Year of the Dragon

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So I’m guessing you’ve heard the news, wooped some, pinched yourself and wanted to hug Mike O’Brien until his eyes pop. I’m right there with you. Although I had to hold in the excitement for 8 hours or so as I had demo’s of my own to give.

I could do what many commentators will do and speculate on what this means on where they are in the development schedule & what’s left, but really, there’s no point. Other than knowing we’re on the home straight and that Guild Wars 2 will be in our hands in 99 days at a minimum or 342 days at a maximum, there’s nothing else I wish to try to infer from this news.

I’m excited. I’m also looking at the checklist of stuff I wanted to do before launch and wincing. GW Templates is still in development, and I’m hoping to get it out of test in the next month. All the features are in, its a question of entering the masses of information about Guild Wars skills. Then there’s the additional features I want for the guild’s website. And then seeing what stuff can be offered for Guild Wars 2.

99 days is enough right?

 

ICT: The Next Generation

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There’s been quite a lot of discussion in the UK news lately  regarding ICT in schools in the UK and a lack of IT literate job seekers. As someone who now works as a programmer and knew she wanted to work in technology (though not this career) at a young age, I can say that around 5% of my ICT classes have been of use to me in a professional capacity. Most of the useful bits was making a turtle draw shapes on the screen as a very basic precursor to graphics. The rest of it was learning how Word, Excel and Powerpoint worked. Course I’ve had to relearn that a few times over since the versions of those products have changed.

The Education Secretary has decided that the solution to this problem is an Open Source approach to ICT, where businesses and universities  get involved in designing a computer science and programming  curriculum in schools. Great idea, but ultimately flawed. Enough kids don’t care about ICT as it is and not everyone needs to learn programming to do their job. For many, I expect knowing the basic office products is enough. And industry already says that graduates lack the skills to be employed – will a pot luck approach to introductory CS improve that?

There’s also the issue of what language? What kind of programming? If you put 4 industry “experts” in a room and ask their opinions, you’ll get 5 replies.

The best advice I can give to anyone who wants to learn programming is choose something that you want to make and learn the skills to express your idea. If that’s a website, head over to W3 schools and devour all you can on HTML and CSS to start, PHP and Javascript/JQuery next. If that’s something desktop based you can pretty much choose your weapon from C++, C# and Java. There are other languages, and if you do end up in industry you will learn them. But everyone has to start somewhere and those 3 are well documented and used a lot.

Something clearly does need to change in the way we teach ICT to the next generation, but expecting consistently good results from an open source approach is misguided. If you want to get involved in programming, do it if your school teaches you or not. You won’t be wasting your time. My inbox is always open.

Busy Bee

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I’ve been a bit quiet the last few weeks, not just because of the holiday season. I’ve been a bit of a busy bee.

After the work I did on the Mystic Spiral [MYST] website, I realised that all of our old articles documenting various farming builds would be better in WordPress than in phpbb3. But I couldn’t find something that would display the various templates, and seeing as I’m anxious to learn and improve my web dev skills, I decided to dive right in.

It’s a little ways off being ready for release to the general populous, but I couldn’t resist giving a sneak peek to the new GW Template plugin. ;)

The Road Ahead

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So the 8th profession has been revealed and it’s a good ‘un! I’ve been struggling to find a profession to call my own in Guild Wars 2 and luckily the mesmer is ticking all my boxes. So here’s what I think I’ll be playing at release:

Human female mesmer – Tasha or Tasha Darke. Pirate clothes are a must.

Asuran male elementalist – Nyxx (first time I’ll be playing a male character!)

Norn female guardian – Still working on a name. Current favourite is Varda Morke (roughly translated from Old Nordic as “guard against the dark”). Suggestions welcome.

Charr female thief – still unnamed. Considering bringing back “Kimera”, the name of my warrior in Guild Wars.

After that, it gets a bit trickier to choose professions. Still, with the 8th reveal out of the way and beta news before the year’s end, there’s a sense of being on the home stretch.  Here’s hoping.

Searching for Skills

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I wrote this post a couple of weeks back and was really not sure if it was worth posting or not. There’s a lot of negativity bouncing around the Guild Wars 2 universe right now, some deserved, most not, and I didn’t think adding to it was the right thing to do. Re-reading it now, it seems less of a flamefest and more of a constructive criticism so it’s getting a posting. I suggest taking a read of the last section of the G-Star post on the ArenaNet blog dealing with how skill points will be learnt.

