The Fallacy of Alpha

Dehydrated in the Rain

H1Z1 2015-01-16 18-52-34-64 Last night I was finally able to get in and play some H1Z1 and I have to say…  I am fairly impressed with what I have seen.  While the game world is not as pretty as the current generation of FPS games… there is a real world charm to it.  Everything feels bleak and gloomy befitting a world rampaged by the living dead.  I have been playing on the Willamette server which is of course a full on carebear server.  It is in fact the very last PVE server in the list, and I am not really sure what my logic was in doing that…  I likely would have been better off picking something in the middle as it seemed like a lot of other people thought the same thing as me.  When I spawned into the game I was quite literally in the middle of nowhere.  In all seriousness I spawned into a forest and walked to the nearest clearing… and could see the texture distortion of the “end of the world”.  On the positive however this belt on the far side of the forest was populated with nothing but blackberries… something that would come in handy later on.

The problem I have with the game so far is it feels like the deck is stacked too much against you.  There is a point in Minecraft where you can reach equilibrium, and are able to gather enough resources to allow you to explore with greater freedom.  In H1Z1 I felt like I was always moments away from death, really limiting how much I was able to go out and explore.  Which in itself is a catch 22… if you are not exploring, you are not finding resources, and therefore dying more quickly.  One of the most humorous things about the game is the dehydration gauge…  which continued to happily tick down as I was standing in the freaking rain.  I did figure out how to capture rain water with a bottle…  but the end result was “dirty water” which seemed a little counter intuitive.  In the real world if you are able to catch fresh rain water, that is about as pure as you can possibly get since our cycle of precipitation is a massive filtration system.

Zombies Mean Business

H1Z1 2015-01-16 18-15-53-37 Early on I found a branch, so that ended up being the first weapon I went out exploring with.  It was horrible but did more damage than my fists so in theory… a much better choice.  When I first encountered a zombie I was wandering back through the woods to try and find my way to civilization.  I was able to knock it down in a single blow of the branch, but it just laid there…  and I should have followed the “double tap” rule.  Instead it got right back up and proceeded to chomping on me.  I was able to kill it after a few more swings of the branch, but I found it far harder to avoid the attacks than say the zombies in 7 days to die.  In that game you can do this whole bob and weave motion and pretty much avoid taking any damage.  In H1Z1 if you tangle with a zombie… no matter how good the melee weapon you have…  you are going to take some damage.  Later on I found a Machete and a Combat Knife…  the best of which seemed to be the Machete because it was able to knock things down.  The Combat Knife technically did a lot more damage but it forced me to get closer to the zombies to stab them to death.

The biggest problem I had with zombies is the fact that they did not seem to drop shit.  Again I am used to 7 days to die, when zombies are a smorgasbord of interesting object for you to repurpose.  The zombies I killed… and ultimately I killed a lot of them…  only seemed to drop cloth scraps.  After some time I made my way to a city that was already swarming with other players.  At this point I was on the verge of starvation… only having found blackberries to eat, which do not offer much reprieve.  After a point I started feeling like a zombie myself, desperately looking for my next meal and finding nothing.  I am not sure if resources really are that scarce… or if the place had just been picked over by the other scavengers.  In any case the game play felt very dark and hopeless…  which I think is probably what Sony is going for.  There are a lot of issues with the world, but they seem to have a firm base to build upon.

The Fallacy of Alpha

H1Z1 2015-01-16 07-18-28-49 Everything about the world is in a state of flux at this point, because the game is in its Alpha state.  The problem is this word does not mean what it used to mean.  Alpha used to be this phase of the game limited to only friends of the company, when they worked out the game breaking bugs in private before letting progressively more players into the game turning it into beta.  We live in this strange world of “pay to alpha”, which to me means “not alpha at all”.  The Alpha phase was the one that was done internally that we have been watching for the last six months.  This phase that we are in now..  is simply a “broken release”.  I have various maxims that I live by, some of which are simple like “anything that gets in the way of me playing with my friends is bad” that no one can really argue with.  Others like “If you are taking money for your product, it is release” are probably the cause of some debate.  To me H1Z1 is a released game because they are actively taking player money for it.

