Monday, September 30, 2013
Thursday, September 26, 2013
Dagger and a bowl of rice ep.10: Jade Citadel
I would have never thought that I will be posting anything in "Dagger and a bowl of rice" series after the Final Word post. Three years after the realise of Rise of the Godslayer I find myself in most unlikely place: the Jade Citadel, a Tier 4 raiding zone.
Why unlikely? I swore on Mitra many times that I am, at the very core of my being, a PVPer and not a Raider. Given the choice between Raid content and PVP content I will always go for PVP and doing raids always goes with it's PVP applications in back of my mind (in short: I need them PVE weapons). Since I am currently presented with no new PVP content (and this trend with continue with oh-no-so-innovate unchained minigames and lolwut?-Hyborian Race) I have decided to take raiding for a spin. Surprisingly I have enjoyed it and almost as much when I was struggling at the 1st boss with previous guild or when I was part of unstoppable force with my current guild, cutting down all bosses on 1st attempt. However this post is not about how "I am doing raiding because there is nothing else going on" (you might get that impression) or because I want PVE gear for PVP (I am hoping upcoming crafting will solve that once and forever), but rather it is about how Jade Citadel is just
a delicious experience in general.
a delicious experience in general.
In Age of Conan the Hyboria feels very "segmented" because each zone is pretty much a different part of a huge world. That is by design. In ROGS the team moved away from that concept and made each zone close to each other so you can move between them almost seamlessly. The other nice change is "what you see is what you get" philosophy that pretty much boils down to player being able to explore, in one way or another, whatever is visible on the map. And so the first time I have laid my eyes on the Jade Citadel I knew that one day I would like to go there and boss the Emperor around. And so I did. This is my story:
I really like the open spaces that are present in first 3 encounters. The fight with the General feels very epic and there is just so much stuff going on at the same time that it makes me feel small and insignificant, just another cog in this grand machinery of war.
Next is Basilisk which is really relaxing to fight as it is not a very demanding boss. The visual design of the Basilisk always fascinated me because it has this very weird and alien look, a total departure from classical lizard-like creature from the myths. Using ballistas to pummel the boss is also a nice touch and it adds that little bit of spice to otherwise pretty uneventful fight.
The imp that dwells in Citadel's garden is a swift change of pace after General and Basilisk. Clever mechanic and interesting looks of the boss, packed together with stunning visuals of the garden itself creates an unforgettable experience. Because the boss room is split in two the fight feels more up close & personal.
Zodiac is the ultimate puzzle boss that requires great amount of focus from the entire raid. First time around I got "carried" through this fight by the whole raid because they allowed me to just stand next to tank and DPS away. Second time around, however, I was expected to contribute in more meaningful way, by actually helping with the puzzle itself. I had to memorise 4 spots to stand in and needless to say it have proved itself to be quite a feat to perform when you have only few seconds, can't mess it up and you are in a room that makes you easily lose your orientation.
I think you will agree that I have found a rather elegant solution. Yes, those are sticky notes placed on my monitor.All I had to do is stand in the same place every time and the proper spot to move to would be indicated by a note. Genius! Well, no, but it did the trick.
I am feeling very humbled that I can be a part of this raid team because I can only imagine the grueling hours that it must have taken to crack this puzzle, learn it and then perform in a constant manner.
I didn't have to do it so it feel like "cheating" when I can have the opportunity to take down Zodiac on thefirst try, without much of an effort. I know it is only because the work raid team have put in when I was jacking around in minigames.
I didn't have to do it so it feel like "cheating" when I can have the opportunity to take down Zodiac on thefirst try, without much of an effort. I know it is only because the work raid team have put in when I was jacking around in minigames.
Next stop is pretty funky fight with the Emperor in the court yard. I was baffled by Emperor's appearance: he looks like a GIGANTIC NERD, and that is coming from a guy who actually, indeed at this very moment , writes an Age of Conan fan blog. The fight is pretty OK, but the "mightiest sorcerer of the east" is an gross overstatement.