Weirdly, its not the notion of repeatedly swinging swords that’s got me a bit worried. Having seen that in action at Gamescom I can attest that the entire process is quite painless. It’s a necessary learning curve for those new to the genre, and a handy “here’s how to use your skills” period for veterans who may otherwise end up going off in the wrong direction. It will take around 20 minutes to fully unlock a weapon type. Hardly painful and in my opinion, an elegant middle ground between two groups of players with different skill levels.

There’s a curious balance to be struck between innovation and the familiar in all games. Players crave something different, but make it too different and they will reject it. Guild Wars 2 is already tearing up a lot of these sacred cows associated with gaming. Will another one, and one that isn’t broken, be too much for traditional gamers to accept? Personally I am not against innovation for it’s own sake. Heck I wouldn’t write about or care about Guild Wars 2 if I didn’t think the outcome of ArenaNet’s labours weren’t a positive change for all gamers. My experiences at Gamescom in the company of a non-MMO gamer proved that they really are going in the right direction – we both came away from the demo happy.

If that weren’t a hard enough equilibrium to get, designers also have to cater to the various gamer personality types. The approach presented to gaining utility skills caters to one particular type of gamer over others – the explorer. You can argue that achievers and socialisers are somewhat catered for, but frankly a core mechanic that forces all types of players to complete a number of skill challenges scattered throughout the world just to make a character viable is asking for it to be a source of complaint. Even as someone who enjoys exploration (hai Rift artifacts, I luvs yoo) I’m getting that chore like feeling just thinking about this system.

Going back to basics as Guild Wars 2 has so much, there’s an expectation that your character’s level, their output and range of abilities are positively related. In other words, if you practice, you get better and the more things you can do. The approach to getting your weapon skills is in line with this but utility half is not and in fact is totally decoupled. It’s probably been done because levelling is not the aim in Guild Wars 2, it’s just something that happens as you do the content you want to do. But this is exactly what the skill challenge system isn’t encouraging you to do. Characters need skills to be flexible and they must do specific content to get skills.

If nothing else, there’s no alternate acquisition route defined. Throughout the years I’ve been involved in MMOs, one of the most common alterations developers of various titles have made post release is to put a plaster on areas of grind by providing shortcuts. Usually it takes the form of items or mechanics that provide XP bonuses, but in Tyria skill tomes come to mind. It’s not because there’s much wrong with the method of obtaining skills in Guild Wars, but rather that it’s long-winded for multiple characters. By making players traipse their way through the same series of challenges every character in Guild Wars 2, grind (by my definition of being a forced activity that isn’t necessarily fun) is being created and will at a later date have a plaster slapped on it.

On a positive note, I do like the idea that players can explore for their skills, especially in the manner ArenaNet have indicated. Skill challenges also encourage players to collaborate. In order to stop skill gathering being a chore to other player types, the system could be changed to award players skill points for doing everything with their characters, from killing an enemy in WvW to crafting, finishing a round of bar brawling to a step of the personal story. Explorers will still complete challenges as described to get their points, while others will play as they wish and still get their skills. Having too many skill points isn’t a problem, because there are only a finite number of skills to buy anyway. Balancing skill point acquisition to make sure no activity provides more skill points than another would be the main challenge for developers.

Positive innovation in this department is warranted. Skill acquisition in MMOs has followed a predictable path for for ages mostly because this is one area of the genre that isn’t broken. There’s a valid argument for allowing players to discover and earn their skills, but there’s also an argument that all types of gamers should be catered for in core mechanics and in a game where re-playability is encouraged, core mechanics shouldn’t feel like a chore on the fourth take.

PS: Ravious at Kill Ten Rats wrote about flags in Assassin’s Creed. I suggest taking a look and thinking how similar  it is to the skill system in Guild Wars 2 as currently described.

 

Girly Detour

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As a slight detour from my usual topics, I’ve got to share “special effect” nail polishes. Love ‘em. Last week I was wearing Rimmel “Crack Your Colour” in Black Grafitti over bog standard 99p white (aka zebra nails) and got so many comments. Today, I’m sporting the following:

This is Rimmel “Lycra PRO” in 406 Purple Addict (which is a gorgeous colour on its own) covered with Barry M’s Nail Effects 321 (gold). Applying it is a doddle – 2-3 coats of the base colour, leave to dry fully, apply one messy thickish coat of the crackle, leave to dry, and seal in with clear (going over the tips of the nails to seal it in). Crackle layers work better if you’re deliberately applying it badly.

