Removing the World from Virtual Worlds

29 10 2009

Been reading the discussion of the WoW 3.3. patch and after being struck with alternating waves of “cool!” and “its about time!”, I was overcome with the feeling that a good portion of the “World” part of “World of Warcraft” just swirled down the drainhole.  To be fair, its been doing that by degrees for quite some time.

I’m truly torn watching these trends.  On the one hand, I greatly enjoy gaming sessions with a regular group of friends.  The socializer and achiever in me loves the efficiency that all of these travel and ancillary changes have wrought over time.  The explorer side of me, however, dies a little with each subsequent patch.
 
As our instance group has proven, even the most casual of players, playing only a scant few hours per week can progress through the game’s instanced content almost exclusively without setting foot on virtual terra firma outside of capital cities.  That of course was never our explicit intent, it was simply a reality due to the lowest common denominator time budget for our group members.
 
We wanted to run all the instances at level and the xp and gear from doing those instances was vastly superior to doing group “open world” content.  As its well known, open world group activity is penalized and seeing as we didn’t intend to play solo (nor was speed leveling the object of our efforts), solo questing wasn’t on the table.

The World Before Us
 
Most of our group had been playing together since December 2004 and had already experienced WoW 1.0 as it then lay before us– a large number of quests and zones to explore punctuated by reasonably challenging instanced content along the progression path to the level cap.  Quest chains led you to and fro across the continents chasing threads of storylines that conveniently intersected with various instances– instances that felt distant, dangerous and exotic. 

In some cases, getting to the instances felt like a bit of an adventure itself.  Scarlet Monestary beckoned well before you were able to purchase your first mount at level 40.  After running all the way from Southshore through Horde Territory, you were rewarded with a dangerous place in a hostile land, far from the nearest Alliance town.  Likewise, before Light’s Hope Chapel was made into a full Alliance quest hub, Stratholme was a dangerous place, far far from the safety and support of an Alliance town.  But to the intrepid went the rewards.  Dire Maul was on the far side of the world for Alliance.

Of course all this open world travel and adventuring took time.  Quite frankly, more time than many people enjoy or can afford.  If all a person can afford is about a two hour block of time to play and the dungeon may take close to that to run, then 45 minutes of inventory management, repairs, preparation and travel (x5 people) acts as an insurmountable gate to that content.
 
Mass Transit
 
Warlocks’ summoning spell was always a great help to get stragglers to the group.  Great if you had a warlock in your group and three members had already arrived to perform the ritual.  While convenient, it hardly shrank the world to a significant degree.  Likewise, Mage portals at best got you to the closest capital city.  Aftewards, you were on your own.

Multiflightpoint taxi travel also took the edge off of travel to far flung destinations, even though you still had to manage any boat travel connections manually.  At least you could bio and microwave your hotpocket while you AFK flew from Darnassus to Feathermoon Stronghold on your way to Dire Maul.

The ever maligned meeting stones were finally repurposed as group summoning stones. Now only two group members needed to be present to summon (though they were level restricted).

Portals in Shatrath and Dalaran (and in each capital city to the Dark Portal) eliminated the vast majority of the travel tax for most players.  Add some additional mage portal destinations and long distance taxi travel is all but eliminated.
 
Hearthstone cooldowns were reduced making them much more of a travel strategy rather than a one time “done for the night” utility.  Especially in conjuction with the city portals.

Once upon a time, you had to visit a battlemaster in a city or actually travel to Warsong Gulch, Arathi Basin or Alterac Valley to join a battleground instance (Do the other BGs other than Wintergrasp even have a world presence?).  Through successive patches, all that is now required is a wee click on the pvp button to queue for a battleground and be magically whisked into the disambiguated battleground instance, promptly to be returned whence you came upon the battle’s conclusion.

Patch 3.3 is effectively accomplishing the same thing with the sweeping changes to the LFG tool and the implementation of cross server instance groups.  As Nils reported a response in the comment’s to Tobold’s recent post: “YES!  I will never have to leave Dalaran again!”  Indeed.

The Incredible Shrinking MMO
 
I’m reminded of the recent success/failure of Warhammer’s disparate approach to the same problem.  Early on, the insta queue anywhere battlegrounds were the most efficient means of gaining xp and the most reliable way to find pvp which was lacking in a pvp oriented game.  There was something of a world out there, but for many it simply didn’t exist in any meaningful way.  Log in, queue, BG pops, go done, repeat until cap.

I’m also reminded of DDO which I’ve been revisiting a bit of late.  In many ways its the ultimate session play environment.  In DDO (like Guildwars), there is essentially no massive multiplayer world outside of the instances which are spawned as needed for a solo or group players.  In DDO, all progress comes from completing these instanced challenges too, so walking the earth like Caine and grinding on what you find there is pretty much nonexistent. 