The memory cloud is probably the most genius part of the Citadel as it reuses old world locations. It felt weird to land on the beach of Tortage as lvl 80 assassin and then re-visit Strom and his merry band. The fights are entertaining, but I didn't like the trash mobs all that much. Granted, T4 is almost trash free compared to other tiers so I shouldn't really complain.
To sum it up I would have to say that I am very delighted with T4. Having some little experience with T1, T2 and T3,5 and completing T3 I have to say that T4 offers fun and balanced content that is topped off with a story that is worthy finally to a very well written Khitai saga.
What about Entity? Well, that is still on my list.
Tuesday, September 10, 2013
Interview with Gaute Godager
I give you an interview "to rule them all" with the Godfather of AOC - Mr. Gaute Godager.
1/ could you introduce yourself to the those of the readers that weren't following AOC development history from the very beginning?
Hey! My name is Gaute Godager. I was a cofounder of Funcom and was Game Director on Age of Conan - Hyborian Adventures. In addition to that, I produced Anarchy Online, Funcoms previous MMO released as early as 2001.
I was the "Vision owner" as Game Director on AoC. It basically was my baby, but I was by far not the only father nor mother. There were hundreds of dedicated, open minded, creative and supertalented people working on that title. It was probably why i decided to quit gaming back in 2008 after AoC was launched. Having worked so hard, with so many talented great people, on such a fantastic product with such a huge budget - and not having it succeed the way I wanted, I realized my career after that could only go one way - you guess where. I worked on AoC for 5 years. I was the first on the project. I pitched it. I designed all major systems of innovation (like the battle system), but it was honed, improved and made fantastic by all the others.
2/ how exactly did Funcom pick Hyboria as a setting for the new MMO? Was staying so close to the source material a requirement from Paradox or was it something that the team felt simply very strongly about doing?
I picked Conan / Hyboria as I wanted to express some violence and take a "pulpy-30s-fantasy-into- cheesy-80s-movie" IP (both cheesy and pulpy lovingly meant by me) into a deep, stylized HBO like grown-up game. Very few in Funcom welcomed the idea except managment and marketing, and the small team (Jesper Hansen (a super brilliant programmer now working in IO Interactive - I think) and Didrik Tollefsen (A masterly tallented Artist / art director) + myself) believed this would be a good product. People shook their heads and wondered why?`Now, for me, I reread Hour of the Dragon (had read them in my youth, im 43 ;p) and got going. I wanted that licence as we wanted something evocative, adult, violent and different. Something non-cartoony. Believe it or not, we discussed many titles then, for instance Fire and Ice seriees, now made into Game of Thrones. Or maybe Joe Abarcombe, but something mature fantasy.
The stroke of luck we had, was that Paradox had just bought the rights to ALL REH works, they were Swedish, and was seeking to revitalize the intellectual properties. I must say, having worked with both Disney and many other IP owners over the years, the Paradox guys were super nice and super professional They, I think, hit it off with us because they sensed we "got" Hyboria. The darkness. The estrangeness. The anger. The corruption. The adolescence fantasies (tits and ass). The american dream incarnate (Conan).
I wanted to stay close to the source material. They wanted it. They had refusal and approval rights, naturally, but they trusted us and let us run with the ball. In truth, they wanted our interpretation of Hyboria to be distributed to the makers of the later arriving movie. I felt they approved in our sense of style and attention to detail. They were great partners and inspirators.
3/ Why the Hyboria world is so instanced? What was the reason for developing the game in such way?
Hm. Technological, historical and lisense based. Tech: We had good instance tech. It made the world server distribution much simpler. It makes the clients not break down. It makes us make the environment lush and graphically heavy (as you dont have to save polly count to support hundreds of players). Historical: In Anarchy Online we tried HUGE static areas. It crashed and burned, literally. Hundreds and thousands of players gathered to stress the game and try to take the servers down and crash coplayers with less expensive pc's out of the game. We got burned. We vowed: never again. License We wanted to give players only the juice parts, the areas coolest areas REH described. Long travel seemed boring. This was not a sandbox game, it was a amusement park filled with attractions.
Did i want a huge open sandbox game - yes sir. Was Hyboria suited for that? Sure, but I still don't think that was the most important aspect. If I had got it free of cost, free of risk, free of creative loss - would i have put it in? Sure thing!
