Grumpy Bear

I’ve been accused, in the past, of being something of a care bear when it comes to PvP content in games. Thankfully, there’s help, even for someone like me. I’m slowly rediscovering what it means to take joy in the misery of other players, thanks to my return to Team Fortress 2. Along with a resurgence of a competitive nature that more often than not takes the form of a stream of expletives, as 2Fort is SRS BZNS*, it’s given me cause to think about what makes good and not-so-good PvP content in both tabletop and on-line games.

In single-player games, it’s good to have a single villain or a group of antagonists that clearly stand between the player and their objective. And straight-forward dungeon crawls often benefit from pitting multiple players against a single intelligence, be it a human GM or a programmed AI that respawns enemies as you click your way around the dark tunnels. As much as the Steam game Torchlight evokes the nostalgia of hours spent exploring the many and varied underground demon-guarded caches of loot in Diablo II, it misses the benefits of many people diving into the game to face more powerful enemies in the name of grabbing shinier equipment. But I’m wandering off my point, which is that in those cases, it’s good to have a single bad guy. But what happens when your potential player base expands beyond a handful of intrepid adventurers?

Sometimes, you just have to pit one group of adventurers against another. There are a few ways to do this.

1. Always Evil, All The Time

Vampire: The Masquerade: Bloodlines

In the old World of Darkness, most notably in Vampre: The Masquerade, factions were a completely player-based thing. While the threat of the Antideluvians coming back to life and consuming their children in an orgy of blood-fueled Armageddon was an ever-constant threat, most of the night-to-night problems were caused by one group of vampires (the Camarilla) fighting against the other (the Sabbat). What was the cause of this conflict, you ask? The Sabbat’s evil.

Now, no vampire can really be described as 100% “good,” no matter what Team Edward might say. Even your most approachable and human-friendly blood-sucking fiend is still a blood-sucking fiend.
But if the Camarilla are vampires who talk nice to their cows before killing them in a humane way in order to carve them into delicious well-made marinated steaks, the Sabbat laugh as they kick the cows mooing into a giant meat grinder to churn out the greasiest, nastiest, cheapest “heart-attack-on-a-bun” burgers possible, selling them to the public at $10 US a pop as ‘classic American hamburgers’. There may or may not be babies in there, too. Baby cows, hopefully. Though I wouldn’t rule out kittens.

This conflict is built into the core game. There’s no ambiguity or much room for interpretation, one side’s less evil and more amenable towards humanity, while the other is thoroughly nasty and definitely not family-friendly. While it can be fun to be the bad guy every now and again, having your entire motivation be puppy-punting grandma-incinerating nastiness all day every day gets a bit old after a while. Which might be why that game ended.

Anyway, future iterations of the World of Darkness would see factions be more ambiguous in certain ways, and rather than saying “X and Y are locked into AN ETERNAL STRUGGLE FOR SUPREMACY UNTIL KINGDOM COME,” it’s much more “Here are some factions you guys can play in. Decide for yourselves how they get along. Have fun!”

2. Affably Evil, or Evilly Affable?

Courtesy Valve

Team Fortress 2 is a bit like that. Neither RED nor BLU is clearly defined as being on one side or the other of the “Good/Evil” scale. Leaving aside the role the Announcer may or may not play in the conflict, the motivations of the teams pretty much boil down to healthy competition. With live ammunition and sharp objects. Not to mention explosives.

Anyway, the point is that it’s up to individual players to fill in the blanks. It’s a straightforward, simple system that works well in on-line shooters. It could almost be considered the polar opposite of the strict pigeonholing of the old World of Darkness. When you get into on-line games involving more than a few dozen players, though, things get a bit more complex.

3. The Enemy of My Enemy Is My Enemy, Too

Courtesy WoWWiki & Blizzard

World of Warcraft and Aion have something in common. The players in these games select one of two factions, which are essentially flip sides of the same coin. They do fight each other, but larger external threats demand the attention of both sides and can sometimes lead to alliances of convenience (the Wrathgate in WoW for example). This allows players access to both PvP and PvE play styles, and interested parties can either strike a balance of time between both, or eschew one entirely in pursuit of excellence in the other. Or people can do what I used to do, which is fart around on dailies trying to earn enough money for a flying mount that’s only slightly faster than one I could build with my bare hands as an Engineer.

More on this when I discuss World of Warcraft more in-depth on Saturday. There’s change coming, and it might be good. Good enough to return to Azeroth? The jury’s still out.

Basically, when you want to engender player-versus-player conflict in your games, be it on the table or through the Intertubes, it’s best to let it grow on its own. Give players fields in which to compete and let them go at it. There’s really no need to give them motivations other than “they’re not on our side.” However, if you want to give the other side a nudge, just hit ‘em with incriminating photos of a family member. Their mom, for instance.

Courtesy Valve

*No, not really.