All of these “improvements” increase social interaction but at the expense of the sense of a virtual world.  Maybe that’s what most people want.  Heck, I was lobbying for our group to pick up Guildwars or DDO as a follow on to our WoW instance efforts because of these features that would allow all of us to quickly and easily get into the group content we enjoy without all these hassles.

Can the mass market support a virtual world or are we relegated to a shiny 3d chat room with a right click adventure menu?  Yes, of course, with WoW, one can always choose to run, ride, fly or even walk to experience the virtual world.  That’s not the point here.  The question is, what will future massive games hold for us?

Will Blizzard’s next gen MMO adopt most of the grouping/travel paradigms that are evolving in WoW?  I recall reading somewhere about wormhole travel for the upcoming STO and I’m cautiously pessimistic.  Likewise for SW:TOR.  Game functionality tends to evolve convergently.  Functional solutions and popular features from earlier games tend to end up represented in subsequent games of the same genre.  Part of this is meeting consumer expectations and part of it is simply addressing a gameplay need for the player base. 
 
As much fun as group content can be, I can’t help feeling we are losing the world from our virtual worlds.  The increasing focus on the “endgame” only exacerbates the problem as the virtual world is reduced to a series of repeatable instance pinatas, all of which must be run and rerun to fuel the gear progression game.





Looking Back on 2008

24 12 2008

A few reflections on my gaming and blogging in 2008 with a few follow ups from last year’s post.

The Blog

On the stat line:

Total Hits: just over 100,000
Posts: 228
Comments: 825

My blogging has been a bit uneven this year which coincides with my equally unpredictable work pattern.  Feast or famine it seems, coupled with a few periods of just plain nothing much to say.

While the pace of my posting has remained about the same, its nice to see many more comments coming in.  Something I attribute largely to getting picked up on the VirginWorlds feeds and cross traffic from other friendly denizens of the blogosphere.

My top 5 referring sites were 1) VirginWorlds, 2) The Ancient Gaming Noob, 3) Tobold’s, 4) Kill Ten Rats and 5) Keen and Graev’s.  Many thanks to them and all who visit and comment.

Games in 2008

World of Warcraft. Our instance group slogged our way through The Burning Crusade to cap out at 70 just as burnout set in and before Warhammer released.  The group has been diligently pursuing its ultra casual, keep everyone together approach for more than two years at this point playing together just a few hours each week.  After diverting to WAR briefly, we are back in Azeroth with the Wrath of the Lich King where we’re having a good time.  I’m looking forward to continuing our weekly adventures with a great group of friends.

So far, Lich King has been much more of what I loved about the WoW 1.0 and much less of WoW 2.0.  Still, progress is fast and even for our group, we’ll likely cap long long before there is another WoW expansion on the horizon.

Eve Online. I’ve been mostly diligently pursuing my two box strategy with Eve having built my miner up to Hulk-capability and my hauler up to an Iteron V.  Along the way, I managed to get both pilots into Drake battlecruisers and have developed their social skills to the point where mission running and mining the mission spaces is a fun hybrid way to experience the game.

Wilhelm and Gaff and I were going great guns for a while but Gaff ran of to Norrath and then Middle Earth while Wil has caught the EQ2 bug on Guk.  So for now, I’ll continue to pursue my Eve objectives since it can be so forgiving of RL scheduling conflicts (the game you can play off line!).  Real time skill training FTW.

Everquest 2.  I was convinced to fire up EQ2 again as an alternative to WoW burnout and WAR disappointment.  Mrs. P and I followed multi boxing Gaff and Wilhelm to a new server and new guild where Jaye and Darren are resident.  Revelry and Honor is a wonderful group and they have a gorgeous guild hall.

Leveling is much accelerated since my last visit.  I was enjoying myself with this year’s offering The Shadow Odyssey until RL conflicts and the inevitable schedule chaos that are the holidays interrupted our adventures.  I’m on the fence whether to keep our EQ2 accounts going since I’m not playing very much and the horizon is a bit fuzzy in that regard.

Warhammer Online.  I had little enthusiasm for WAR until the open beta and then I fell for it.  It was certainly something quite different from WoW and EQ2 at exactly the right time for me.  Unfortunately, as the month wore on, performance issues and dubious design choices made clear that it just wasn’t going to be the next big thing.  The open world RvR, when it happened, was great, but the performance of the client and the incentives were too undeveloped or misconceived to make it a good fit for our group.

Pirates of the Burning Sea.  I beta’d PotBS and gave it a luke warm reception.  I really wanted to love this game, but it suffers/ed from a few serious design problems.  When I left the game, it was apparent that the fundamental port contention system was in desperate need of a complete overhaul.  Its a beautiful game and I intend on checking back in a bit, maybe with Station Access.  The thing that really killed it for me despite the rocky state was the the lack of a real open world feel to it.  Instanced battle rooms with questionable entry mechanics made it feel too much like a game of boxes.