4/ Why have you picked the post Hour of the Dragon era as a setting for the game? Hour of the Dragon or the Scarlet Citadel sound like a great ideas for whole expansions. You could have started in post Phoenix on the sword time-line.
I could have. But, I felt the villain was better, more classic Conan. I wanted the Acheron angle, that plot-line was epic. I needed, just like in Phoenix, a plot and setting where Conan was central for all players in the whole world. Also, it was googling "best conan story ever" or something like that, i found some vote on a conan fan web site, placing HotD at top. I couldnt find it again now, as I tried, so it might have been a dream. Anyways, HotD inspired me.
5/ The Combo system: where did you get the idea for it? It is still, after all those years, a unique and very fun to use system. Have the system turned out to be everything the team wanted it to be?
Back in 1993, just after starting Funcom, we did a conversion of a fighting game called Samurai Showdown. To get into the mood, we had one fencing lesson. Only one. The instructor said "all sword fighting are based around only 6 attacks. Up left, up right, straight down, down side up left, down side up right and stab. There are 3 ways to defend against these." These sentences just stuck in my head, left there to ferment. When we started making conan, I wanted something as visually stunning and brutal as God of War that just then came out. Also, all combat so far in MMOs had been so slow indirect, with exception of City of Heroes by Cryptic. I wanted to make the combat even faster and more action oriented than them. All this combined into the systems main idea. It was iterated on many times after that very first prototype that Jesper made. Directions were cut down. It went from a+b+c + d = combo to something like combo-starter + a + b. It gradually evolved.
It was the most unique selling point of the game, and I think it made a huge difference. I think it changed what type of combat people accepted in MMOs. Look at EQ 1 and draw a line to Neverwinter. You will see conan in there directing the speed, intensity and flow of combat.
6/ There are few things that the community has been arguing about since day 1 of Age of Conan so please settle those feuds once and for all by answering these:
1. why there so many female mobs in the game? It isn't true to the REH's world that, for example, Nemedian army is full of female warriors. Valeria is rather a rare breed of Hyborian adventurer and yet zones and dungeons are full of such warrior women.
2 reasons: a) Because we wanted to have more tits and ass in the game. Trueness to the letter was sacrificed to being true to the spirit of tits and ass ;-p
2. have you developed AOC as a PVP centric game or PVE centric? Or perhaps have you tried to reach some kind of optimal balance between those two types of content?
We said we tried to do both. But I guess we didn't really believe the game could stand on its own without good PVE, and felt that not many PvP centric games made it big, back then - so PVE drove the development. It changes with time. I might have made it differently today.
3. what happened to weapons sheath? Older AOC videos cleary show a barbarian using 2 hander and having a sheath for it on his back.
What? Is it gone? Ask my successor! I loved the sheathing! Damn you all! It wouldn't have happened on my watch, I tell ya!
7/ What were the ideas for the future expansion in terms of the location? Was the Khitai setting your idea?
Yes. It was one of the last things i wrote before i left back in 2008, writing up the high-design for the expansion. It was to try to break into Asia with the game, making it Asia centric. It wouldnt have been my ideal expansion had the game become an financial massive success and thus being able to chose whatever I want. I would have moved towards the classical "middle-eastern" inspired countries, middle-euraisia inspired areas - ending in Khitai. Maybe some revisiting the places of famous Conan-in-his youth stories? I wonder what the tumbled down ruins of the Tower of the Elephant would look like? What would be hidden in the rubble? Sword Coast? Maybe a piracy expansion? That is one of the great, great things about REH and pulp - it simply has it all. It is pizza with marshmellows and beer and a great car and a sweet woman - all like mixed together. Its like only eating the best pieces of all juicy dishes, never minding the rest. Never minding that all doesn't mix that well.
8/ What was the most awesome idea for content that wasn't possible because of technological limitations at that time?
Yes - player kingship. Having a massive combat PvP system that would enable a guildleader to become actual king ordering NPCs around, deciding on laws, putting people to jail and enforcing justice. We sold it as "You can be king!". It was a flop - we canned it.
