Thursday, April 3, 2014

What I hope to see in patch notes pt.5

Topic 5 : Items 


Man, I can't believe I'm up to part 5 already. This was originally supposed to be a 10 part series, but looking at the topics I had originally, and the ones that keep seeming to just show up, who knows where this will end. Anyways, let's keep this train going, shall we? 
(As always, here are some links to Part 1, Part 2, Part 3, and Part 4, just in case you want to do some back reading.)

Thanks to my recent binges of Diablo3:RoS, I've been thinking a lot lately about the concept of the skinner box as well as Premack's Principle. Without getting too wrapped up in behavior psychology (You can read the links if you're really into it), the Skinner Box is basically a way to condition behavior through reward or punishment and the Premack Principle is the idea that people will do something less desirable to reach something more desirable. 

Both of these concepts are pretty central to gaming. In combination with pixels they essentially lay the ground work for a reward structure that keep people playing. I'm not going to go into a debate about the ethical nature of using these behavior psychology tricks to keep people coming back, but what I do what to talk about is how these reward structures have impacted my perspectives on WoW Items and gaming in general.  
So let's talk about games. This idea started with frustrations over the item rarity system used in WoW, I couldn't define it at first, but after reading about the Premack Principle, it turns out that if you take someone who's really into candy, and say "If you eat this candy, you get to play pinball after!" they aren't very interested in the pinball at all. Yet if you switch it around, they will gladly play pinball to get to the candy. Seems pretty simple and obvious right? I thought so too. But when I made the connection here with WoW and it's item reward structure, things became more clear. 

In recent years, all the rage with wow item design is the "item level". I make no effort to hide that I'm not a fan of item level. I feel like it's a weak solution to fix a poorly designed item reward structure. Obtaining the best items is generally the end goal of a game, and WoW is no exception. As long as there are better items out there a player should be motivated to keep moving forward and actively progressing their character. The problem here is that item level allows for a chasm of difference in player power between two epic items. This gap is much, much larger than the gap between two items of different rarities. The difference between an uncommon item and a rare item is often pretty small. As is the difference between a rare item and an epic item of relative similar item level. But the difference between two epic items can be the grand canyon. 

But what's wrong with that right? I mean, people like getting epics, people like feeling like they are doing well and that they are awesome and that they have the best gear type you can get, right? Right. They do. But looking at Premack, you can see that people will forgo a less desirable reward if they obtain the more desirable reward first. In my personal experience with multiple level 90 characters, I'll gladly work by doing dungeons, raids, timeless isle, or whatever other content to replace a blue item with an epic. But to replace an epic with another epic? Nah, not so much. I often rationalize this with thoughts like "Finally all epics", or things like "This one epic upgrade won't make a big difference." Meanwhile going from a blue to a purple feels amazing. In essence going from epic to epic actually takes away from my drive to keep playing. I consciously know that there are better epics out there, but i'm already all purple right? You could actually argue that giving me epics early and replacing my current epics with more epics has the potential of taking gameplay away from me. Because the items just aren't different enough for me to really truly care. 

I think a large part of this is the mental categorization of items. Since item rarity and item level are decoupled from each other you can't really define a "better item" with one or the other. Is an ilvl 500 uncommon better than an ilvl 450 epic? All of these answers exist in the math, and if you know the math it's really not that complicated of a system. But I don't want to do math, I want to play the game. I once heard a highly respected game designer say "if your game isn't about math, then don't make me do math."

I've seen some effort to help further categorize items with "tags" in recent years. And epic item may have a "Raid Finder" or a "Warforged" tag on it. In my mind this is a step in the right direction, as it allows for some level of differentiation between two items that, at first glance, are of the same rarity. But it's just not enough to make me willing to play that pinball for some other candy, when I already have a stockpile of candy you gave me before. (Boy, this candy/pinball reference is going to get old quick. ><) 

In addition to looking at rarity and item level here we also have to take into account that WoW is a progressive game. There will always be another patch, there will always be new dungeons and another raid on the horizon. So we run into the dilemma of "I want to reward people for getting to the top of this content with epics. But when new content comes out, I have to give them new epics for reaching the top. So let's make the new epics radically more powerful to motivate people to not be content in their current epics." This is what leaves us with the radical power gaps we see now. The developers are forcing themselves to make the new items radically more powerful to convince players that the new candy is worth playing pinball for. 

