Showing posts with label Aion. Show all posts
Showing posts with label Aion. Show all posts

Tuesday, October 13, 2009

EVE Online is for Noobs (In a Good Way)


I downshifted my World of Warcraft and Aion play this fall so I could survey a bunch of different MMOs--partly out of professional curiosity and partly because I'm ever hopeful of a transcendant game experience. (Yeah, yeah, every junkie's like a setting sun; I get it.)

I played some nifty games. In general, MMOs have their collective act together. But the one I'm continuing to play this fall is EVE Online. And frankly, no one's more surprised than me.

My expectations were low. I'd heard about how hardcore it was--how unforgiving. I've long had a fascination with the EVE community; it's great to observe as a spectator. And the game itself is an outlier by almost every measure. The game design, the UI, and even its player population curve all confound the MMO norm. So EVE is an interesting case study, and it's fun to read about all the warfare, espionage, and skullduggery. But is the game any good?

My answer is an emphatic yes! (But keep in mind I've been playing only a few weeks.)

Here are two key things that surprised me about EVE.

Hardcore, My Asteroid
Everyone says this about EVE--fans and critics alike. The EVE community wears EVE's "hardcore" nature like a badge of honor. But it's not hardcore in the sense that it's hard to learn or complex to play. In particular, if you're comfortable theorycrafting as an endgame raider in WoW or being a dungeonmaster in D&D (any edition), you're going to find EVE...well, not easy, but you'll be totally comfortable with its complexity. Really, if games are your chosen hobby, there's nothing in EVE that's crazy complicated. In some respects, it's easier. The game is less timing- and twitch-oriented than WoW or Aion (to pick two examples), and I'm basically a spaz, so that's good.

The other way people describe EVE as hardcore is that there are big swaths of the galaxy that are full-on PvP zones, and there's no expectation of fair play. Go there, and you'll get squashed like a bug. But really, it's not that bad. New players have tons to do in equally big "higher-security" swaths of the galaxy. If you follow one simple rule--don't fly around in a ship you can't afford to lose--you'll be just fine.

It's Terrific for Deep-Immersion Roleplay
(This space left blank for the obligatory "Wait, what?")

In EVE, your "character" is a head-and-shoulders shot on a viewscreen, and so is everyone else. You never walk around your ship or the space stations you visit, much less the moons and planets. When you interact with others (PCs or NPCs), you see them on a viewscreen or read an email from them (or maybe you'll voice-chat if it's another PC). You don't even have a crew on your ship, NPC or otherwise. Eighty percent of the time, you're looking at your ship flying in space, and the other 20% of the time you're looking at your ship floating in a hangar (or at least it's in the background while you work the stock market and get business done).

With your character at arm's length from you, how can this be a good roleplay environment?

I think the answer lies in EVE's interface, and in particular how it meshes with its genre.

When I'm playing EVE, I'm looking at a close exterior view of my ship. I have a window that shows my sensor array and lists what ships, asteroids, etc. are nearby. I have another window for communications, and a HUD near the bottom that shows the status of ship systems like weapons, shields, and thrusters. The game will superimpose friend-or-foe data on anything I can see on my viewscreen. And I have delightful contextual menus for things like "autopilot," "approach," "dock," and what have you. I'm not hitting a thruster button and doing manual roll/pitch/yaw for my ship. The computer does all that for me.

In other words, Dave-the-player's UI for his computer is almost exactly what Dave-the-character's UI for his ship would be. Play EVE in a dark room, and you're experiencing the game world almost exactly as your character is. And that's a recipe for immersion.

Contrast that with WoW, where I see things my character doesn't, like the minimap in the corner of my vision, the health bars of my adversaries, and their names and guild affiliations floating over their heads. With EVE, it's a freakin' computer, so of course you'd expect it to supply navigational data, battle damage reports, and ship IDs on mouseover. Your expectation is different because it's a hard SF game with a hard SF mindset.

So Are You Hooked, Noonan?
Not yet, but color me intrigued. I remember telling people all the time, "The thing about WoW is that the game changes at 60." (Now it changes at 80, I know.)

EVE will undoubtedly have those horizons, too--lines that change the game once you cross them. I have no earthly idea whether I'll like the game I find beyond those horizons. I still can't fathom that one PC game (WoW) fascinated me for four years, and I certainly don't expect other games to pull that off. But I can tell you this--the noob experience for EVE is a lot friendlier than I'd heard. And you can really immerse yourself in the mindset of a capsuleer.

Out of Context: "We need to tell her she's a particle."
Music: Fitz and the Tantrums, Songs for a Break Up, Vol. 1

Saturday, September 12, 2009

It...lives!


"It" being "me," that is.

I enjoyed PAX immensely--it had a terrific energy to it. I played a bunch of great games, met a lot of cool people, got a little business done, and did my bit explaining what's up with Aion.

But that was last week. Apparently our booth--along with pretty much every other booth--had a microscopic visitor: swine flu! I still love PAX, but it did a decent job of decimating the industry for a week. Lots of people are just now emerging from the worst of it.

But seriously! I still love PAX.

And I love my family, who gave me a cozy quarantine zone downstairs. I mostly slept, but I finished a playthrough of Mass Effect. (It's a great, great game, and I'm on a "play the seminal games I never got around to" kick right now.)