9/ Are you following AOC news at all or even playing the game or is it a closed chapter for you?
I play it perhaps once pr. year, just to see. I still have many Funcom friends and follow it all, from the sidelines. Playing it it makes me sad as I so miss the time developing it and "owning it". I miss the great atmosphere in the Funcom ACHA team (as we wanted to coin it), the talented people, the knowledge that you worked on something epic, the late night dinners with coworkers and friends, our parties, our work-crunches, our development breakthroughs, the time spent helping giving birth to the beautiful music with the very talented composer Knut Avenstrup Haugen, the lunches with Didrik and discussing art and how to visualize Hyboria with him - how to do to Hyboria what Peter Jackson clearly had done to Middle Earth, the sessions of motion capture where i tried to instruct true fighters in how to look more violent by being less effective, the long-sweaty review meetings laughing and joking as we tried to get the game to run, the first time i rode a horse in the game, the first time I saw Cimmeria spring to life in the game, the E3 marketing stunts, the meeting of fans shaking their hands and feeling like a castmember of Star Trek on Comicon. Heck, I even miss the disputes, anal-lore discussions with other Conan fans on the team and general conflicts. But, I miss most of all working on something I was oh so proud of.
So I let it be. It is still your baby, but it not yours. It just makes me - sad. Its like driving accidentally past the house of your ex girlfriend. You see her being happy without you. You are a bit angry and a bit happy for her and a bit sad - all like bungled up inside. So I let it be.
But that is just me. It makes me happy if people still enjoy it. It truly does.
10/ Were you a fan of REH's Conan or was it just a material that you had to work with during the development?
Eh, I hope you get i was a fan by now?
To me Conan was, in my youth, the essence with how good it would be to be a grown man if life was simple. You fight. You live free. You destroy corruption. You travel. You form great friendship. The women are all beautiful and though they try, they can never resist you, in fact - secretly they all want you. It is the essence of adolescence male fantasy. It made me fall asleep with a grin on my face remembering I could wake the day after to express that in a game.
----
Slith: And I would like to personally thank your for developing such a wonderful game. Not only it allowed me to make a lot of new friends, but also to express myself. But most importantly AOC exposed me to the wonderful works of REH which I will cherish for the rest of my life.
Thank you!
Gaute: /bow I do appreciate your kind words. And thank you for allowing me to walk down memory lane with a purpose. I felt now I did something great, building on something fantastic like the works of REH, and I am very happy you agreed with me. I guess history would define AoC as more dubious a success, but I don't care.
Saturday, September 7, 2013
50.000 bites the dust
It is next 10.000 already? Damn!
Not only I have rounded up my kill score to the whooping 50.000 but also finished capturing all the footage for my pvp video (currently editing it down).
So how does one feel with 50k on his hands? Empty. That's right, I am not really all that pleased or proud of it or whatever. Why? Nothing to be looking forward to.
Last couple of months my pvp was fueled by my passion for making a pvp video and minigames - to be honest - were all about getting that sweet sweet kill and capturing it via Fraps. Now that the project is done (at least some stage of it) PVP seems, again, a little meaningless. With crafting pushed back the only things we have on the horizon are unchained minigames and ridicules "The Great Hyborian Race" .
I was fully expecting a new, creative juiced to be flowing through AOC's veins, but we are still getting highly Funcomized content which I am calling "old stuff, minus something".
Blood & Glory server? Old pvp server minus guards and Bori.
Unchained minigames? Old minigames minus gear and AAs (yeah, giving out all the gear is pretty much taking it away).
The Hyborian Race is so stupid that it makes, in retrospect, PVP World Bosses seem like a grant idea.
So in a nut shell The Hyborian Race will be a race to lvl 80 and highest pvp level over period of 3 months on a new B&G type of server. After the event is over the server will get removed and all the existing characters will get moved onto old B&G server (post mergers it will be Rage server).
This is "content" that requires you to pour hundreds of hours into new character if you want to be any were close to competitors. In the end of the day the race will be won not by the best pvper , but by a man (or a teenager most likely) that will dedicate most time to the endeavor. You cannot out-pvp-lvl someone that might just be average at pvp, but still has the time to simply pvp more than the rest. Racing to lvl 80, on the other hand, will be a PURE form of re-doing content (and for some: re-re-re-re-re-doing content).
