Monday, November 9, 2009

Quick Notes on Dragon Age

I'm enjoying Dragon Age: Origins. I'm about 20 hours in, and it's felt like 5. I usually don't go in for the straight-up, Song of Ice and Fire hardcore fantasy stuff (except for Tolkien), but the setting has really hooked me, and the gameplay is the best PRG mix I've seen in a while. There is a TON of dialogue and text, which is usually pretty high quality. If I have one complaint, it's that sometimes I'm stuck in the 10th long dialogue tree in a row and I haven't fought anything for an hour, and my sword arm starts getting real itchy.

The dark, gritty, realistic nature of the world is what really hooks me. I shy away from swords and sorcery in general because I expect it to be trite, stereotypical, and unoriginal Mary Sue fantasies for insecure boys (sorry, fantasy fans!). But the story, setting, and characters in Dragon Age are complex and live in shades of grey, rather than black and white (making the players title of "Grey Warden" especially fitting). Unlike, say AoC, where "mature" means "boobies and blood", Dragon Age is the most actually mature game I've ever played. You will make hard fucking choices in this game. Almost every quest leaves you to decide who lives or dies - with no obvious, easy answer. There are overarching villains and heroes, but you'll find that though the individual story areas almost always have apparent "good guys" and "bad guys", neither of them are quite what they seem. It will always turn out that the good guy did something horrible, and the bad guy is actually just misunderstood, or something like that. The game is all about choices, and almost none of those choices will be easy.

Not that there isn't plenty of blood. Comically so if you leave "persistent blood spatter" on in the options menu, which causes the blood shed during a battle to remain on character models during the following scene. It's hard not to laugh as the characters carry on a normal conversation, apparently unbothered by the spatters of blood ALL OVER THEM. I had to turn the option off to take the game seriously when, after the first battle in the game (which, in a nice piece of self-awareness, actually has you kill exactly ten rats) all of the characters were literally soaked from head to toe in rat blood and I couldn't suppress my giggles as they continued normally as though they, you know, weren't soaked in blood.

And the game is mature in so many ways, but it still just can't hide the fact that it was made by a bunch of young men for an intended audience of young men. It's just as obsessed with boobies as AoC. Demons are, of course, always depicted as naked women, and the worst of it is that one of the main storyline characters wears a "top" that's really just a loose scarf draped over her nipples. I have never seen so much side-boob in a game in my life. Don't get me wrong, I love to look at boobies. But it really takes me out of the setting when a guy runs into battle fully clothed alongside women with nothing but tassled pasties over their nipples and vajayjay. Boobies are the greatest destroyer of suspension of disbelief known to man, and in an immersive game like this, going so overboard with the adolescent, immature sexual imagery is a major misstep. Thanks, BioWare. Real "mature".


As an aside: I normally love Final Fantasy games, but I hated the most recent installment. The combat system and economy just felt so grindy and boring that I gave up halfway through. Though the tactics system in that game seemed like a great idea in a series where most fights consisted of you tapping through the "normal attack" option as quickly as you could. You set up a series of if>then statements for each party member that lets you automate them in combat.

Dragon Age copies that system almost wholesale, but for some reason I actually like it here. Maybe it's because I'm playing on a PC and I expect a deeper RPG experience here while I expect Final Fantasy to be a superficial game tacked on to an incredibly high-production-value story. Maybe it has something to do with being able to zoom out to tactical overhead view, or maybe it's because the abilities you character have are more interesting and varied. I really can't put my finger on it for sure yet.

The only other nitpick I have with the game is actually part of its greatest strength. The Dragon Age developers did an incredible job of creating the illusion, especially through dialogue, that every single response you make in a dialogue tree matters, and you actions can lead to different outcomes. And to a large extent, this was true. But there were a few fights where I died and had to reload, forcing me to rerun the same pre-fight dialogue tree again. And the illusion shattered as I tried different options and found that, though they slightly modified a line or two of the NPC's response dialogue, in the end I was being siphoned inexorably down one or two possible paths for the conversation. It shattered the illusion.

But that's like condemning the developers for not being able to perform a miracle. In the end, I'm loving the game, and expect that once my Human Noble Berserker runs through the game as a neutral pragmatist, I'm going to enjoy re-running the game as my Dwarven Peasant Rogue with a Heart of Gold and my Totally Cold-Hearted Bitch Elven Mage. Dragon Age is a triumph because choices matter enough that changing the way you act can breath new excitement into the game, and it's married to an RPG system interesting enough that I want to try all 3 classes.