Likewise, the much vaunted economy was seriously out of balance and, imho, poorly executed.  I’m still secretly hoping someone makes an MMO set in something like the 1600-1700 age of exploration/fighting age of sail era.  Eve with scurvy please.

Age of Conan.  I beta’d AoC and while parts were promising, it became clear that Funcom was rushing it out the door.  PvE underdeveloped, system requirements too high, PvP not really implemented as well as game breaking bugs meant I was going to pass before release.

LotRO.  Generally unplayed this year.  With Moria out, I’m almost convinced to hop in and join Gaff in his return to Middle Earth.  Time will be the limiting factor, but I do intend to see Moria at some point.

Games in 2009

I hate to say it, but after the disappointment of 2008, I’m not really looking forward to anything in particular.  I’m interested in what 38 Studio’s has going on.  I’m interested in what Guildwars 2 might be shaping up to be, but details on both of those have been scarce.

Likewise, I’m somewhat interested in watch the two most cursed IPs develop as well– Star Wars:  The Old Republic and Star Trek Online.  Both seem to be in capable hands, but if past is prologue, we’re doomed.

Goals for the Blog

Keep on keeping on.  The key to any kind of writing is to actually do it.  It gets easier and it (hopefully) gets better the more you do it.  I’ve been less concerned about my frequency of posting and generally pleased with quality and the type and number of comments I get.

A blog is a blog.  It doesn’t need to be a daily news feed unless you want it to be.

Goals for Gaming

I’ll completely rehash my last year’s goals because they STILL apply:

New Game #1. Find a game other than WoW in which to continue our group adventures. I love Thanksgiving, but I can’t eat turkey sandwiches everyday all year long. Some of us have a one game time budget, so it needs to be accessible and afford the opportunity to progress through the game in relatively small blocks of time– the mythical 2-hour casual gamer block maybe once or twice a week. If its that accessible, consider roping in some new blood for more fun and adventure. I’m not necessarily seeing anything on the horizon that fits the bill, but I’m willing to be surprised.

New Game #2. Find a game #2 that offers me a different experience than game #1 but that grabs me enough to cap out. I think you need to have a #2 that you can integrate into your game life in order not to burn out on game #1 or life for that matter.”

Thanks for visiting and Happy New Year!





Perpetual Litigation

11 12 2007

Ten Ton Hammer (and Cameron at Random Battle which is where I saw it) is reporting about the latest chapter in the Perpetual saga. In a nutshell, Perpetual’s PR company, Kohnke Communications, is suing them to get paid and alleging that they fraudulently transferred assets out of Perpetual before initiating the assignment for the benefit of creditors (which is, in greatly oversimplified terms, a common law bankruptcy) thus impoverishing Perpetual and thereby preventing them from paying Kohnke’s bill (at least in full). Lots of other stuff in there too, but that’s the main gist of it.

But why risk mischaracterizing it? Here is the actual complaint in full. Read it yourself here(pdf) and make your own conclusions. Keep in mind this is a complaint and the facts alleged are just that– the facts as alleged by the plaintiff in the case, not necessarily what they may be proven to be. My original post is here with some background.

Seems my speculation on Bildo’s site was pretty close to the mark. Seems Perpetual was playing it pretty close to the vest and being more than a little cute about what they were saying when they were saying it. If the facts in the complaint are true, then indeed the shell game occurred just prior to the assignment for the benefit of creditors, of which the filing of the notice by Gravity started this whole story.

[Update] For those of you scoring at home, P2 Entertainment, Inc., the entity to which the assets were alleged to have been transferred, appears to have been formed on October 3, 2007 according to the Delaware Secretary of State.

desosp2.jpg

The hits just keep on coming for Perpetual.

[Another update: I borked the original linked pdf. Its fixed now]





Perpetual Speculation: Warp Factor Four

27 11 2007

Lots and lots of so called information and speculation swirling today about the fate of Perpetual Entertainment, developer of now defunct Gods and Heroes: Rome (not) Rising and Star Trek: Online.  Perpetual’s fat has been in the fire for some time since it announced abruptly in October that it was in effect cancelling G&H.

Suffice it to say that it doesn’t take an industry guru to figure out things must have been going poorly, calling into question what the fate of the STO franchise might be.  More often than not, this mean not enough time or money to bring the project to fruition.

I’ve read some amazingly stupifyingly stupid things today which I wont grace with a link, but in interest of collecting some of the actual facts together, here is what we definitively know. 

This whole latest blogosphere brouhaha seems to have been initiated by the filing of a Form 6-K report with the U.S. Securities and Exchange Commission by Gravity Co. LTD., the South Korean company which describes itself as the developer and publisher of Ragnarok Online.  Read the whole thing here, its short.  The report is dated and was filed November 21, 2007.  I guess no one noticed earlier because of all the tryptophan circulating last week.