This content is pretty much a big nothing that supposedly won't take any resources to create.
In other words: if we set the expectations at rock bottom we cannot fail.
The Hyborian race, for me, is pvp equivalent of horse racing track: no one asked for that and devs are delivering because its dirt cheap to deliver.
But there is other issue that is bothering me more and more: Game Director Nusquam attitude on forums.
While I appreciate that Game Director comes to the boards with replie,s more and more so some of the posts are just cracking wise at paying customers.
Example?
|
Forum God
|
Quote:
1. http://forums.ageofconan.com/showpos...6&postcount=47 2. No. I'd be talking about my hopes if I gave even a tentative estimate and then people would make it a promise. 3. Yeah, sure. I'll make sure next letter I stop adding "false information". 4. You have been told. Multiple times. Minigame in Dragonspine, Unchained Minigames. Great Hyborian Race. General fixes as we have time and see fit. That you expect more is fine, but that is what we have on our worklist. You either like the game or you don't. If you are hanging around because you feel like I am stringing you along with false promises, don't. I am telling you the state of development and the plans for development. |
I personally don't enjoy this "forum buddy" attitude in Director Nusquam and posting "lols" in replies along pretty much "you don't like the game then quit". That is the kind of stuff that I can get from other forum posters, I don't think it suits paid professional with high position in MMO industry.
That is something that I actually admired in the previous guy in charge: Silirrion . He didn't post on forums very often (but he did reply on twitter quickly), but when he did he would take all the pitchforks and torches and cotton candy like a champ. I understand that no one wants to be personally attacked (and that DOES happen on boards), but professionals are expected to maintain their professional integrity and for me that is NOT getting into forum flame wars with paying customers. Granted those customers might be rude fucks, but still they are paying YOU to provide service.
This Hyborian Race thread reminds me a lot of old [Petition] Stop developing the PVP Wolrd Boss thread and I think Silirrion handled it well: he posted a lot and still defended his stance on bosses, but there was a professional politeness to his replies. Nusquam is just rude.
Anyway I wanted to get this off my chest, weave my epeen around with 50k kills and get it out of the way for the big interview I will be posting next week: exclusive with Gaute Godager - AOC's creator.
Monday, August 19, 2013
Slith's cheesy exploration guide ep. 12
There has been some talk about Palace of Cetriss on forums as of late and it seems like people are under impression that Palace of Cetriss will be new T5 raid (makes more sense than another T3.5).
And what better way to spend your time than arguing with strangers on the forums while drooling over youtube videos featuring unfinished, half baked content? I am here to provide!
While people got to the Palace before me I couldn't find any youtube videos documenting it so I am posting my own.
Getting into the zone requires very little effort and it boils down to finding the right place to jump.
Tip? You know the entrance to the Palace that is blocked with rocks? Turn around and find a way on top of the mountain behind you ... and jump over the gap from there.
As a bonus check out http://joannatsui.com/ for some Dragon's Spine concept art, including Palace of Cetriss. Somewhat exciting (yes, it's a slow news month).
Friday, August 2, 2013
Interview with Craig Morrison
Craig "Silirrion" Morrison, movie buff, twitter enthusiast and former Game Director for the Age of Conan took his time to answer few questions about his day-to-day routines in MMO development.
What does Game
Director do on a daily basis? Let's say that it's Monday morning, you have your
cup of coffee steaming and now what?
I think it’s important to note up
front that my personal role changed a lot over the years, and there was a
reason I also had the various production titles down the years, first as
Producer, then Executive Producer, and ultimately as the Creative Director for
the Montreal studio, so my days could be very different from what they were
like when I first started out as a Game Director on Anarchy Online.
There were there though certain
elements of my days that were pretty consistent and tied to how I approached
the positions I had.
