Tag: gaming

  • Deadlock Review – Who Asked For This?

    There’s something about shooters (FPS or third-person) that has led them to become one of the most popular types of games for as long as we’ve been able to put pixel to screen. Valve was and continues to be at the forefront of FPS development and can be somewhat to blame for the last decade of team-based shooters trying to bite Team Fortress 2’s success. Concord and Overwatch 2’s failures to launch make me wonder what the heck Valve is trying to do with their latest FPS project, Deadlock.

    Similar to Counter Strike and Team Fortress Classic, Dota 2 has also helped pushed Valve to the front of the ARTS space. Deadlock adopted much of the lessons that they’ve learned from the sequel to Defense of the Ancients and the sequel to Team Fortress to create a combination FPS ARTS. Deadlock’s current state of development reminds me a LOT of the state of the ARTS scene prior to the release of League of Legends. Valve is clearly playing it very safe, but at the same time, they are fusing two genres together in a way that doesn’t speak to a team trying to replicate the success of Riot Games in the 2010s.

    If Valve’s goal is to capture the wave of casual players that gave Tencent a reason to buy Riot Games in the first place, I don’t think that Deadlock will succeed. Not only is it more similar to Dota 2, which leans more complex and competitive, but the hybrid nature of the game will likely present too many barriers to entry for those who would prefer to cosplay or draw fan art than to grind ranked. In this regard, Marvel Rivals has Deadlock beat. Having to find five other players to play with is enough of a hassle, never mind having to aim, plan item builds, and coordinate with those team mates to achieve collective goals.

    If the goal is to create a new FPS that competes with games like Team Fortress 2, Apex Legends, or Counter Strike, then why is so much of the game focused on aspects other than aiming at your opponent and shooting them? So far, it feels that Deadlock borrows about 70% of its DNA from Dota and the remaining 30% from Team Fortress 2. This leads to drastic shifts in survivability, damage output, and utility can change how the game is played through its different phases and between matches. I don’t assume to speak for all FPS players, but it feels like they generally prefer the mechanical core of their games to be more in focus than what some might call “fluff.” I don’t see why an FPS player would pick Deadlock over a game that actually values the skills and abilities that they’ve specifically honed.

    At the end of the day, Deadlock will either end up as an ARTS with guns or an FPS with special abilities, and I don’t suspect either will be able to necessarily bridge the gap between the genres. I also don’t think more of a combination of the two styles of games will be all that appealing after a while. When I played Counter Strike mods that included special abilities back in the day, I preferred that they assisted me in accomplishing my goals of shooting my opponents and not getting shot myself rather than supplementing the traditional gameplan of an FPS with spinning around like a cartoon character or putting up giant walls to block my opponents only path of retreat. That shit is whack as hell.

  • “It’s Just a Game”: How to Avoid Annoying Your Online Audience to Death

    “It’s Just a Game”: How to Avoid Annoying Your Online Audience to Death

    Understanding how your online multiplayer game may be used to abuse your player base by bad apples is a key component to keeping a healthy audience of friendly, inclusive, and happy players. If you find your audience begin to skew more toxic and angry, take a look at your game and what elements may be specifically abrasive when played by someone who wants to ruin the fun for everyone else.

    Games are not meant to be taken too seriously. There’s a reason that little league baseball diamonds have signs to warn parents against getting too heated during their child’s game. That being said, it is human to take something one is passionate about to heart. Telling folks that “it’s just a game” is often an unhelpful dismissal of the experience that person is having, especially in instances where the game design itself is to blame for the player’s frustrations. Keep in mind, a developer’s job is to evoke specific emotions: it is not the player’s job to be in the right mindset or react appropriately.

    Giving players the chance to chat with one another is becoming increasingly unnecessary as accessibility features progress rapidly. Context specific pinging systems, canned alerts, and emojis offer plenty of chances for players to interact without the chance of them throwing slurs and insults at one another. Let folks communicate through their favorite VoIP application with people they like and keep in-game communication as an options for players to opt in for instead of having it as a default setting.

    “I love being an annoying prick in online games, especially when I’m better than my opponent. Do I think that’s a particularly pleasant personality trait? Hell no!”

    Bad actors can use more than just communication tools to troll and goad other players; specific game designs can often be abused, if not used as intended, to annoy and frustrate opponents. This is an established tactic in all competitive games, but there is a reason that competitive poker players are limited in how they can interact with the other players at the table. A good litmus test for whether a mechanic could potentially be used as a psychological shiv against others is for designers to playtest with competitive players rather than with other developers. Letting more invested players beat your ass by wiping your mental stack and making you want to punch your monitor can be an effective way to iron out these kinds of tools.