A Form 6-K report is a “periodic” report (i.e., something other than a quarterly or annual report) filed by a non-U.S. company which was securities traded on a U.S. exchange.  Over simplifying, its typically used to disclose material information about a company between reporting periods.  Gravity’s American Depositary Shares or ADRs are listed on Nasdaq under the ticker symbol: GRVY (there’s another turkey and tryptophan joke there, but I’m leaving it alone).  For you U.S. securities law junkies out there, a Form 6-K is basically a Form 8-K equivalent for a non-U.S. company.

According to the report, Gravity received a notice from Perpetual Entertainment on November 1 (which was dated October 16) that on October 10 (the day after the G&H cancellation announcement), Perpetual Entertainment had

…made a General Assignment for the Benefit of Creditors (the “Assignment”) to Perpetual (assignment for the benefit of the creditors), LLC (“Assignee”), a California limited liability company, as assignee, pursuant to California Law.  Pursuant to the Assignment, Perpetual transferred ownership of all of its rights in tangible and intangible assets (collectively, the “Assets”) to Assignee for liquidation. Assignee shall liquidate the Assets, wind down Perpetual, and distribute the net liquidation proceeds to creditors of Perpetual.

Try to stay with me here.  According the the California Secretary of State’s website, Perpetual (assignment for the benefit of the creditors), LLC (yes, that’s its legal name),  was formed September 27, 2007 (note the filing date before G&H cancellation) and lists 10250 Constellation Blvd, Suite 1700, Los Angeles, CA as its address.  This happens to be the address of Levene, Neill, Bender Rankin and Brill, a law firm specializing in bankrupcty and insolvency work, and very likely the law firm of the assignee. 

Michael Maidy is listed as agent for service of process at 101 University Avenue, Suite 100, in Palo Alto, CA.  Michael Maidy is a founder of and this is the address of Sherwood Partners, a business consulting firm specializing in tech company, uh, how shall we say, undertaking.  He is partners with Martin Pichinson who is a bit of a famous figure in the dot com undertaking world.  Particularly, Sherwood specializes in assisting companies in a process known as “ABCs” or assignments for the benefit of creditors.  An ABC is a procedure under state law, in this case California, which is sometimes known as a “common law” bankruptcy.  There’s a fair summary of the process on Sherwood’s website here.  Its used by a lot of VC backed companies to avoid delay, extra cost and the notoriety associated with public bankruptcy proceeding, though since the bust, business has been declining.  The process would have been to engage Sherwood, have them set up the LLC to serve as assignee which would be run by Sherwood.

That’s pretty much the facts that I’ve been able to find on short notice.  Here’s what I think it all means.  Investors backing Perpetual likely saw the writing on the wall and decided it was time to fish or cut bait.  In this case it meant going the ABC route rather than bankruptcy for all the reasons noted above and in the links.  The ABC process is voluntary, so the board would have to approve the process and the agreement with the assignee. 

These things can happen quickly, but not likely over night.  Probably, Perpetual’s board met and decided to engage Marty Pichinson and Sherwood Partners to handle the ABC.  Sherwood put the assignment docs together which were probably already approved by Perpetual’s board and executed after the G&H cancellation.

Perpetual cancelled G&H, assigned all of its assets to the LLC and the LLC started administering the sale process.  Note this is a sale of assets.  The assignee acts much like a trustee in a bankruptcy liquidation proceeding– marshall assets, notice creditors, administer claims.  This is essentially a fire sale.  Part of the process is to notify potential creditors to submit claims so they can be paid a portion, if any, of whatever the assignee can get for the assets.  That’s the notice Gravity received.

So, if someone wants to go in a buy G&H or STO (if the license would allow), I’m sure they can call Marty and put in a bid.  That we’re all just really hearing about it now is exactly why VC investors in tech companies like the ABC process.  If it were not for the public filings of companies like Gravity (fairly atypical, in this case), the next thing we would have heard was probably when someone acquired G&H or STO or both from the assignee, and then it would have been all done.

So far, it hasn’t been announced whether anyone will pickup G&H or STO or the people who were working on it, though that’s likely.  When is anyone’s guess…





Star Trek Online, Online at last: Devlog 1.0

24 07 2007

The biggest news about Star Trek Online of late is that the Great Barrier of complete silence has begun to crumble with the release of the first developer’s log. Read all about it here. Frustratingly near-nothing by way of actual news from Mike Stemmle, Story Lead for STO, but still an interesting read into the early process of world development and a minor showcase of dev toys. If I had those ultra cool tools to play with, I probably wouldn’t see the light of day for two years either. Still its at least good to know that Perpetual is Class M and shows signs of supporting life.