Replay Value

Dragon Age

So, in spite of some of the less than charitable things I’ve said about Dragon Age: Origins, I’m playing it again. And I know it won’t be the last time.

My wife and I like to discuss different things we like about the game, other ways we plan on playing it, and even toss dialog from the game back and forth at one another. If that’s not an endorsement, I don’t know what is.

I’m also starting up a new Mass Effect play-through, but I’ll probably finish my Orange Box review series as well as Assassin’s Creed 2 before I really dedicate myself to putting another Infiltrator through the paces of Insanity. There’s a lot to be said for a game’s design, though, if I’m willing to put myself through the stickier bits just to enjoy a particular scene or storyline again. Fallout 3 is another candidate for a repeat play-through, provided I can find a way to afford all of the DLC. I think I’d need a magic cauldron or something.

I’ve thought about the replay value of some older games, as well. StarCraft, Full Throttle, Vampire The Masquerade: Bloodlines, pretty much any of the Wing Commander games… they’re all games I’ve played multiple times, and even with the gift of hindsight and more advanced simulations at my disposal, I’d happily play any of them again.

Share your thoughts with me, folks. What games have you encountered that, after playing them through, maybe even years ago, you’d really enjoy playing again? What gives a game replay value for you?

Her Twenty-First

IHOP!

In honor of my wife‘s birthday today, here’s a bit from one of my favorite posts of hers. We’re taking care of some errands and going out at least for dinner tonight, thanks to a generous gift card to our favorite restaurant. Guess what it is. Go on, guess.

Enjoy this little taste of an opinionated game review peppered with swearing.

Good Game, Shitty Story: The Mass Effect Experience

Look at that title. I just summed up everything I’m about to say and I don’t even have to say it. I could stand back, look proud of myself and just let the title speak for itself.

However, I’m not. I suspect I will have hundreds of fanboys raging all over the place here if I were to, so I’ll qualify what I just said with some experiences.



For most of the fights worth a damn I used Liara and Alenko, actually.

As I said, the game itself was really good, but I feel I should qualify that too: it was really good when I was playing a Soldier. When I first started up the game, I figured I’d probably play a Soldier because I’m boring and like killing things, but after looking at the classes I figured I’d go for something I don’t usually play, and chose the mage Adept. The combat controls were confusing at first (the game arbitrarily has different movement controls for combat and non-combat), especially since you can’t zoom out, so despite it being third person I still got that “no peripheral vision” feeling that comes with first person shooters. Anyway, I quickly discovered that you can’t keybind more than one ability — despite never using the D-pad for anything the entire game — so if you want to play something that relies as much on abilities as it does on shooting things, and you’re not playing on the PC, you’d better like pausing combat. A lot.

After dealing with the flow-breaking pausing, or just ignoring it and shooting things for the entire first mission, I finally said “fuck this” and re-rolled. Maybe it’s because I could dump all my points in assault rifles since I knew I wasn’t going to use anything else, maybe it was because I’d gotten the hang of the way combat worked, but I immediately had much more fun with the Soldier and went on with the game. I did get a couple abilities throughout the game (well, “a couple” isn’t accurate, I had almost as many as Liara by the end) but most of the time I forgot they existed and just shot things till one of us died. The only ones I ever really took advantage of were my party resurrect and the one that reset all my abilities so I could use the resurrect again. These two got used a lot, too, because the entire party liked to huddle around me, and if I was behind cover, instead of going off to find their own cover nearby, they’d stand in the open near me and get killed. Despite this, the way the fights are set up I was grateful to have party members, especially later on when Kaidan and Liara both got Lift.



Lift is awesome.

As for the non-combat parts… Well. I often found it stupid that one charm speech would cause people to rethink their entire diabolical plan/career choice/life, but I guess it’s better than requiring five conversation trees of the exact same thing. There was also one thing that bothered me with the reporter coming to talk to you sidequest… I knew it was the Renegade option to tell her to fuck off, and I was going for a Paragon, but I chose it anyway because I’d previously promised Emily Wong, another reporter and recurring quest NPC, that she would be the first to get an exclusive interview. Apparently I wasn’t supposed to remember this promise because it never comes up again and everyone acts like you’re an ass for not doing the interview, and there’s no way to tell people I refused in order to keep my promise to Wong (thereby doing the right thing). Why make things like that a dialogue option at all if you’re going to assume the player will completely forget about them?

Other than hiccups like that, I really enjoyed the dialogue parts. I’m one of those OCD types who will get as much information out of an NPC as possible, which often led to spending ridiculous amounts of time chatting, though. Rarely in a game am I so eager to get back to the action after spending time in town as I was in Mass Effect.


Continue…

I mentioned I’m playing Mass Effect again. In addition to highlighting just how uninteresting my hobbies can be, the experience allows me to more finely compare and contrast certain aspects of both games. The combat is the first and most likely target for such a comparison, as it’s one of the biggest problems people have with the second game outside of the scanning mechanic and the lack of exposed skin during the “romantic interludes.”