The problem with the Alpha and Beta system is it acts merely as a shield for the developer to deflect criticism.  They can fall back on the bulwark of “its only alpha” to explain why things aren’t working the way players want them to work.  It gives them time to dodge and weave before the official reviews start showing up, since the Metacritic score has become this all important metric that is ultimately meaningless… but I can rant about my hatred of metacritic another day.  However if you are taking money for a product I feel like you are completely culpable for criticism.   I will always give SOE credit for the fact that both for Landmark and H1Z1 they have offered refunds for players who were angry about the product.  That said I feel it is still completely valid for me to complain about the things I feel are broken in an alpha product, and as such while some of them are absolutely hilarious… I feel like every single one of the almost 2700 negative reviews on steam are also valid.  Game developers have decided that opening up the alpha process gives them a trickle of money, and early exposure to build hype.  However they also have to realize that every action is being watched, they are on camera now and if they screw up… even if it IS supposedly alpha…  it now matters.

H1Z1 Early Access

Bel Folks Stuff #4 – An Evening with Petter

This month the Bel Folks Stuff podcast focuses on the amazing Petter Mårtensson.  Petter has been an extremely busy man, and has had a ton of side projects over the years.  In his normal fashion he even offered to guest on Aggrochat if we could ever work out the time zone issues.  Our listeners could know him from any number of places.  For several years he worked for the european gaming magazine GameReactor both as a writer and as an on-air anchor.  Similarly while dormant for several years, he is the man behind the Don’t Fear the Mutant blog.  On the podcasting front he has been extremely active in the CSICON network serving as a host on several different shows including Claims the Normal, Three MMOSketeers, Enochian Frequency and most recently Who’s Who.

In addition to all of this he was involved in creating the A Tale of Internet Spaceships documentary talking about the culture behind EVE online.  Now he is also writing a monthly Final Fantasy XIV column for MMOGames.  Like I said… he is an extremely busy man and I am thankful he took the time to sit down with me and have a length conversation…  mostly about non-gaming stuff.  I think the most interesting thing about the conversation was the delve into Futurism and the things we would love to see.  We also geeked out a bit about Doctor Who, which apparently is something that happens on every podcast now that he hosts the Who’s Who show.  Definitely was an interesting conversation, and I hope you all enjoy listening to it as much as I enjoyed recording it.

Listen to the Show

H1Z1 Early Access

H1Z1 2015-01-15 22-48-18-17 Yesterday Sony Online Entertainment launched the H1Z1 early access.  This was originally supposed to go live on Steam around noon, but various delays pushed it back into the late afternoon.  When I got home from work it was available and I figured $20 but satiate my curiosity was a fair price.  However the game apparently is very much “not quite ready for primetime”.  The above screen is what greeted me when finally after my World of Warcraft raid I fired the game back up.  Early in the evening I was not able to get into the server select screen at all so I guess in a way it is progress?  I am sure this is another case of “underestimated demand” and I seriously cannot blame them.  Throwing a game up on Steam early access as your initial forray into alpha… is pretty damned daring.  Right now the game has roughly 2000 reviews, roughly half of those are positive and half are negative, so if only a small fraction of the population comments…  that means they sold a ton of early access copies.

I love the concept of a zombie survival game…  the problem is I don’t want to have to deal with the world pvp aspect of games like Rust and Dayz.  So when this game was announced I had zero interest, until it was confirmed that there would be PVE only server environments at launch.  Hell I didn’t even mind that the original icon in the server browser list was a teddy bear.  I am a carebear, and I am okay with this notion.  While it is immature to taunt the player base that has proved to make up the overwhelming majority of MMO players…  I can deal with it.  I am sure H1Z1 is going to be a mess for the near future, but hopefully at some point it will be playable and interesting and allow me to play a base building game in a walking dead style world.  If it gives me that… then I am largely going to be happy with it and will consider it $20 well spent.

Mar’gok Attempts

Wow-64 2015-01-15 20-12-37-89 Early in the week on Tuesday we had a really phenomenal night or raiding, meaning we cleared 6/7 on normal and 2/7 on heroic.  This freed up last night to work entirely on Imperator Mar’gok.  While we got a bit of a late start due to key players running a bit behind, we accomplished just that, an entire night of attempts.  Mar’gok is one of those fights with a lot of moving parts, and it is simply going to take a lot of repetition before we have our “click moment” when everything falls into place.  We however did make good strides in that direction.  Essentially there is one transition that is wrecking us… that we need to figure out how to do more smoothly.  Once we have that transition down I think we will down the boss.  All of that said we did manage to start getting him down into the 40% range each time, which tells me we are likely on the cusp of victory.