Monday, November 2, 2009

NaNoWriMo

Blogging will be a little sparse this month, since I am participating in National Novel Writing Month throughout November. The goal is to complete a work of fiction totalling at least 50,000 words, which means about 1,700 a day (if you don't skip any days). It's a daunting task, and I embark on it with a mixture of excitement and EXTREME FEAR. But so far it's going OK. I'm finally fleshing out an idea I've had knocking around in my head for about two years, but never took the time to get started. I don't really have high expectations for my work, but hopefully it won't suck too royally. I'm hoping this will be a transformative trial for me, kind of like what I hear training for a marathon is like, or what the last few weeks leading up to my black belt test was like, or what finishing my master's thesis under a tight deadline was like. I'm psyched.

Thanks to Syp over at Bio Break for bringing this event to my attention!

You can follow my progress here, if you are so inclined. Right now, I'm ahead of the basic wordcount requirement, but I seriously doubt I'll be able to keep a lead.

Thursday, October 29, 2009

BEST WOW NEWS EVER: NEVER RUN OCULUS AGAIN!

On my realm, Oculus was -I kid you not- the heroic daily at least twice a week. Every week since the heroic daily was introduced. There was one week where it was the daily heroic FOUR DAYS IN A ROW. This is not hyperbole.

And you know what? Oculus was a fun idea. Oculus is cool to run once or twice. Oculus would have worked OK based on the original design of Wrath, but since last November things have spiraled out of control a bit when it comes to heroics, and Oculus doesn't have a place anymore. Right now, all of the other heroics are ludicrously easy faceroll affairs where trash is reduced to a minor AoE speedbump and bosses are barely more challenging than the easiest trash used to be. But even after gear scaling was added to the drakes, their unfamiliarity, complicated mechanics, and limited moveset causes Oculus to be the only demanding heroic left. Which is cool if you want a challenge (for NO reward), but sucks if you are, like most of us, just trying to get the boring, pointless heroic out of the way as quickly as possible so you can get on to something fun (and after the first few times, Oculus just plain isn't fun). Daily Heroics are not all created equal. Getting VH or ToC is a cause for celebration, while Oculus is dreaded the world over. You know what I'm talking about.

Well guess what? After 3.3 ships, you NEVER HAVE TO RUN OCULUS AGAIN (unless you actually want to). This is from the LFG system Q&A, and note that Oculus is called out specifically:

When is the particular dungeon determined and is it fixed if you degroup? Say you find yourself assigned Oculus and you have no desire to do that. If you degroup (taking the deserter debuff) and jump back into LFG 15 minutes later, are you locked into having Oculus once it has been assigned once even though you haven't completed it?
The dungeon is determined once the group is filled. If the group does not like the instance that's been selected, they can leave, get the Deserter debuff, and try again to get a different random dungeon once the 15-minute debuff dissipates.

...and just to be ABSOLUTELY SURE that we really did just hear a choir of angels in jubilation as Oculus is removed from the equation, because it's far too good to be true, someone asked again:

You sort of answers this before, but if I got put in a dungeon that I -really- didn't want to do as my first random heroic of the day, and I drop group, wait the 15 minutes and join a new one, do I still get the 2 Frost Emblems? Or do I -have- to take the first random heroic that is presented to me to earn my Frost?
No, you will still be eligible for the daily loot even if you don't complete the first random Heroic dungeon you enter.


Thank. You. Blizzard.

Wednesday, October 28, 2009

Blizzard endorsing gear checking and certain loot rules?

I don't have a ton of time to blog today, but I really wanted to point out some of the 3.3 patch notes that came with the latest build. They give details about how random dungeon groups will work using the new tool. The things that really popped out at me:

As part of the matchmaking system, some of the more difficult dungeons will have a minimum gear requirement.

and

The Need Before Greed loot system will be the unalterable default looting system for pick-up groups in the Dungeon System and has been updated.

Need Before Greed will now recognize gear appropriate for a class in three ways: the class must be able to equip the item, pure melee will be unable to roll on spell power items, and classes are limited to their dominant armor type (ex. paladins for plate) [emphasis mine]. All items will still be available via Greed rolls as well as the new Disenchant option should no member be able to use the item.