The other thing I did during my flu-time was read Eclipse Phase, which is also terrific. It scratches a Shadowrun/Cyberpunk itch that I've neglected too long. And the transhuman conceit does a key thing I wish more games would do: make the game world match up with anticipated gameplay.

Eclipse Phase assumes that your character is going to die every so often--heck, maybe a lot. But the conceit is that your consciousness remains intact and gets downloaded into a new body. You might have some "missing time" and be unsure what happened to your last body (hi there, Captain Plot Hook!), but you're still fundamentally "you" and thus you've got some continuity with the ongoing narrative and familiarity with the other PCs. The other PCs don't have to do that "You look trustworthy, stranger! Join us!" thing.

Throwing a bone to continuity isn't possible in every genre, of course. If your game takes place in a licensed setting or one strongly based in the real world, you're kind of stuck. But any game with a strong dose of either the supernatural or the science-fictional should have an answer for character death better than "roll up a new character." That messes with narrative continuity, and it creates the immediate problem of "what does Joe do for the next few hours while we're all still playing?"

I guess my broader point is that if you're making up the fictional world anyway, you might as well make it a world where there's some sort of explanation for character continuity after death. And that's true whether the game is powered by electrons (Aion makes its PCs overtly immortal, for example) or polyhedrals (Eclipse Phase's transhuman thing or D&D's prevalent resurrection magic).

One of the intriguing things about Eclipse Phase--and this isn't for everyone--is that the whole "download your self into a new body whenever you want" thing lets players experiment and dabble in different character builds. That's further than D&D is willing to go without significant DM assistance.

I'm playing a 9th-level half-orc rogue in a game right now. I love Shivaji's personality, backstory, etc., but I'm not enjoying the rogue part so much. So I've tentatively opened negotiations with my DM: "You know, if something really dramatic happened to Shivaji, like he became a revenant or his body was permanently possessed by a githyanki, I'd be totally OK with that." Because something like that would let me keep Shivaji's look and at least a twist on his personality and mannerisms, but I could rebuild the character into something else.

The weird thing about the whole "character continuity after death" issue is that the desire for continuity can pull you in opposite directions. Is it better for continuity at your table if PCs have the same bodies and minds each session, accepting the continuity break when a PC dies? Or is it better for continuity at your table if PCs can "resleeve" with new bodies when the old one dies or is found wanting, but keep the same personality and history regardless?

Out of Context: Somebody probably said, "We should do something new this time around." They fired that guy, and made another awesome version of the awesome thing they did last time.
Music: Maria Rita, Maria Rita

Thursday, September 3, 2009

PAX and Aion stuff

Some PAX news of note. Well, of note to me, anyway:

• I'll be speaking about "Aion and the Evolution of the MMO Genre" at PAX at 1:30 Friday in Wolfman Theater. (Awrrrrooooooo!) Come by to listen, ask questions, or just collect giveaways.

• Also at PAX, we'll be giving away some copies of the Aion comic book, which I helped write. (And seeing how DC goes about its business? Fascinating.) Wired.com has the details here.

• You'll find me in the Aion booth Saturday afternoon and Sunday morning, if the current schedule holds.

I have my share of unfettered time at PAX this year, so I'm seeking advice. If you know of a game (any platform, any genre--I'm an omnivore) that's particularly cool, post a comment below and I'll check it out. Don't assume I've played a game already--there are certainly gaps in my gamer "life list."

Out of Context: Three hours of sleep is OK, if you get the one rare hour and the two uncommon hours.
Music: Sonia Dada, Barefoot Soul

Saturday, August 29, 2009

A couple (OK, three) Aion things

Like I said a couple days ago, I've been working on narrative/story stuff for the Aion MMO, which comes out Sept. 22. Since that's pretty close, the PR machine is cranking up. Specifically:

• You can download the Aion open beta client (directions here). The open beta itself starts on Sept. 6. So that means you can download it, but you can't actually do anything with it until then.
• The Escapist (and Warcry, which is related somehow) have a nice interview with Aion's creative writers, focusing mostly on the cross-language aspects of what we do, here. (I'll note for the record, though, that Robin's a guy.)
• I'll be at PAX. I'm part of a panel on "Evolution of the MMO Genre" or something like that on Friday afternoon. I'll probably pull a shift or two in the Aion booth--I want to see total strangers play this game for the first time. I've got a few top-secret meetings involving bidness. And oh yeah--I'm gonna play a ton of games!

Out of Context: There's an aquarium filter and a lab coat here. I don't need those within reach at all times.
Music: Cleveland Orchestra, Beethoven's Symphony No. 7.

Wednesday, August 26, 2009

Tap...tap...is this mic still on?

Shortly after that last post, I got very busy. I'm a content writer for the Aion MMORPG, which comes out in about a month.

Because Aion is a big-deal release (and it's been out in Korea for months), there's all sorts of info available about it. You know how to Google, I figure. But since this is my blog, I'll just link to some of the PR-type stuff I had a direct hand in:

Aion Podcast #2: Classes and Customization (You'll see me briefly at the 1:30 mark).
• "5 Things" article at mmorpg.com

I'm not done with the game yet, but the end is in sight.

(And yes, I still play D&D, and I'm still writing for the tabletop, too.)

My next post will be a continuation of the "where do the roles come from" thread I started back in March. (Suffice it to say that the nature of PC roles in both tabletop games and MMOs is a trenchant concern for me.)

But what's a few months' gap among friends, eh?

Out of Context: "This is Shugo Tap."