Courtesy BioWare

Combat in the first Mass Effect is, like the inventory system, ripe territory for micromanagement. Every character has a variety of powers that are mostly on separate cooldown periods. To effectively survive combat encounters with minimal expenditure of medi-gel or grenades, especially on higher difficulty levels, using the radial menu to pause the game, look around and target party members’ powers on specific enemies is every bit as important as making sure your guns have the right load-out. It’s a combat system that rewards preparation and planning. If you know there will be a ton of geth in a particular hotspot, load up on anti-synthetic ammo and be sure to have at least one tech specialist in your party to ruin the geth’s day by destroying their shields. Areas of rachni, thorian creepers or other organic hazards will require different ammo and a wider array of powers. And if you want a real challenge, try fighting without biotics. The ability to take an assailant off the ground with your brain or slam them against the wall as a killing blow are things you’re likely to miss when a geth Destroyer is coming straight for you.

Courtesy BioWare

Mass Effect 2‘s combat is a bit more straight-forward and faster paced, as I’ve mentioned. Like other third-person shooters, most notably Gears of War, just about every where you go in the Terminus Systems you’ll find plenty of chest-high walls. You survived a lot longer in the first game when shooting from cover, but you were also spending half your time in the radial menu. The sequel seems to want to limit the amount of power-picking, so while you do have more places to map powers (a definite improvement), you have fewer powers from which to choose. Shepard can have up to six, seven if you count Unity, while members of your party won’t ever have more than three. Sure, there’s less to keep track of, meaning you’ll be moving through combat a bit more rapidly and it adds to the overall action-oriented feel of the game. But I can’t help but feel that something’s been lost.

I’m not saying one method of combat is superior to the other. They both work, they’re both fun and neither feels completely out of place. To be honest, the only major difference is that combat in the first feels more like an RPG while the second is more shooter-oriented. Yahtzee accurately points out that gameplay is still ‘flailing about’ trying to strike the right balance, and the first two games lean just a bit too much in one direction or another. Again, this is not a complaint, merely an observation. I hope that BioWare keeps trying to find that balance for Mass Effect 3 and doesn’t turn it into Gears of War: Spectre Edition.

Works Life in Progress

I’m taking a cue from Ye Olde Magick Speaking Beardface and just putting down some words about life in general at this point. I only have one real creative work in progress at the moment, which is more than enough considering everything that’s going on.

“Who’re you calling a program, program?”*

Code

Right, first things first. The day job is keeping the roof over our heads (until we move to a new one in a couple months) and food in the pantry. I’m moving positions, shifting away from phone-answering bug-squishing troubleshooting to code-chomping cart-rolling Flash-AAHHHH-”savior of the universe”ing programming. It’s not a promotion, mind you, more of a lateral, semi-upwards shift in responsibilities and protocol. Still, it’s in improvement. I have a few things to square away in my current workload before the move is official, but it’s forward motion. By focusing on PHP, SQL and my already pretty extensive Flash skills, and leaving the ever-shifting environments of up-front client relations behind, I think I’ll not only become far more valuable to the company, but also start enjoying work a bit more overall.

The Project Marches On

Bard

I’m trying to crack open the manuscript for the Project and drop a few words in every day. Sometimes it’s more than a thousand, or even two or three. Others I’m lucky to get a couple dozen in there. But any motion is forward motion, and I’m trying to keep my spirits up. I know where I’m going with this plot, and I’m aware that some places might be a bit slower than others. If my setting had ninjas, I’d have them attack any time I was in doubt about what to have happen next. Ninjas are always cool.

“Did we just threaten someone with zombie rape?”

Art by Stanley Lau

Tonight’s another session of the awesome Iron Kingdoms game being run by my wife. Our team (myself, David Hill and his lovely wife Filamena) have sort of become a steampunk version of Burn Notice. Dave’s noble never kills unless he has to, Mena’s gun mage is on the lookout for the next opportunity, and my rifleman sees violence as a direct solution to most enemy encounters. …Which pretty much makes me the Fiona.

Property of BioWare

Courtesy BioWare

I’m playing through Mass Effect again. Call me boring or easy to please if you like, but I have achievements to get, a whole other gender to experience (since Shepard can be either male or female) and situations to set up for future games. Once I get where I want in the first game, I’ll be playing the second again. And I also have things I want to do with Dragon Age, as well. Again, this probably points to me being dull, but in retrospect I feel this is a better way to spend my time than playing Star Trek Online for the time being. That and BioWare isn’t charging me $15 a month just to play their games.

And then there’s this stuff.

Taxes

Taxes, bills, finding a new apartment that doesn’t suck, getting cats to a vet sometime in the near future… being a grown up sure is fun, isn’t it?

*If you know this reference you officially rock my socks.