I was pretty much an early bird, and
liked to get into the office relatively early most of the time. When I first
got in I tried to spend an hour or so just browsing industry news and
information. I had a list of websites that I worked through to keep up to date,
from the MMO specific sites like Massively and MMORPG.com through industry
sites like Gamasutra and Gamesindustry.biz to the more general gaming sites
like IGN, Kotaku, Eurogamer, Rock Paper Shotgun, and a lastly a few more pop
culture centric sites to keep up to date with the other creative industries.
IO9 is a particular favourite. It might not sound important, but I always feel
that it’s important to know your industry as well as you can, even the stuff
that doesn’t always naturally interest you specifically.
Then I’d start with my mail; I could
easily be accused of being a little OCD when it comes to a clean and organised
inbox, and so anything urgent would be dealt with first thing. Check there were
no new fires burning! That would lead me to the stats, as I would get three
specific overnight reports that I checked every morning.
There would be one on server
activity, how many players logged in, hours played, class breakdown, level
breakdown, activity levels by server etc, this would quickly show me if
anything worth investigating was going on that we weren’t expecting. Then there
would also be a report from the billing and customer service side of things,
which showed payment info and stuff like that, it could also flag stuff up that
needed looking into.
Lastly there were the shift reports
from the QA and customer service departments. The QA report would give the
status of their testing on whatever builds they were currently working on,
while the CS folk would provide an overview of the issues that affected
customers on the live servers.
Then I would try and spend an hour
or so going through the various forums for the games, and some external ones.
It was almost important for me to keep up to date with what the voices in the
community were saying.
We used a task management system
called JIRA, and our awesome project managers had a suite of reports that gave
me an overview of progress and where we were at with things. I would go through
the top level reports each morning and make sure I didn’t see anything that
alarmed me.
I would chat with the producers for
a bit, make sure there were no major problems they needed help with. We would
go over anything they wanted to discuss, or just wanted some feedback on, or if
I needed anything looked into based on what had cropped up in the reports etc.
That would generally take you
through the morning and then the afternoons could be anything! With such a
changing role there were any numbers of meetings that might occur, anything
from the hiring process, through meetings with Marketing or management, to
content reviews, design meetings, or meetings with partners or external folk.
Generally I talked with people, but
if that sounds banal, I’m kind of underselling it. A lack of communication, or
miscommunication, is usually the root cause of many of the challenges you face
in game development with a large or medium sized team, so the talking becomes
important. Whether it’s just chatting to the team to see progress or making
sure people are talking to the people they need to be talking to, often nothing
beats just having that extra conversation. It can save you a lot of time down
the line!
How much
creativity is there is in Game Directors daily routine? Do you design anything?
Have a lot of meetings with the members of the team to see what have they come
up with? Do you give the team a general idea for the new content or are you
reviewing their plans?
I think that depends on the person,
and the team. When I was first a Game Director on Anarchy Online we were a
small team, so it was very creative and very collaborative and we all had to
pitch in. We were only four or five people on the game design side, so it was
very organic and we were all involved because we were all talking together
pretty much all the time. I guess I was ‘in charge’, but to be honest it never
felt like that, we were an awesome little team, and I really enjoyed that
environment. Everyone on that team was experienced and knew what they were
doing, so we rarely had much conflict outside of the normal creative
discussions.
That’s simply not possible on a
larger team, so working on Age of Conan was a very different challenge. The
team was close to two hundred people when I took over, and even years later,
prior to the time they downsized all the teams earlier this year, there were
still thirty people directly on the development team.
It’s the hardest part of
transitioning to more of an executive role. Is coping with the realization that
you can’t do everything yourself anymore, and worse, you absolutely shouldn’t,
because it’s generally not conducive to keeping a happy team.
It also depends on the person I
guess. Some Game Directors are more hands on than others. While some like to
micro manage more, others prefer to take more of a behind the scenes role.
Personally I like to get a bit
metaphorical and compare it to the role of the pilot that joins a ship to see
it through a river channel or a dock. The team are the ship and the producers
the captain, the Director or Executive producer is not there to tell them how
to run the ship, but we are there to point out where the rocks are and where
they need to get to. I have found the best balance for me results in that kind
of a guiding role.