I feel like the most obvious solution here would be to reduce the item rarity of items as patches happen. I could see that being a functional solution from a mechanical standpoint. If every item dropped one rarity on every patch, it would be clear that people have new content to obtain new power. But it's also a solution that just feels shitty. Having all of my epic items, the representation of my hard work, being downgraded to rares feels like the game developers are taking something away from me. We can consciously rationalize all day about how it's better for the game, and how it keeps us motivated to keep playing, to keep seeking new heights and challenges, etc, but in the end it feels like I'm being punished.

I think the tags system is a potential solution, but needs to be taken a bit further. In my mind, a small green tag just isn't enough to motivate me to seek the next level of reward. Item rarity is great because it allows me to identify my gear level, or someone else's gear level at a glance. I can compare our efforts with a once second glance over an armory page or an inspection screen. I should be able to just glance at someone's armory and have a rough idea of their investment and current status in the eternal grind.

So what do I want here? After all this blog series is about what I want to see in wow patch notes, not just me bitching about how things work now. Honestly, the designer side of me really wants the item rarity shift to happen, but the gamer side of me hates that idea. I think tags are a good start, but that the tags need to be more visible, and need to shift with content. What if every patch had green, blue, and purple items representing different levels of content achievement (Green = world or dungeon items, Blue = rare dungeon items/LFR items, purple = Raid items) and the current tier of items included an icon in the item name? Sometime simple like a star could work. I really want the tag to be up-front and visible immediately. I want to see the star in the corner of item icons on the armory, or in front of the item name when items are linked. I want to be able to glance at someone's profile, and within a split second know "OK, they have full epics, and they are all current tier. nice."

Hell you could even combine the two concepts. add a yellow item rarity for the tippy top heroic raiders that turns into epic when the next tier is released. I think people would be more responsive to the system if it were introduced with the expectations up front. One thing people love to do in WoW is show off. Showing off has value in the world of Azeroth. It let's the people at the top feel prideful over their achievements, and it gives people who are still advancing their characters something to strive for. Something to say "I'm going to have that one day." I remember feeling this exact emotion while leveling in classic wow, seeing people link epic items in chat. I thought to myself "someday, I'll have those epics!" Now that I do, I feel like there's nowhere to go. Now if heroic raiders, linked yellow items, and I'm wearing purple items... well... that just might make me want to obtain some yellow items.

In writing this, I keep thinking about cars and relating them to in-game items. I think of item rarity like the body design of a car, and the ilvl as the engines. You can have a ferarri engine, but if your car looks the same at a glance to mine, I'm really not impressed. Sure, your car will destroy mine in a race, but unless we're at the race track, I can't really tell. Your car may say "super charged" or "god mode" on it, but when we pass on the street, we pretty much look the same. That's sort of I see item rarity and ilvl. Make my car look better, because it is. Give my awesome engine the up-front, at a glance, appeal it deserves.

What I don't want, is some ambiguous number that means nothing to me without a frame of reference. 

Friday, March 21, 2014

What I hope to see in patch notes pt.4

Topic 4 : Cooperative Abilities and Mechanics


Woop, I found some free time again, so let’s keep this train going!
(Links to Part 1, Part 2, and Part 3, just in case you want to catch up.)

Today I want to talk about cooperation in group play and how the game itself could encourage that and reward players for participation.

This is not a new concept at all, it’s something we’ve seen tons in the past leading up to our current gaming landscape, Chrono Trigger had itsTechs, fighting games have longsince seen group attacks, and we’ve even seen this done in MMO games like FFXI. We've also seen MMO games implement this in a way that I felt missed the mark. Put in its simplest terms it’s a way to reward people for working together. 

Having played ffxi for a few years, I’m quite familiar with their implementation of the system. This game had a third, resource called TP that was built during combat, upon reaching a set amount of TP the player had an option of spending their accumulated TP for a powerful attack called a weaponskill. After a weaponskill was used on an enemy, there was a small window where if another weaponskill (with the appropriate elemental property) were used, it would chain together and add bonus damage, then cause another window for a third participant. The more attacks that were chained, the more powerful each step became. This system was extremely rewarding and allowed for involvement from all party members, even healers and tanks could get involved in to the chain by casting spells of the appropriate element at the right times.