It feels really good to be doing current content in World of Warcraft.  During my time back in Pandaria I attempted to raid with a group that was in theory several content patches behind.  There is just something demoralizing about doing that, and especially since we never seemed to make any real forward momentum that would lead me to believe that at any time we were likely to get to current content.  When LFR served as my primary source of upgrades…  I had to ask myself why was I even bothering with the constant nights of wiping.  This expansion however has been a completely different experience.  I really want to kill Mar’gok but I have the utmost confidence that we will, and likely before the Blackrock Foundry raid opens.  I am just bummed that I won’t be around Thursday night next week… because more than likely after reviewing the logs we will make some tweaks and finish this raid.

Band Back Together

Lackluster Milestone

This past week I have been pushing hard to meet a personal goal.  Inside FitBit on your profile page they have this little progress bar with a weekly goal of 70,000 steps.  So I have been pushing all week to try and hit 10,000 per day to make sure I could reach this goal.  I thought lights and buzzers would go off when I hit it, or at the very least I would earn a badge for it.  Problem is that we recorded the AggroChat podcast last night, and immediately afterwards we went for our evening walk.  When I got back in my mind was on the podcast that I needed to edit and I spent until well after midnight doing just that.  So by the time I actually came back to the website and checked my progress…  the bar was back at 0.  I never got to see the bar full, because I really wanted to take a screenshot of it.  Unfortunately however they have no mechanism to go back and see how you did the previous week…  seems like a massive design flaw.

Right now my 7 day average is over 11,000 steps and my total for last week is 79,818.  I have to just be at peace knowing that I did in fact accomplish the goal… even though there is nothing showing that I did.  The problem with the fitbit is it is also a double edged sword.  When things aren’t being tracked I just as quickly stop caring about the overall progress as I started.  I try my best to charge my band at work when I am not going to be walking around for a bit.  However at one point Friday I got up to go to the bathroom… and started to take the “long route” that involves basically walking the entire floor…  but stopped the moment I realized I didn’t have my band on.  If it was not getting recorded… it was immediately not worth the effort.  I know this is a jacked up way of looking at things, but anyone who has done one of these always on pedometers likely experiences the same thing.  I am somewhat disgusted with myself because this is only steps away from “food only being good if you took a picture of it”, but alas the positive effects of the fitbit far outweigh the negatives.

Band Back Together

Last night was a fairly monumental occasion because for the first time in a month we had our regular cast of hosts for the show.  Rae has officially decided that she no longer hates us…  even though she swears that she never actually did.  She has started employing the wonders of her phone and setting an alarm for recording time.  This week we talk about all sorts of interesting things.  Kodra is going to be out next week at Origins game fair in Columbus Ohio.  This con has a pretty proud tradition of competitive gaming and he is going there to participate in the regional for the My Little Pony card game.  We’ve talked about this TCG before, but Kodra gives us a nice long rundown of the two decks he is considering taking to the competition and the strong points of each.

We talk for a bit about the World of Warcraft Alpha launch and more specifically its timing.  Finding it really interesting that for the most part it has no NDA.  I am wondering if this is going to be the case for all new Blizzard games considering Hearthstone and Heroes of the Storm do not have NDAs associated with them either.  Finally we get around to talking about the real big event of the week…  all of us dipping our toes into Wildstar.  It was a really great show, and it was awesome to finally have the regular cast all in one place again.  Kodra introduced a new feature at the tail end of the show, where he, Rae and Ashgar talk about the League of Legends LCS games… and I sit in the background confused with nothing at all to add to the conversation.  That said I am going to try and watch a few games to see if I can get into it now that I am regularly playing league again on Thursday nights.

Shards Online

ShardsPreAlpha 2014-06-08 11-08-52-018 For the next several hours you can download and play the trial of Shards Online.  One of my good friends is on the community team for this game, so I have been promising for a bit that I would check it out.  At face value the game seems like the spiritual successor for Ultima Online.  Functionally playing it, it feels a lot like playing Neverwinter Nights mixed with a MOBA.  You essentially have the standard left click to attack auto abilities and then special abilities aligned to QWER.  Functionally it is a unity based game, so that means it should run well on multiple platforms.  The current client is pretty poorly optimized and on my laptop that has dual Nvidia 660 GTX video cards… I was only seeing around 30 frames per second.  However given time that should change as they optimize the settings.