    Animations, aesthetics, and sounds can also be used by players to annoy and frustrate others. Anyone who has played a particularly spicy Jigglypuff player in Smash Bros. knows how old it gets to hear them taunt repeatedly from across the stage. Costumes and cosmetics can be specifically tailored to vex opponents just as easily. Mortal Kombat’s fatalities are infamous for causing players to turn off their game in anger. Were they just as bad back in the arcades? Probably, but being online only exacerbates the issue.

    There is a long precedent of both games that lean into aggressive behavior and avert negative play experiences through clever design. Mortal Kombat 1 is an example of playing both sides: players can brutally disembowel each other post-match but attempting to tea-bag one’s opponent will result in an innocuous taunt instead. NetherRealm Studios also made the baffling decision to let players chat over VoIP by default. Apex Legends does a stellar job of encouraging interaction between team mates without requiring them to communicate verbally or through chat. Most games don’t even allow randomly matchmade opponents to chat with one another, but even canned messages and emojis can be abused. At the end of the day, there is nothing to replace community moderation, but developers have plenty of tools in their repertoire to avert a player’s influence over others’ emotional wellbeing.

    Each piece of your design can and will be used against other players by bad actors if you let them. I should know… I love being an annoying prick in online games, especially when I’m better than my opponent. Do I think that’s a particularly pleasant personality trait? Hell no! There will always be a place for people like me in online games, but it should be a result of intentional design and not an accidental byproduct of innocent intentions. Keep in mind how players will play your game beyond the boundaries of your expectations and help avoid tensions among players by resolving those pain points before they become cudgels used to beat your audience into submission.

  • Real-Time Strategy Expectations Versus Reality

    Real-Time Strategy Expectations Versus Reality

    Player expectations can vary depending on a myriad of variables too varied to count. As a child, I was drawn to the “sexier” elements of real-time strategy games like Starcraft, Warcraft, Command & Conquer, and Age of Empires, such as building a giant army and watching it clash against my opponent’s. Without a clue as to what competitive gameplay looked like and high on passion for the more simulation-style elements of the genre, I struggled to grasp what made these games tick. Watching high-level competitive matches of Starcraft: Brood War and Warcraft 3: The Frozen Throne as an adult has exposed the vast chasm between my expectations as a younger player and the reality of winning an actual match online.

    How to Play Terran – Starcraft: Brood War

    I was originally drawn to the cowboys-in-space fantasy that Terran represented; lining tanks up and bombarding enemies with nuclear bombs seemed like cool enough tactics to make the game worth playing as a Timmy/Johnny hybrid. Siege Tanks are undoubtedly one of the most important units in the Terran arsenal, but my least favorite unit has now become the one piece I rely on most in 99% of my own matches.

    The Vulture is an unassuming hovercycle with a grenade launcher and the ability to plant land mines that chase nearby enemies and provide surveillance of the surrounding area. Without much armor and a short attack range, I originally thought that they were primarily a scout unit without much extra utility. Watching any competitive Starcraft: Brood War game with Terran will quickly reveal just how important they are to the race’s game plan. Not only do they provide lightning-fast scouting, but their mines are some of the best area denial and vision abilities in the game. In small numbers, Vultures are vicious harassing units and they also pack quite a punch in larger groups.

    Warcraft 3 is Not an Army Simulator

    Although I played a lot of Starcraft, Warcraft 3 is my favorite game of all time and played a significant part in my childhood entertainment. That being said, none of my Warcraft 3 “ladder” matches involved any of the key components of competitive Warcraft: micro, efficient creeping, harassing, and unit diversity. My goal was often to mass a specific unit and smash my head on the keyword in an attempt to appeal to the almighty random number generator. Not only is high-level Warcraft 3 more about leveling Heroes, but armies are often small, varied groups of units that play off of each other’s strengths.

    I now realize that heroes that are generally considered great choices are completely opposite to the ones I liked most and for completely different reasons. Splashy and dramatic spells pale in comparison to the ability to summon “more dudes” to fight your opponent. The Farseer, Firelord, and other summoners dominate the competitive landscape together with heroes who provide passive benefits to their armies like the Death Knight and the Keeper of the Grove. Having more boots on the ground in a game about small skirmishing armies makes sense to me as an adult, but it was completely lost on me as a child.

    There was a reason I played more custom games than ladder matches, but as an adult, I now fully appreciate the value of a Circlet of Nobility. Minor stat benefits aren’t often attractive to Timmy or Johnny, but I’ve aged into being more of a Spike in my early 30s. Despite Blizzard’s downfall and the demise of Warcraft 3: Reforged, I suspect I’ll be playing Warcraft 3, Starcraft: Brood War, and other real-time strategy games in the future.