Anyway, normal service resuming now.

All I Want For Christmas

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So today is the first of December, which means that it is officially no longer too early to think about Christmas. Which, for my family, means the present lists have to be drawn up and handed out. I thought I’d share the overflow of stuff I actually would like (as opposed to the stuff that’s appropriate to wish for).

 

Chat functions to be added to the Steam API

The Steam API allows developers to access all kinds of information about an account, but there’s nothing that gets anyone vaguely near chat. I’d love to be able to get Steam group chat through a browser on my guild’s website, even if I have to do all the legwork to make it happen.

 

Spambots to all rot in silicone hell

MYST’s website gets a lot of attention from spammers. I’d rather I didn’t have to spend time and energy stopping them from registering on our forum and clearing up the ones that get through. Simples.

 

Some artistic talent

Some of my best friends are artists, and I envy their abilities and the relative ease at which they produce masterpieces. While I’m just about ok using a pencil and paper, I can’t even produce a decent looking set of icons. Bleh.

 

The world economy to pick up

My husband has been struggling to find work since moving to the UK, despite applying to several hundred jobs. There’s just no work around that’s suitable for him, or anyone prepared to hire a graduate. I always feel terrible that I can’t do more to help (although he’s started writing a fantasy novel recently), and know it’s a problem that many are suffering from.

 

A better upload speed

I live between a main town centre and a BT research lab, but my maximum upload speed is 480kbps. That means I have only just enough upload speed to stream the radio for Split Infinity. I’d love to be able to do live video streaming from my home, for which I need a lot more upload. We’re not even in an area that can get cable. An upgrade to Fibre to the Cabinet has been on the cards for the last 18 months I’ve been here, but hasn’t happened.

 

Guild Wars 2 to release in 2012

I’m not asking for a release date, or whining that the game isn’t out. But heck, most people reading this would like to have Guild Wars 2 in their hands now. I’m really looking forward to getting together with my guild and friends to play and make a great many more, whilst enjoying a genre defining game.

 

Got something similar you want to add? Comment below!

Skyrim: 12 Hours In

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It’s raining and I’m waist deep in a river catching salmon while wearing heavy steel armor. I’m sure this is the kind of thing my mother told me would kill me. But there weren’t dragons about then. A muttering on the wind draws my attention and high above the river behind me there’s wooden bridge held in place by two stone towers. Bandits. 

Signalling to Lydia, we draw our bows and make our way onto the river bank. Sneaking through the bushes up the hill to the nearest tower, I take aim at the unsuspecting sentry tending to a cooking pot and let the arrow fly…

 

Aaah Skyrim. It’s been a long time since an RPG has made my heart race while sneaking through some deep catacomb, and this game is worth the price just for that feeling alone.

So where to start. The combat is excellent. Archery especially, as you have to correct for wind and the flight of the arrow. My only complaint is that switching between weapons leaves your character out of the action for too long, but this may well have been a design decision to stop people switching every blow.

Levelling happens at a nice steady pace and it’s a nice touch that reading certain books gives a boost in a variety of skills. You’re guided through smithing, enchantment and alchemy, but cooking (not levellable but still very useful) is left for players to discover. Which meant my husband completely missed cooking until he was level 19. Ooops.

The highlight of the game so far is the dungeons. Not only are they suitably creepy, with weird noises and claustrophibia inducing tunnels, but the puzzles in them are excellent. The rewards for doing them are worth it too, although my packrat nature does mean I keep having to pass stuff off to Lydia to hold.

In fact I have only 2 complaints about the game. Firstly, did the path up to High Hrothgar have to be quite so long? Secondly, and most importantly, the UI navigation on the PC is horrible and does negatively impact on my enjoyment of the game. And it’s inconsistant (try cooking, pressing E to make a recipe and Enter to confirm. Enter doesn’t work). It’s very very clear that the game was designed for consoles and then made to work on PC, but the bare minimum was done to make the UI work. The result is you unintuitavely find yourself pressing the same 4 or 5 buttons repeatedly as the mouse doesn’t always do what you expect it to, and when there are around 100 keys on your keyboard it’s all just a bit silly. The entire experience could have been made a lot better by having the option to create weapon/skill sets. I also wonder how spellcasters on the console keep their sanity. I haven’t had any stability issues as yet, and aside from the occasional minor pathing problem with my NPC companion everything’s been remarkably smooth so far.