ShardsPreAlpha 2014-06-08 10-52-36-268 The gameplay is really intuitive and straight forward, and for the most part I felt like I could take a number of mobs in the test shards.  The shards that are available are all significantly smaller than the final size, and designed simply to give a player a feeling for the gameplay.  The real promise to me is that players will be able to have a certain measure of control over their own game worlds.  In the days after I left Everquest, every so often I would dabble in the emulator server community.  I had insane amounts of fun redesigning zones and on one of my forays I completely reworked the way that  the entire butcher-block to crush bone sequence worked evening out the rough spots in the leveling curve and re-itemizing the entire thing.  I worked on bringing the Dark Elf influence to a higher effort with camps of actual Dark Elves scattered around the closer you got to crush bone.

ShardsPreAlpha 2014-06-08 10-51-24-355 So for me the promise of shards is that you can legally run your own server, and configure a community the way you want it.  That said I am not sure if this is a game for me.  I really do not like a click to move environment, and the graphics while charming feel like a throwback to an earlier era.  I simply do not have the nostalgia about Ultima Online that many players do.  I played a very small bit of it before finding Everquest and getting into that game.  So my “good old days” are not Ultima but instead a mixture of EQ, DAoC and Vanilla World of Warcraft.  As a result I feel like I am missing a piece of the charm that is this game.  For someone who pines for a return to the days of Ultima Online… I feel like this is your opportunity to get into a world and help shape it.  For me, it is just a really interesting novelty.

ShardsPreAlpha 2014-06-08 10-54-27-452 Shards is a game where you start out extremely weak and then build up your character over a number of painstaking levels.  As a result my desire to zerg rush camps and play action hero style caused me to see this screen a lot.  Not sure if there was really a death penalty other than having to wait for the release timer to tick down, but I died often enough to realize this is not my style of game in that aspect either.  I think it is going to be interesting and I hope we see a massive surge in funding thanks to the preview weekend.  I think the lackluster funding is mostly a side effect of kickstarter fatigue and the lack of kickstarter MMO projects that have actually released.  In a way however I also feel like Shards is a game for an earlier era, and is not really the type of game to appeal broadly to currently MMO gamers.  If you however want a trip down Ultima Online memory lane… this game is for you, and I hope you give it a try.

Elder Dungeons

H1Z1 Preview

h1n1 Yesterday was the big reveal of the new SOE game H1Z1.  While it should surprise no one… this is a zombie survival MMO.  With the name there is literally nothing else that it could have been.  Right now the details are pretty sketchy, but details are being collected on the official reddit.  It really looks like it is going to take what Rust and DayZ are doing, to the next level and make it massive and persistent.  While all of this intrigues me…  I think it is pretty much in the “not for me” camp.  I am amped about exploring a zombie filled world, and building bases with my friends to protect against the hordes.  Dealing with additional players in a PVP scenario in that same world… pretty much destroys my enjoyment.  Ultimately I am all about community and working together, and unless there is some unofficial co-operative server there really isn’t much pull for me.

I played quite a bit of the DayZ mod for Arma 2, but the thing that ultimately stopped me from playing it more was the fact that I didn’t need to worry about the zombies, but instead worry about getting sniped from a massive distance by other players.  I realize that it is more realistic to have players be fighting other players for survival, but in these games there are often times far more players in the world than zombies.  I feel like ultimately what I am looking for is State of Decay co-operative mode… which sadly is not in the cards.  I want to explore a purely PVE world with my friends, and scavenge from potentially NPC factions.  I guess the proof will be in the pudding and how things are set up.  What would really kill the game for me is if other players can loot your corpse, similar to DayZ.

So long as if I die to players I get to keep my progression and my inventory, I might be okay with this.  The other big concern is, that Smedley already talks about players coming along and burning down the bases of other players.  As a kid I loved to build with blocks, but it would piss me off when another kid would come along and knock down my intricate structure.  That is precisely what it feels like to me, when you have a base building game… that allows other players to come destroy yours.  Some time ago Smedley said there was another game on the horizon that SWG players would love.  I keep wondering if this is it, because it is supposed to have the whole player created town aspect.  Knowing what I know about the SWG community however, I don’t really see them being terribly enthralled by this.

