only find superficial critics on it (but I could only comment what I got, which was vapor, in fact) the reason why it was added it's because I'd have high expectations about it and because on the horizon there simply isn't another equally interesting game for this genre. Whether it will reveal as a colossal disaster or a success.

This is another of those games and companies with a great potential, and I hate when I see a potential wasted. This is why I had and still have so many doubts about it. I'm terribly sceptical about it and I hate when I feel deluded about something I cared about and maybe spent so many hours in beta. Still, I have to see beta tests that actually matter. Those I joined just made me feel just another connection to stress test the servers and nothing else. Like with the "community" in general, a beta test is a huge and precious resource and I've never seen it used properly.

If anything I could help them taking screenshots that do not suck.

Friday 7, October

Shopping HARDCORE!

Hahah, I like reading Brad:

Just for more clarity, I don't want search abilities, etc. because I want price differences. Not just differences between regions, but probably within a city. To me, that creates an exciting player economy. Yes, one could argue it's more work to have to go shopping as opposed to just bringing up a nifty screen that does all the work for you. But the shopping is the gameplay. It may not be for everyone, but neither is it necessary for a player to participate in this part of the economy and game.

Even the shopping will be hardcore in Vanguard!

See, I live here in Italy in a small town and every Thursday there's a market. On the road, in the center of the town. I think over there you have something similar, but modern, called "supermarket". Once again the reality surpasses the game and there isn't really anything to learn from scratch or discover. You just have to simulate in the game what already exists. In the most natural way possible.

There are very good reasons why other games have practical search functions. Maybe they push the possibility too further but the same happened in the real life. Just in different forms. A supermarket or a commercial area in a city are structured and planned accordingly. This because it's the seller that is going to meet the buyer, not the opposite. Without any form of structure to identify and categorize the shops, the "gameplay" will just turn out incredibly frustrating and pointless. The result is that noone will participate simply because it's nowhere playable or usable. As in the real world, we tried to overcome these limits.

In the case of the town market above the most important trait is that the market, the same market, will be in another town the day after. This defines the job of people that search the goods for you and then bring them to you. It's the seller that travels and makes available. It's the seller to represent the "search function" we have today in other forms. You "browse" what they bring to you.

The whole problem is rather complex and includes even the role of the crafting (I explained some of my ideas here). In general the idea to bring back the vendor system in Ultima Online, where the limits represent a depth, may be interesting but we shouldn't forget that it worked in that case because pretty much everyone had the possibility to mark runes and port everywhere, cutting out the problem of the travel and distance.

In the case of a new game like Vanguard it could be interesting to experiment something new and I wouldn't renounce to give an usable and accessible shape to those ideas even if we really want to go back at the roots. Each village could still have a commercial center where the players could send their vendors. Deciding if to pay a fee to the village to take advantage of the common marketplace or keep the vendors at home avoiding the fee but without the benefit of the exposition.

A system that would be near to what happens in SWG. Giving a decent and usable structure to the market and still retaining all the original qualities that Brad doesn't want to lose (and coherence with the setting).

Wednesday 17, August

"Betrayal at Krondor" twelve years later

There isn't much to say about Vanguard that isn't about poking fun at the screenshots (orginal version here):

The first image is from Vanguard, the other four from "Betryal at Krondor", one game (although extremely successful and loved at the time) introducing rudimental 3D environment with horrible rendered character images made of edited real pictures "splatted" on the screen.

That's pretty much the same feeling you can have by looking at Vanguard's screenshots today. The light of the world acts in a completely different way from the light of the characters, like if they mixed together two completely different engines. The result is that those models seem cut and pasted into the screenshot. There's no depth in the figures and they really resemble to 2D rendered images. If you add to this the unnatural and unexpressive (albeit sort of realitic) faces you can see how all this looks like a patchwork of parts that don't really belong one to the other.

And yes, the animations are essential as much as the models and textures. FFXI is a demonstration of this. You can give a completely different feel about a character just with the way it moves. The animations give personality and uniqueness. That particular feel and magic that only FFXI seems to have and that motion capture sessions will NEVER be able to offer, especially when everyone in the game will move *in the exact same way*.

P.S.
See the last screenshot? The mountains have no textures and seem artificially added as in Vanguard, along with the 2D trees.

Thursday 28, July

Brad isn't even close to finish the first that already thinks about the SECOND

OMG, this is retarded:

If you read all the info available about Vanguard, I think it has quite a few features that make it different than previous MMOGs. That said, it was our intent from the beginning to make another fantasy MMOG as opposed to changing theme or genre. Some designers don't like to do this, but it's where our passion was and is. On a side note, our second unannounced MMOG that we're just beginning work on is pretty different.

What the fuck?!

These guys will never learn. Stick to something. Do your best. Mmorpgs aren't stuff you throw away and forgot, I still have never seen a company that is able to support more than one mmorpg. This one (Sigil) is planning a sequel when the first chapter is still for the most part vaporware.

I pass the last two days discussing how dissipating the resources between different projects is killing these worlds and now I find that this company is already splitting the work when they are still far away from releasing something concrete with the first project.

I guess Vanguard feels already too tight for Brad's ego.

Monday 4, July

In the mood for hype

Friday 17, June

Vanguard's Senior Designer resigns

Filed mostly for my "migratory fluxes" category since I don't know this guy and so not able to provide any kind of commentary.

Vanguard loses John "Kendrick" Capozzi

The rumors have been confirmed, John Capozzi is no longer a senior game designer for Sigil Games.

At Sigil he was one of the original core senior designers working on the Asian themed continent, Kojan.

More interesting informations provided by Krones, who had spared kind words, and AFKGamer, who is slightly more skeptical and dubious about the myth.

Those news are the most important even if they are often unnoticed or even hidden. Games are built by people, not by brands.

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