Overall, the game is great and a classic of the decade. If Guild Wars 2 ends up being half the RPG this one is (and I hope it will be more than that) then I’ll be a very happy lady.

8/10 (and the -2 is for the UI)

Edit: Found this comment while reading what some of the professional reviewers had written about Skyrim and the comments to their articles. It’s apt.

Imagine we build the best car in the world with lots of power, wide sticky tires, smoothest most responsive suspension, and a sweet smashing paint job, but then we fuck it all up by giving it the worst motherfucking steering and pedal controls ever invented. That’s Skyrim for you.

Pricing Halfway House

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If like me, you’re an MMO lover, you’ve probably got a few (virtual) boxes sitting on your shelf of titles you’ve tried. Chances are you didn’t fall in love with all of them, but you’ve probably had the odd withdrawl pang a few months (or years) after you cancelled your subscription. And on a dark, lonely night, your eye has wandered over to the shelf and you wonder what’s going on in the world you left behind. Did they finally fix that overpowered class? Are your old guild still playing?

It’s at these moments that MMO business models tend to shoot themselves in the foot. If your game was or has gone free to play then there’s nothing to stop you picking up the game and seeing what’s happened. But if it’s pay to play, there’s a psychological barrier to you getting back in game – will you play it enough to warrant buying a whole month’s extra gaming time?

I’m sure this has been suggested before by someone else, but I think pay to play games need a level between not playing and buying a month’s sub. In the East, players pay for MMOs on the number of hours they play in internet cafes and a similar idea could be very popular in the West. In the situation above it’s going to be far more tempting to pay an amount less than a monthly sub, for a few hours of gametime that expires over a few months than to pay the subscription fee. Priced correctly, it would entice players to give a game another go while still being profitable for a business.

For example, lets say an average subscribed MMO player spends 3 evenings a week in their game, at 2 hours a time, making 24 hours a month in game for £10 (42p an hour). A company could also offer an option to buy 12 hours of game for £6 (50p an hour) that expires 3 months after purchase. An avid player will still buy the subscription as the best cost option for them. Those who want to try the game again or don’t play a lot could buy game time. I have a feeling this option may also be better for parents monitoring how much time their children spend in game. Course there’d have to be some way of stopping players entering long content if there’s only 15 mins left on their clock.

There’s quite a few ways forward with this system, like added value with subscriptions (veteran rewards), but I think it’s something that is missing from the gaming landscape. Getting players to try your game again is something a lot of developers do in the hope of translating that into purchases or subscriptions. Why wait to run another free weekend when you can offer a halfway house between the two that runs all year round?

 

This blog post was brought to you by the desire to play Aion again.

The Kneejerk Ranger Update Post

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The new blog post by ArenaNet (posted 60 mins ago!) gives a much needed update on the state of the game at this stage in development. As well as a clarification on cross-profession combos and the Engineer’s tool belt, there’s also a brief overview of changes that the pet has undergone.

Firstly Rangers now have 2 terrestrial and 2 aquatic pet slots, which can all also hold amphibious pets. Rangers can swap between them during combat, but the cooldown will increase if the pet was downed when the swap occurred. It’s an interesting mechanic – if you’re under pressure and your pet goes down, you can summon up a new one (perhaps more suitable) to help turn the tide. I like it.

Second, pets now have 2 new states – active and passive. Active meaning the pet will attack if you do, and passive meaning it won’t attack unless you order it to. I’ve asked for clarification on the trigger for when the pet starts attacking if it’s in active mode. If it waits until the Ranger’s first attack “lands” before starting to make its way to the enemy, the change is largely irrelevant. The state switches should have been if the pet starts attacking when the Ranger fires or when the arrow lands. If the pet is meant to be half your damage, it should be as effective as you are. Or we should all use Devourers which are ranged pets. I’ll update this post if I get a response.

Thirdly, pets are unlocked in families and have set skillbars. The skillbar change and consequential pet-for-situation change could have held back players a lot, so I’m glad ArenaNet have brought in family unlocks. If you capture a polar bear, the “bear” family will be unlocked for you and you can slot any members of that family. However, for a Ranger to be effective and flexible for set team situations (eg pvp with a pve character, dungeons) they will need to have all the pet families unlocked as well as having their utility skills unlocked like the other professions. I’m not saying that all pets should automatically be unlocked the second you capture one of them, but making them all different does force an extra barrier that is unique to Rangers.

Anyway, those are some initial thoughts. Looking forward to hearing yours.

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