Chrono Trigger on the other hand was a single player game, but using the techs allowed for special abilities to be completed by having your party members attack in tandem. You could have the caster character imbue the fighter’s sword with flames and proceed to unleash a large and powerful flame attack on all of your enemies. They called them “techs”, and you’d be hard pressed to find a chrono trigger fan who didn’t have their own, personal, favorite techs from the game.

Regardless of how it’s implemented, the general concepts of “two or more people working together is stronger than a single person’s actions” remains a pretty enjoyable thing to participate in as well as being extremely rewarding to execute. So my question is, why don’t we see this in more mmo games? By their very nature mmo games seek to make group play center to their worlds. There are group activities, and a group is unquestionably stronger than a solo players. You could argue that group play by it’s very nature is creating this team work and that simply by having a healer you’re making your tank and dps classes more effective. While that is an unquestionably true statement, it’s also pretty boring. Being in a group in most modern mmo’s you’re still only really doing things that your able to do solo, you’re stabbing the boss, controlling the monster’s positioning, or keeping healt hbars in the black, all of which is general gameplay that people can and do while playing solo. What these cooperative systems add is a new layer of involvement focused around what your group members are doing and what they are capable of.

Plus, it’s awesome. It feels good to see your character doing something cool and powerful. It’s rewarding to see the completed result of something you know you contributed too. It’s fulfilling to know you’re your group couldn’t have done that without your involvement.
There are so many ways it could be implemented. Why can’t we go the chrono trigger route and have a mage jump on a warriors back and both of their attacks become enhanced for a few seconds? Why can’t a healer launch an orb of energy that attaches to a player and mimics one attack before moving to another ally at random, then after bouncing to 5 or 10 allies the healer can redirect the orb to unleash its latent energy (multiplied by number of successful jumps) on a boss? Maybe a tank opens up a “window of opportunity” debuff on a boss that only responds to a fire attack, once hit with a fire attack, the window changes itself to requiring a poison attack, if each person in the group participates the debuff explodes with a massive amount of damage.

These abilities could also be quite interesting in a pvp environment. If a tank were able to apply this “window of opportunity” to an opponent, suddenly the target’s defensive priorities change. “Oh crap, if I get hit by that mage in the next 3 seconds, I’m in trouble.” Forcing the player to reassess the threat from each member of the opponent’s team and change their play to appropriately handle the debuff. Or in the case of tandem attacks (the mage jumps on the warriors back), people are forced to go into a risk v reward decision. This could be a dangerous mave as now two members of the team are in the same place, sacrificing any ability to flank or misdirect the opponent and making your own team more vulnerable by putting two health bars in one place. But ooh that big damage might be worth it.


Put simply, I really want to be able to do some cool group moves that I can’t do while I play solo. I want to feel my group in my gameplay. I want to be rewarded for participating in group game play. I want to piggyback my classes specialties on those of my group members. I don’t want to feel like I’m playing alone, even when I’m in a group. 

Sunday, March 16, 2014

What I hope to see in patch notes pt.3

Hey, You’re back! Thanks for that.
(If you’re interested, here are links to Topic 1 and Topic 2.)

Topic 3 : Questing for Me. Not for everyone. 

*Let me apologize in advance if anything here is poorly written or hard to follow. I've been coming down with something past 48 hours and it's making me cloudy. I'll likely make some revisions to this as I feel better.

                OK, so we've talked about a few QOL tweaks (only a few, that list could be massive on its own) and dabbled into a bit of reward for veteran players. Those all sound fine and dandy, but what would trying to do something with what we already have? Let’s talk a bit about questing.

                My readers may recall (both of you) that I've touched a similar topic in and old post back during Cataclysm. While a lot of what I was saying there is still quite applicable, I want to go in a bit of a different direction this time. That previous post was focused a lot more on the mechanics of quests and the play involved. While this post is more about the mechanics of questing zones, and the experiences taken away. 

                One of my personal gripes with questing in general is the static nature of it. If you've quested through the world once, your next trip is going to feel pretty damn similar. In truth, it’s nearly identical. Quests have traditionally been built as a way to tell the story of the zone and guide a player through the experience. This works well, and it makes for each zone to be a nice little self-contained game of its own. But going back and playing that game again gives you almost nothing new. It looks like they are trying some new and exciting things with the upcoming Warlords of Draenor expansion, which is awesome. Hopefully the WoD changes don’t invalidate this post entirely. We’ll see.