So we would be the ones laying out
the intentions, drawing the box as it were, and then it would be about trusting
the team and empowering the team to fill the box with the content. If your
systems, tools, and general directions are understood by the team then they can
usually work some magic when allowed to really own, and take responsibility,
for their own content. I’ll always prefer that to designers feeling like they
are just peons rigidly implementing someone else’s ideas. You will almost
always get better content out of happy, inspired designers.
That’s not to say they are left to
their own devices completely, we would review the content as it went along (and
the producers and lead designers do a lot of that), and I made sure to play
through everything before it went live, both on internal builds, and more
importantly on the test servers, as there I could also do it with real players.
Generally however, as long as the
set-up and briefings were done right, we didn’t run into too many problems with
people going ‘off the reservation’ as it were. The team knew what was required
of them, and went at it. The challenges were usually more likely to be implementation
issues, or trying to push the tools a little too far! When you have creative
people they are always looking to push the boundaries of what is possible with
their tools, especially as they get more experienced, so sometimes you have to
balance ambition against the time available for a particular piece of content.
If you
could make one more add-on for AOC is there a particular REH story that you would want to explore?
The original team had already
tackled one of my favourites in ‘The Frost-Giant’s Daughter” and in some ways
it was hard because of when in Conan’s timeline the game was set, after Hour of
the Dragon. That limited some of the direct implementations we could do. So we
had to get creative, as we did with ‘Shadows in the Moonlight” for example, I
loved what the team did with that one, and see the players revisiting one of
Conan’s adventures years later.
Personally, I would have loved to
have found a way to explore the great barbarian’s pirate years and his time
with Bêlit, in “Queen of the Black
Coast ”. That was one of
the first Conan stories I read, and I always liked it. The main issue was that
it risked feeling a little like we were retreading Tortage, and the timing just
never seemed to work out to do something there. I would have loved to do
something with it, in particular as Dark Horse did such a great job with the
comic adaptation last year.
What tools
did you use to keep tabs on Age of Conan project? I imagine there was a lot of
things to track of.
As I mentioned earlier we used a
reworked version of a tool called JIRA for our task management. There were also
the reports I mentioned earlier, I tried to keep constant tabs on what was
going on with the game. There is a lot going on, and a lot of teams
interacting, so keeping track of things becomes very important.
What is the
toughest part of being GD and what is the most satisfying about it?
The toughest part is always having
to play the bad guy. Even under the best circumstances you invariably have to
say ‘No’ far, far more often than you say ‘Yes’. With so many great creative
folk involved there is never a shortage of ideas or suggestions and you simply
don’t have anywhere near the time and resources to do them all. So the toughest
part is trying to prioritise between what might be two, there, for or even more
really good ideas for what you can do with say one available slot for new work.
You might think that all of them would make great additions, but you can only
do one. Those are usually the really tough choices and the hardest part of the
job.
The other end of the spectrum is an
easy answer
The most satisfying thing for me is
always happy players J.
Playing on the live servers and
seeing players enjoying what the team made is a great feeling. Really it’s why
we do what we do. The creation process delivers some satisfaction in and of
itself sure, but it pales into insignificance compared to the feeling you get
when you see the positive impact it has on the players’ experience. At a
fundamental level that is why most creative people want to create, to have it
enjoyed by others.
Nothing beats that for me.
What do you
think was the biggest achievement of the development team and what was not
entirely satisfying? Stats system and
Bori are not permitted as answers :]
I have a soft spot for the Savage Coast
adventure pack. When it comes to the balance between the size of team and what
they achieved that was probably one of the best deliveries we made. The team
did a good job of making the pack, while still providing live updates, and the
finished results were some really cool content. The instances clicked for me,
and I felt they were the closest we got to really nailing a ‘Conan’ experience.
In terms of something I’d have liked
to have done better, I think I would have preferred if we had stuck to the
original concept for the alternate advancement system. Our original idea did
not have any ‘passive’ abilities and everything had to be slotted in one of the
six available slots. That way players would always have had to choose and we
would have avoided the issue you see today with veterans having a real
advantage, in particular in PVP.