Well, then. Does this constitute an endorsement by Blizzard of requiring certain gear levels for groups? And is Blizzard saying that the "right" way to loot is to give priority to your primary armor class (ie priest automatically wins cloth over a druid, etc.)? What do you think?

Friday, October 23, 2009

Glory of the Ulduar Raider

Until last night, my butt was incomplete. Because it didn't have a Rusted Proto-Drake permanently attached to it.




After much struggle with scheduling (including a death in a key guildie's family!), we managed to get two nights in a row on Yogg hard mode, and finally downed it, completing the Glory of the Ulduar Raider achievement. Me and my butt are very, very happy.

For those interested, here's the story of how we did Yogg Hard mode (One Light in the Darkness) with just Thorim helping us.

Originally, our group makeup was:

Tank:
Warrior

Healers:
Disc. Priest
Resto Shaman
Resto Druid

DPS:
DK
Paladin
Warrior
2 Mages
Hunter

We struggled with Phase 2, needing things to go very well with the RNG to down the brain in two portal phases, which I would consider necessary for victory here, as the raid begins to run low on sanity if Phase 2 goes on too long. We would send myself (the DK), the dps warrior, the ret paladin, and the resto shaman down into the brain room, which gave us full coverage on debuffs.

We made it to Phase 3 a few times this way, but always lost people due to poor positioning, loose adds, or failure to look away during the lunatic gaze that reduces your sanity. Basically, we would always be behind on tentacles and run ragged, often with a few people dead, by the time we made it to Phase 3.

The turnaround for us was a night where the dps warrior couldn't make it. We could bring a second ret paladin in his place, but that paladin didn't have the gear or experience on this fight that the warrior brought, making us doubt the chances of getting the brain down in 2 portals. Then our Guildmaster, the resto shaman, hit on an idea: she would do the fight as Enhancement and the priest and druid would 2-heal it! The healing requirements are not all that intense compared to, say, Firefighter, and having an extra dps in the brain room had the potential to be a huge buff to our ability to clear the phase quickly. And best of all, any dispels needed on the portal team could be covered by the shaman/pally combo!

It took about an hour and a half of attempts with this new setup to win. Most of the attempts were wiped not by user error, but by terrible luck with all of the randomized aspects of the fight, such as tentacle placements, targets of Yogg's abilities, and placement of the floating skulls in the portal rooms. One particularly bad attempt found me constricted just as the portals spawned. I was quickly broken out, and ran toward the portal, thinking I would make it. Instead, I was feared by Yogg just long enough to miss the portal. The next attempt, we zoned into the portal room and found that both sets of floating skulls were positioned such that there was no way to dps the targets without losing sanity non-stop the entire time. Randomized screw-overs like that were the most frustrating and disheartening part of the experience. We could play perfectly, and still be wiped by the random number generator, which is clearly > all. I'm not a big fan of that. Yeah, hard modes are supposed to be hard. But they should challenge your ability to play more than they challenge your ability to have good luck. And I think Yogg Hard goes a little too far in the luck direction.

But we did it! We are now in the top 40 US guilds that only do 10-man raiding according to Guildox, and join a group of only about 50 of such guilds to have earned drakes. And we managed this rank despite constant difficulties getting together our hard mode groups due to a string of RL events that made the attendance of many of our roster of only 12 raiders sporadic. Though it took us a month between downing Firefighter and One Light, we actually only spent a grand total of about 7 hours spread over 4-5 nights working on it. That's only 3 normal-length nights of attempts. I'm pretty proud of us.


I know my guildies don't even know about this blog, but I still want to thank them for their friendship, skill, perseverence, patience, and class throughout this entire journey to our drakes. They are an incredible group of people and players that make this game worth playing for me, and I would never have enhanced my butt dragonally without them. I can't wait to fly around REALLY FAST alongside them again!

Thursday, October 22, 2009

Try League of Legends! Totally Free Open Beta is Open, and Totally Free!

I love this game.


Shorter Games Can Be Better

Here's an interesting piece at the Escapist about the plight of gamers who have grown up and found they just don't have time to indulge in a 30-hour game with work, kids, spouses, and everything else demanding more and more of their attention. The author actually seeks out games with story modes lasting 8-10 hours, and that represents a month's game investment to him.

I'd take this a step further and advocate that more games be made intentionally shorter, but also cost less. Then, if the game does well, sell DLC or sequels to it. That way, once the game is 30 hours long it cost $65, but if I just wanted an 8-hour diversion, I can spend $30 on the basic game.