                For quests, I’m talking about class and racial quests and/or modifiers. We can plainly see that the quest system knows what class and race I am, tons of quests refer to me as an orc, and the new quest reward system just gives me the most appropriate item for my class. But the quest itself remains static and dull. Let the quest have modifiers based on my class and race that factor into gameplay. After all, as a player I want this to be the story of me and my hero. Not the story of the zone.

                To be clear, I’m not asking for huge sweeping crazy quests like the warlock green fire, or anything that big. I’m asking for small quests that are inserted into other quest lines that are specific to either class or race. I love the idea of two people going through the game and having different experiences. Let’s say everyone does Quest A that asks to kill 10 boars. But quest B is flagged as a “racial quest” if the player in question is an elf, the next quest will be to put the bodies of the boars to rest peacefully in the garden. If the player is an orc the next quest would be to butcher the boars and feed them to the wolves. In essence it’s a “dispose of the bodies” quest, but how you do it could be slightly tweaked. Quest C now has us going to a new camp, and Quest D is a “class quest”. A class quest is based on, of course, our class. If you’re a hunter it’s to snipe these birds from the trees, if you’re a warrior it’s to chop down the trees, if you’re a druid it’s to heal the damage to the trees.

                This could be tough to navigate at times, as it would have to still navigate the zone and tell the story of the zone. But it’s the forks in the road are what make the road interesting.  Have an area full of were-rats? Awesome! Let’s have warlocks steal their souls, priests heal the infected npcs, shamans try to purify the were-rats, while warriors go fruit ninja and just slaughter them all. This could even be expanded into combinations of the modifiers. Let’s say priests heal, and warlocks eat souls. We are heading into a questing area that is full of npcs from an evil blast-mining operation. If I’m an orc, then my goal is to heal orcs to save them (as a shaman) OR to eat the souls of humans (if a warlock). Yet if I’m a troll, then I need to cleanse trolls (shaman) or consume dwarven souls(warlock). This would allow for essentially the same quest to present a huge number of variants. While one or two quests this way wouldn't make a huge impact, think if you leveled a troll warlock and an orc shaman back to back, while you go to all the same areas, and interact with the same world, you would get two significantly different experiences.

                Better yet would be to make these quests pop up somewhat randomly through play. Quest A has a Monk only variant while Quest D has a Troll variant. By sprinkling these in at a seemingly unpredictable interval, you could make it harder for players to define the pattern and attempt to mitigate the prediction of “ok, this next quest is a class quest because it was last time”. The end goal here is simply to make questing through a zone feel like it’s unique to me, and that it’s different from the last time. Let me make the world my own.

                I’d also like to see some varying rewards in the areas of art and animation. I’d love to have a bank of two or three casting animations for my character, and being able to assign them myself. Maybe my paladin reads his libram while casting a heal spell, but Ted’s paladin meditates for while casting. Maybe my troll uses an over-the-head style cleave while Ed’s troll cleaves with a low sweeping motion. On the art side you could award new hair styles through quests, or facial features. “I earned this scar fighting off the rebellion under the world tree” while a healer gets to say “I read from this book that I obtained while healing the fallen draenei under the world tree.”  

It could be very tricky to navigate this with the concept of group play in mind, as many people do play and quest together (we are talking mmos after all). But I tried to provide examples that could allow for multiple people of different roles to act simultaneously. If you have a mage and a warrior both questing together and they have different objects, but all of which are in the same general area, they can most assuredly quest together and stay a team in the process.


Sadly, this also results in an extremely expensive investment for a studio, I know it seems like little details here and there to most of us, but as someone who’s built even very small and simple games, I can assure you this would be a ton of work for any studio. I suppose the million dollar question is whether or not this would be worth exploring from a studio.  Would this breathe enough life into a world to make people want to re-experience it again, but differently? I can’t really say. But, what I can definitely say right now, is that I dread the idea of leveling alts because everything I’m tasked with doing feels like I've already done it over and over again. Maybe, just maybe, letting that experience be just  unique enough would make me want to see what the world looks like from the eyes of a warlock or a gnome. 