The Evil Within

A game I have been watching with some interest for some time is The Evil Within.  Essentially it brings the world famous Shinji Mikami, creator of Resident Evil.  During the early days of the playstation, I absolutely ate up survival horror titles.  I played the shit out of Resident Evil, its sequel, Parasite Eve, and even Dino Crisis.  However for me the genre reached its peak with the release of the original Silent Hill.  There was something so perfect about that game and the way it blended between the relatively sedate “normal” world, and the absolutely twisted “nightmare” world.  The game absolutely blew me away from the opening chords of its theme song.  As the Resident Evil series wore on, it became ever repetitive and boring, as you rehashed the same old t-virus saga again and again.

What The Evil Within does is pair the mind of Shinji Mikami with the publishing might of Bethesda Softworks.  Now granted this is not the same team that brought us the Elder Scrolls, or even Fallout…  but so far they have managed to prove that when one of the Zenimax studios creates a title…  I am ultimately going to be interested in it.  The above trailer is brand new for Pax and I have to say I am super interested.  It feels far more like Silent Hill than Resident Evil, and this is an awesome thing to me.  I want another game where I wander around a nightmarish landscape that I can’t quite wrap my head around.  The title is slotted to ship at the end of August, and I am super excited about it.  If you loved the original Silent Hill as much as I did, I figure you have reason to be excited as well.  If nothing else the trailer is really freakin cool.

Elder Dungeons

Screenshot_20140408_195314 I finally put my finger on what exactly I am loving about the dungeons in Elder Scrolls Online.  In many ways it feels like a return to the dungeons of Everquest and Dark Age of Camelot.  World of Warcraft did something to MMOs that has seemed unrepairable until now.  It was really the first game to begin to treat dungeons as though they were wholly separate from the rest of the world.  It walled the dungeons off in instances, filled them with special dungeon mobs, and applied abilities to them that you would see in no place OTHER than a dungeon.  The dungeon became its own unique game, that required a completely different set of skills than play out in the world did.  Every game since the launch of World of Warcraft has taken this lead and filled their dungeons with “elites” that for the most part require players to focus fire them down, since an individual player could not possibly solo one at level.

This was not always the case, dungeons used to be filled with the same kinds of mobs you might encounter out in the “real” world, just in larger numbers and higher frequency.  So stepping into Elder Scrolls Online, I admit I was freaked out when we first encountered and 8 to 10 mob pull.  I am only now realizing that this is essentially the same 8 to 10 mobs you would encounter while roaming around the world.  What makes this challenging and not just “trash packs” is the fact that these mobs fight smarter.  From the moment you step into the dungeon, you encounter “group tactics”.  Healers will heal the lowest target, including other healers…  Necromancers will raise the dead, melee will go after your squishiest party members.  The mobs are treating you like dungeon encounters, and trying to take you down as a team.

What makes this so refreshing is that these tactics are not solely reserved for “dungeons” but the same kind of thing you start encountering as the game ramps up difficulty.  In Stormhaven it is getting rare that I am not involved in three or more mobs at a time.  Almost always this will include a healer of some sort, a “tank” of some sort and a “dps” of some sort.  The first time a mob tried to kite me, it was a really cool moment.  Why this is great is because Elder Scrolls is somehow managing to teach players the skills that they will need for later content, in the content they are actually playing.  So while yes, there is a massive learning curve… I feel like we will not have the same problems we have with the PUG scene in World of Warcraft in the eventual Elder Scrolls Online end game.  If you can make it through the veteran content, you likely can make it through any of the content in the game.

It is refreshing to have a game that does not try to coddle the player.  Shit happens, and if you do not react appropriately to it… you get punished and punished hard.  The game is not some brutal Dark Souls type experience, it plays fair and within a set of established rules… but even after playing it as long as I have… I still die, and die often.  I really look forward to the adventure zone combat, because it feels like it is going to be something akin to the old Everquest planes.  I loved breaking the plane of hate and the plane of fear, both of which were unforgiving and brutal… but also immensely rewarding.  While Craglorn sounds like it is much more structured than the planes were, it feels like it might offer a similar style of gameplay.  It will be a long while before I am Veteran Rank 10, but hopefully when I get there we will be able to wander about the zone finding adventure.

#H1Z1 #TheEvilWithin #CragLorn #ESO #ElderScrollsOnline