It is one of those situations where
hindsight is 20/20. At the time there was a real concern that such a system
would not motivate players long term, and they would get the six to twelve
skills they wanted, and then not care about the AA system. Even the player
feedback backed that up, and lack of longer term goals was one of the driving
criticisms for adding it in the first place. It was a trade off, we could
foresee the potential issues with passives, but at the time we decided that it
was worth those risks. If I could go back and change that back to what we
originally said I would.
In many ways it’s indicative of the
challenge with bringing more open systems to a progression based game. Fear
creeps in, and you start inching towards what you see as a ‘safer’ option. That
is one of those times I wish we had been a little more adventurous.
From
professionals perspective how big of a shift have you noticed in the MMO market
since AOC went live? Is there any other industry that you would compare the
changes to?
Night and day to be honest! The
market has changed massively since I started working on MMOs. The audience is
larger, and also more demanding, not just in terms of content consumption, but
also for quality and experience. The online space itself is changing. More and
more genres are moving towards having almost compulsory online experiences,
some for the better, and some maybe not so.
Essentially we are fast becoming a
more and more connected society, and games are simply reflecting that. It’s all
new and still, to a degree, unknown. We are also a relatively young industry,
and haven’t matured yet. Think about it, movies have been learning for over a
century, TV for over eighty, so we are very much the proverbial new kid on the
block. That’s an exciting thing to be a part of, but it also means the future
is very hard to predict. I point out to people that when I started at Funcom, you
tube didn’t exist … think about that for a second … it’s now so influential, so
pervasive, yet it didn’t even exist less than a decade ago. An iPad was a prop
from Star Trek.
Personally I think that’s an amazing
thing, and yields a lot of potential for creating future virtual worlds and
games. We have learnt a lot from the generations of MMOs so far, and I still
believe that someone is going to take them a step further, and then a lot of
doors will open. There will be challenges for sure, and ultimately we might
have to move beyond the way we have thought about them so far, but that is
probably a bit away yet. Each generation teaches you something new, and will
challenge our perceptions about what works and what doesn’t. The key is taking
the best parts from each generation and continuing to evolve the genre.
I’m not sure there is anything else
that can compare to the potential, as games have always had the unique element
of interaction, and MMO style games have the added element of human
interaction. That brings with it a lot of good, and a lot of bad, but has the
potential for interactions that go far beyond simply scripted thrill rides. I’m
looking forward to continuing to explore that potential!
Sunday, July 28, 2013
Essential PVP gear - mouthpice
Sometimes my real world and my MMO world will cross over. Remember my MMO wedding? I sure don't, I was drunk off my ass.
Anyway I have always had very healthy teeth until just a couple years ago my dentists informed me that I am "kinda wearing down my teeth by grinding them". I though "ok no biggie". That was until recently my dentist said "fuck dude, you are REALLY grinding your teeth". So we tried to find the cause of this problem which could be either stress or strenuous activity.
My job can be stressful at times, but I couldn't recall grinding my teeth at any time so we could cross that one out.
Strenuous activity? Well I have been involved with weight lifting for several years now (bodybuilding at first, P90X as of late) and it's very common for people to clinch their jaws while lifting weights. So I have taken extra care to be self aware while trening to see if there is any excessive teeth grinding. Nope, I tend to bite my lower lip, but my teeth are fine.
Then it hit me: Age of Conan PVP *facepalm*.
I am grinding my teeth during PVP when I am trying to get that last second kill before dieing myself. Quite common for assassin class. There is no denying that, I know this, I have seen myself done it. First time the dentist mentioned this issue was when? When I picked up AOC back in 2008.
Of course I have told my dentist that "yeh bro, this teeth griding? That's from lifting sick weights, dog!". What else could I have told him, that it's from playing PVP?????
Now how to address this issue? Simply knowing that I am doing IT while PVPing won't solve the problem by itself.
As stupid and geeky it might seem I am using underarmor mouthpice to protect my teeht .... during PVP.
Ironically this is the product that I actually would have been using if my sport activity was the source of the problem.
Which brings me to the second issue: explaining it to my wife my the hell I am wearing this high end sports gear while sitting my ass in front of computer and NOT while I am actually working out?
"I am uh....molding it".
Yeah, that excuse is already getting old -_-/
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