Friday, March 14, 2014

What I hope to see in patch notes pt.2


Welcome to Topic 2 of my "things I want to see in WoW" series. If you want to go back and read part one, you can do so here : 
What I hope to see in patch notes pt.1

Topic 2 : Veteran Reward Systems


This is one of those things that I keep expecting to see. It seems like a no-brainer to me. Let’s take a look into sales a bit for this one.  I’m sure that everyone reading this has at least one “rewards” type card within reach. Whether it’s a credit card that gives you points back, or a 10th cup of coffee free punch card for your favorite java dispensary, or maybe it’s papa john’s website, where after spending 250 bucks you get a free pizza. No matter how you do it, it’s worth doing. That’s the reason these companies do these reward programs. It builds repeat business. It rewards loyalty and continued use of your product. As a consumer, it also feels pretty damn good. I personally seek out reward systems like this in credit cards and eateries. If I’m going to give you money, I want to get as much back as possible. I always love the feeling of getting that free pizza, or spending those amazon points that I’ve accumulated on a shiny new video card at no cost to me.

World of Warcraft has a lot of players. Like… a whole lot… so many that it would be impossible for us to even think about defining the whole player base in one broad stroke. Some are new to the world, exploring it for the first time. Some are veterans who are leveling their 10th character. Some love pet battles, some love to raid, some just like to get on and chat with their guilds. No matter how you break it down, I guarantee you that some would feel far more valued if they got some veteran rewards. I can say this confidently, as I am one of them myself.

I’m going to confess something here, that I think backs this and probably tells you too much about my personal insanity. Final Fantasy XIV came out with their reboot “A Realm Reborn” on August 27th 2013. Being an MMO junkie, I picked it up and played it hard until I’d reached max level and consumed all content the game had to offer at that point. I maxed out multiple jobs and crafting professions and hit the ceiling on what I felt like the game had available to me. All of this happened well before Christmas 2013. I honestly could have walked away at the end of my free month, feeling like there weren’t many stones unturned for me. But I decided to pay for a month to keep in contact with some buddies and give me more time to help friends catch up. After the second month, I was pretty much done, as much as I really enjoyed that game, there just wasn’t much content. I eventually decided NOT to cancel my subscription due to veteran rewards and the possibility of coming back a few patches down the road. I’ve given these guys 13 bucks a month for 4 months simply because I felt they deserved it, I might come back, and if I do come back, I want the cool stuff. It makes me feel special.

As someone who’s played wow off and on for 10 years now but never let my subscription lapse, I feel like my loyalty is granted me pretty much nothing. In fact, I feel like there have been promotions in the past that actually reward a LACK of loyalty. Look at the scroll of resurrection promotion. If someone hadn’t played (or payed) for X amount of time, they were given an option to come back to the game with free game time and a free boost to level 80. (To be fair, this promotion has since been discontinued as character boosts are now here) This was enticing and great for people who were on the fence about coming back, and I felt it was a slick promotion for sure, but what about the people who never left? Where is my incentive to stay? As a veteran who’s never left I felt like my loyalty was less valuable than someone who’s been flaky. To be honest, I felt taken advantage of. Here I am, being a good customer, sticking with a product I believe in through thick and thin, and mister quitter gets a free level 80.

I believe the game world should seek to reward the behavior that has been deemed favorable. Play for 2 years uninterrupted? Here’s a cool transmog item. Play for 3 years? Here’s an awesome vanity item that makes you big and sparkly.  The reward possibilities are endless, from a free month here and there, to a free transfer, or boost, or mount, or vanity items that give no player power, maybe even a slight discount on a subscription after 4 years of play? You could even take a page out of old pvp-ville and build a veterans lounge area that is only accessible by people who have 5 years on their account.
I’ll never forget the Champion’s Hall in Stormwind. Originally access to this room was barred to anyone who had not reached rank 6 in pvp. While it was just a tiny room, with a few vendors in it, I’ll be damned if that didn’t make me want to pvp my heart out to get in. Just the simple fact that there was somewhere I wasn’t allowed to enter drove my behavior to get me in there. This is tangential for sure, but it illustrates that exclusivity can be a very powerful motivator, even if the reward itself is small. The topic of exclusivity will undoubtedly make a return over this series of posts, as it’s something I personally hold pretty dear.


That’s enough for now, as I’m running out of time and need to head to work here. But don’t worry, I’ve got quite a few more topics to cover over the next few days. ^_^

What I hope to see in patch notes pt.1


I've been spending a lot of time thinking about what I want from WoW lately. Not so much about the content specifically, but more along the lines of features and systems that I feel would improve my overall experience and enjoyment in WoW. Some turned out to be simple quality of life improvements, some ended up being drastic changes to existing systems, some ended up being entirely new features. The end result was a notebook full of doodles and scribbles that I decided I wanted to write about.