    Speaking of which, I just helped fund Zero Space, a new RTS game that seems to land somewhere in between Starcraft, Warcraft, and Warhammer: Dawn of War. Check it out on Steam and Kickstarter.

  • World of Warcraft: Classic Will Outlive Retail & Its Clones

    World of Warcraft: Classic Will Outlive Retail & Its Clones

    World of Warcraft, the 800 lb gorilla of the MMORPG industry, has gained renewed popularity with the release of World of Warcraft: Classic, its subsequent expansions, and novelty servers. Even as the ashes of Activision Blizzard’s public reputation continue to smolder, Warcraft persists almost twenty years after its release. Despite having a new ‘retail’ expansion on the horizon, it feels that the longevity of WoW Vanilla will outlast not just its competition but its progeny as well whether Blizzard wants it to or not.

    Winter is Coming

    Massively multiplayer online role-playing games, like World of Warcraft, and Winter go together like blueberries and pie. For those living far enough from the equator for it to matter, the holiday season is cold, dark, and often lonely. Fantastic worlds of wonder and magic offer players an escape from their troubles and a “third place” to gather with other like-minded individuals. In search of a virtual world to make my home for the winter, I shuffled through my collection of MMORPGs to see what the space had to offer in 2023.

    Clearly, Final Fantasy is doing just fine. It’s not my cup of tea, but I’m glad folks are enjoying it and I wish I liked it more. Retail WoW offers me none of the joy that brought me to the scene as a child. Several new IPs have come and gone since I last paid for a Warcraft subscription, Wildstar, Rift, and Star Wars the Old Republic to name a few. The ones that were lucky enough to be put into maintenance mode offer me even less than World of Warcraft: the War Within. Other survivors market themselves as drastically different experiences, some attempting to recreate the magic of Ultima Online and others adopting a more action-oriented approach to combat. None of these experiences capture the fantasy of a massively multiplayer role-playing game: they’re unabashedly selling a product, showering new players in meaningless trinkets, and offering plenty more at the cost of an active monthly subscription.

    More Money, More Problems

    Money makes the world go round, but that’s not an excuse for bad game design. In an attempt to capture the success of World of Warcraft: Wrath of the Lich King, many competitors rushed out similar products without realizing what made the original worth its weight in gorilla. With employee turnover, the ravages of time, and some level of incompetence, Blizzard eventually began acting more like one of its own competitors rather than the company that launched the World of Warcraft back in 2004.

    Deathwing helped reshape Blizzard as well as Azeroth.

    Beginning with WoW: Cataclysm, it was clear that the world had changed, but not for the better. Blizzard stubbornly fought against private servers and their administrators for years, openly admitting that they thought they knew better than their fanbase. What they really knew is that, if players got what they really wanted, the stockholders would lose money. The original World of Warcraft was such a well-made carrot-on-a-stick that the players seem to prefer it over whatever gold-plated turd Activision Blizzard continues to serve their retail subscribers. Conceding to the inevitable, they eventually released their own vanilla servers called World of Warcraft: Classic.

    Exploring the World

    What is it about the original Azeroth that keeps players coming back? The “World.” Every other game, more modern expansions included, attempted to copy the success of WoW but forgot that the staying power of an MMO lies in its core fantasy. In World of Warcraft, the player starts off as a meager adventurer and must travel, go on quests, and meet other players and virtual characters. Reaching the max level in Vanilla was not the be-all-end-all goal popularized by later expansions. Role-playing, traversing the world, and chatting with other players are some of the most fulfilling experiences that MMORPGs uniquely offer, yet the industry quickly shifted to focus on end-game dungeoneering and selling premium fashion via microtransactions.

    Keeping the magic of an MMORPG can be a daunting task given they are intrinsically designed to keep the player playing as long as possible to soak up as many subscription fees as possible. Whatever Stockholm Syndrome that MMO fans suffer from comes with the urge to go back to the familiar and continue adventuring, but the illusion fades quickly once the player looks behind the metaphorical curtain. Despite the risk of scams, bots, and server admin drama, players flock to private servers to cut out the middleman and enjoy their favorite game however they want to.

    World of Warcraft is worth replaying over and over because there is enough going on across both continents to keep any sane person engaged for years. The game was designed to be explored. Even the most common form of fast travel, flight paths, zeppelins, and boats, force the player to stop and smell the roses. Open-world games are about setting one’s own goals, so results may vary, but as long as a player is comfortable making their own path, they’ll have plenty of adventuring to do.

    Retail World of Warcraft and plenty of other MMOs fail to fulfill their fantasies from the beginning; not only can players pay for max-level characters but they hardly start out as lowly adventurers. I have no interest in paying to become a renowned warlord of a virtual realm; A. because it saps the “accomplishment” of all its meaning and B. without meaning, there’s no point in spending my time chasing the proverbial carrot. Any game that offers a free max level boost on their in-game shop is conceding that a majority of the “game” is worth paying hard-earned cash to skip.