This is going to be far, far too much for a single post, so I’m going to post my thoughts here over the next couple of weeks. Currently I have about 8 primary topics to touch on, but as I write I tend to have more things pop up, so who knows how long I’ll be ridding this train.

To get us started, I’ll include topic number one with this post.


Topic 1: Quality of life in Azeroth:

This topic alone could probably fill a whole blog. From big complex systems like making mounts BOA, down to super fine details like where to place your items in your bags, this topic alone is massive. With that in mind, I’m just going to cover a few topics that I think could have fairly significant impacts to my experiences as a wow player.

1) Effects Dampening / Filters

When I stepped foot into my first Molten Core, I remember being in awe at the sight of 40 people nuking the crap out of a molten giant. I’d never seen anything on a 40 person scale before and it truly made me feel like I was part of something much bigger than myself. Going from 5 and 10 player instances to 40 felt like a huge leap and the visual experience of it was intensely rewarded.

As wonderful as that was, the game has significantly changed since those days. There are so many HUGE effects that fill our screens and the world now, that it feels excessive at times. I can’t tell you how many times I've heard people in raids blame failing a mechanic on the inability to see the mechanic, or heard healers yell at people to get in the healing rain only to have a dps respond with “WHERE?!”.

As a raider, it feels pretty awful to fail a mechanic simply due to visual clutter. There is just far too much useless visual noise in modern wow raiding. I would kill to see an interface option to disable or dampen abilities from other players. This would free up my visual bandwidth to focus on the ever-important boss mechanics, as well as to focus on what I’m doing at any given time. Of course, this would take quite a bit of exemption to ensure that important effects weren't disabled, but I believe a majority of raiders I've met wouldn't mind having those arcane explosions, pets, totems, and chain lightning’s purged off the screen.

2) Too much junk in my trunk!

On the topic of clutter, let’s talk about bags. We've all seen the devs making efforts to help keep our bag space tangible. I have to give them a lot of credit in slowing down the bag race that we've seen in previous expansions. Let’s be honest, bag space in general is already getting pretty ridiculous. With 28 slot bags (36 if we count professions), and 4 bags equipped at a time, plus a backpack, it’s entirely normal for people to be walking around with hundreds of items in their inventory. While I’m all for giving people a reason to return to town now and then, it’s gotten to the point where I feel it’s unmanageable without some type of addon. And when any part of the game feels like it requires an addon, I believe that’s something that could be improved on.

I think wow is already on the right path with this one. Specifically with the efforts they've made to help here already. We've seen mounts and pets taken from our inventories, as well as word about ‘toys’ and transmog being taken out as well. But the biggest areas where I've personally struggled with bag space is in the area of of gear and professions. The gear manager already does a great job at allowing us to manage gear sets in game, why can’t the gear manager also house the physical items? This would have the added bonus of effectively equalizing the bag space across all classes. No longer would a druid or paladin being punished for playing their classes to its full extent. If I could house 1 set for each spec my class is capable of, I’d be a happy camper. Moving to professions, I really loved the idea of profession specific bags that we saw introduced a few expansions ago. I feel like this was only half of the solution though. Why can’t we have a profession tab that stores 200 of every herb in a single tab? If you want to farm your heart out, you may need to make some trips back and forth to town just like now, but if you want to carry enough mats on you to be able to craft an item for your healer in a moment of need, I think you should be able to do that without sacrificing half your bag space in the name of preparedness.

3) The Macro System

I feel that the core purpose of macros is to help make the life of the player easier. They can automate some of the more mundane tasks that we players need, save us that oh so valuable hotbar space, or even help us to figure out complex math calculations or specific encounter mechanics. Macros are extremely useful and wonderful. If you know how to use them. Which brings us to the problem, they aren't approachable at all.

The macro system feels old and clunky. We've seen so many systems reworked and updated over the years, yet macros stay stale and unapproachable. The simple cause of this is that macros are complex. It’s basically programming in tweet format. You've not only got to know how they are structured, but the syntax as well. Think about trying to explain a macro to a new player. You’d probably have better luck providing tech support over Morse code.

I’d love to see this system updated. First, add in macro sharing (similar to how weak auras allows aura sharing). This could allow a guild to have a single macro-savvy member share their macros out quickly and efficiently. Yes, this is theoretically possible already through external tools, but if you've ever had to stop a raid so everyone could go to the forums and get the macro, you know that being able to do this quickly and efficiently in game sounds fantastic. You could also implement a visual macro building interface, and an in-game dictionary for keywords, commands, and functions. I've seen a lot of “visual scripting” systems online lately and adding a similar system into the macros would definitely make them more approachable and player friendly. Though, honestly, that does sound extremely expensive from a development standpoint, versus simply allowing players to link them and letting the small number of already fluent players do all the work.

OK. So I cheated.

I used a single topic to cover 3 specific features that I've been bouncing around in my head. Sue me. Or better yet, leave a comment. What do you think? What are your quality of life gripes from WoW? With such a broad topic to a game with such a massive audience, there has to people out there who have opinions on this. Or just leave a comment and tell me you disagree and that makes you angry.

Either way, stay tuned, I should have another topic coming in the very near future. ^_^

Tuesday, January 21, 2014

2D platformer... thing...

Lately I've been putting together a 2D platformer.

I had this idea for a game that revolved around a single item. In this case, a table. I know, it sounds odd. The idea was that you'd find a multitude of uses for a single object, rather than having a whole ton of objects with single functions. It sounded great in my head.

So I started working on it. But, the more I built the prototype, it just wasn't nearly as fun in practice as it sounded in my head. I built out the first function of the table (blocking) and was starting to work on other functions (as a parachute, a springboard, a weapon, etc, etc) only to find that instead of making each of those functions cool, it felt like each of them were really forced. So instead, I made a gun and put that in. At that point, the whole concept was shot(get it?)

I guess that's the beauty of prototyping though. You can flesh out a concept enough to judge it without having to commit fully to developing something.

Either way, I learned a ton about Unity's new 2D tools, a lot of what-not-to-do's (specifically with physics) as well as a lot of better practices. Even with a failed prototype, we succeed if we learn something right?

Honestly, after the first thing I built failed (years ago), I felt pretty crummy. But now, it's a lot easier to focus on all the things I've learned in the process. Even a project that I consider to be an abysmal failure, I still feel really good about the things I've picked up along the way.

I still really like the idea of the character and the "item" having independent movement. It kind of reminds me of smashTV where firing wasn't tied to character position or facing. Sadly, the table just wasn't fun. *shrug*

(And before you ask, NO. I was not going to steal graphics from Castlevania. Alucard just happened to be the most complete spritesheet I could find with a quick google search. It allowed me to play with animations and such)

You can check out the prototype here: 2DGameTest

(wasd/space for movement, ijkl control the table. I know the controls feel awkward, but it was intended for dual joysticks, and it was just a proof of concept prototype, you understand.)

Thursday, August 8, 2013

Slowly, but surely.

Progress!

I'm starting to get a bit nervous about potentially needing art asserts in the future. I feel comfortable handling all the coding/logic/scripting/etc, but when it comes to creating art assets? pfffft. newp.

Over the past few days I've been able to implement the following:

  • Mouse wheel lets you zoom in and out! yay.
  • Ability to switch camera modes. 
    • push the "End" key to toggle between modes. 
      • Mode1 (default): Fixed camera, chases you around. 
        • This mode is intended for use with click to move (default)
      • Mode 2 : full camera control by holding right-click and dragging
        • This mode is intended for use with WASD movement (Not implemented yet)
  • Added a player health bar
    • Very ugly placeholder. -- but works
  • Added an "Action bar"
    • Ability icons (temp, thank you http://opengameart.org)
    • Ability tooltips
      • tooltips are dynamic, they update automatically based on damage/target/range numbers.
    • Clickable ability usage
    • Eventually abilities will be able to be dragged from slot to slot. 
      • Vital to the ability advancement system in the future. 
  • Enemies will auto-acquire targets when they are damaged. 
  • Added enemy spawning. 
  • Made 2 variations of the fireball
    • Variant 1 homes in on target
    • Variant 2 is a "dumb fire" spell and moves in a straight line no matter what.
  • Created an enemy ability control system that defines what abilities enemies use and when. 
    • Allows for customization of spell order, preference, decision making, etc. 
  • Made a flag for abilities to "require viable target"
    • This prevents you from using the fireball spell without a potential target. Before you could cast it, nothing would come out, and you'd still suffer the cooldown. Now, it requires a viable target or won't cast/animate at all. 
As usual, you can check it out below the break.