    World of Warcraft: Classic offers an experience that no other MMO can; everything matters (within reason). Delving into a modern MMORPG often involves dodging landmines and trying to avoid any gameplay that is outdated, underdeveloped, or otherwise obsolete. It’s a tedious process that WoW Vanilla avoids by being a time capsule of a better time rather than a half-baked hedonistic treadmill meant to milk players for every cent they’re worth. Cataclysm marked a clear delineation between the old Blizzard and the new; not only could you not go back to the old Azeroth anymore, but most of the Burning Crusade and Wrath of the Lich King (two popular expansions) became irrelevant. WoW Vanilla, TBC, and WoTLK give players a clear beginning and end with a static playing field to explore without fear of mistakenly playing a part of the game that no longer matters. Blizzard proved that plenty of players are willing to pay their developers to stop developing their games for the sake of endless growth and stockholder earnings.

    What do you think? Are there other MMORPGs that are doing something new and interesting? Let me know in the comments below.

  • Marvel Crisis Protocol – A New Hope for Tabletop Game Design

    Marvel Crisis Protocol – A New Hope for Tabletop Game Design

    Atomic Mass Games’ first entry into the tabletop skirmish arena Marvel Crisis Protocol stands apart from its peers at first blush. Not only is it based on Disney’s third most popular intellectual property, but MCP manages to be simple to play without speaking down to its players.

    Marvel Crisis Protocol epitomizes the tabletop skirmish game by giving players a short but engaging experience with just enough tools to create memorable moments and flex their strategic muscles. There aren’t a variety of play styles that segment the community between casual, narrative, and competitive players. Each game of MCP is played with the same ruleset.

    This accomplishment is especially important given the legacy of tabletop wargaming’s biggest model company. Games Workshop notoriously operates as a model making company first and a games company second. It’s taken AMG less than 3 years to create a tabletop strategy game that rivals the industry’s 800lb gorilla, but the question still remains whether their rise in popularity will last. For now, Marvel Crisis Protocol has become my favorite tabletop skirmish game and a mainstay at tabletop gaming conventions the world over.

    The catch is that I love MCP for a lot of the same reasons I disliked it at first blush. I’m a vocal proponent of low-component games or games that use components that gamers have access to already. Marvel utilizes proprietary 8-sided dice and measurement tools while also requiring at least 10 terrain pieces of various shapes and sizes. A lot of my concerns were quickly remedied by the existence of the original core set that provides all of the tools and terrain necessary to play. Is it a shame that folks need to buy a large box product to enjoy the game? Partially, but the core box is set up as a significant loss leader for AMG; it offers a lot of product at a discount to get folks into the game and make up the difference in return patronage.

    Now that a second core set is rapidly approaching (scheduled for an October release), Marvel Crisis Protocol doesn’t seem to be going away anytime soon. One of the most frequent compliments I’ve heard thus far is that the newer range of models from AMG represent a clear leap forward in model design, quality, and assembly. As a newer player, I was initially taken aback given just how great the original core box is, but I understand now that the difference is more in design philosophy rather than overall fidelity.

    The original core box is great for anyone who enjoys models that can take a beating and keep on kicking. More reliable than dynamic, the original Marvel Crisis Protocol models rely on heroic albeit static poses; Captain America is leading the charge but most are standing flat footed with hands on their proverbial hips. This means that even the most novice tabletop gamer can have fun without worrying about breaking their new toys.

    More modern miniatures show Marvel’s finest superheroes flying or jumping off of debris or enemy. The few over designed ones, like Carnage or Malekith, can be tricky to build and even more finicky to play. That shouldn’t be anything new to fans of Warhammer, but it showcases how too much of a good thing can be bad.

    Thankfully, AMG’s signature skirmish game captures its players attention during each step of tabletop gaming journey. From assembly to playing with painted models on the table, Marvel shines as a beacon of hope for the future of non-Games Workshop properties.

    Similar to games like Magic the Gathering and Warcry, it can often be just as fun to talk about and build squads as it is to play MCP. The out of game experience benefits greatly from the fashion in which factions are developed. Specific characters have leadership abilities that can be accessed by gathering a squad consisting of at least half that faction’s members. Instead of selecting an army in Warhammer, Marvel’s team building system allows each model to be a potential member of any squad. Each model is packaged with at least one other model, so each purchase offers the opportunity for further team building exploration.

    Not everything is rainbows and sunshine in Marvel land, but Atomic Mass Games has proven their ability to create stellar miniatures and games to go along with them. With their fourth anniversary on the horizon, I look forward to seeing what Marvel Crisis Protocol has to offer in the future.