Today I’m going to talk about something that stirs up a lot of feelings in a lot of people all over the net: pricing models.
Here’s the three different primary types here:
Allow me to explain…
Free to Play is just what it says: Free. To. Play. Seriously, you download the game, you install it, you set up an account, and bam, you’re ready to go. It’s that simple. Examples of these games are Champions Online, D&D Online, Lord of the Rings Online, and several of the games I’ve previously mentioned like 9Dragons and ACE Online. For future reference, I’m abbreviating this as F2P.
Microtransactions (I may have explained this in the past, but humor me) are where you throw a few dollars at the game here and there. Typically this goes hand in hand with a F2P model. The point is to purchase in a cash shop of sorts a few extraneous objects or such that you don’t normally get with your usual account. An example of the things that are usually available in such a shop are extra character slots on the server, additional character classes or capabilities, costume items that have no effect outside of changing your appearance, experience bonus items, and so forth. Frequently the company running the game invents some sort of point system that goes with the shop. Champions Online and Star Trek Online both have their C-Store (Cryptic Store) and they take advantage of Atari Tokens. D&D Online and Lord of the Rings Online are both run by Turbine and they each have very similar shops with points named differently (DDO Points and Turbine Points, respectively). Sometimes the company running the game doesn’t even bother to do point transactions. In the case of games like Star Wars Galaxies where there’s a separate card game built into the game, you just buy booster packs and such using your credit card or whatever. Sometimes these points are easy to get (in LOTRO, you can gain Turbine Points by accomplishing deeds that award 5, 10, or 15 points and you can save them up), other times you can only get them by buying them (Star Trek Online), and still other times you can get a stipend of points per month for subscribing (D&D Online and Champions Online each offer 500 and 400 of their points per month, respectively). All in all, you’re typically not spending a lot of money at once (if at all), hence the term “microtransactions”. Me, if I like a game well enough, I’m cool with throwing twenty bucks at it (like LOTRO).
Subscriptions for MMOs have always been a touchy subject but most frequently they’re priced around fifteen dollars a month. Some games (once again, LOTRO) offer the occasional discount to ten bucks a month and a few games out there are five a month (I believe Dungeon Runners used to do this). Sometimes if you buy a bunch of months in a row (like 6 or 12) you can get a discount. $120 bucks a year changes your subscription to ten bucks a month instead of fifteen… which isn’t bad if you intend to play the game for the whole year. Like I’ve implied, subscriptions can run monthly, annually, bi-annually, or whatever. Also, some few games offer lifetime subscriptions where you pay one large lump sum (often enough to buy an XBox 360 or a PS3) for permanent subscription services for as long as the game is up. I recently acquired a lifetime subscription to Star Trek Online for the paltry sum of $300 (hah, paltry) and there’s really no difference between a normal subscription and the lifetime (except for a few nifty concessions). Once upon a time, I said (upon discovering Everquest was fifteen bucks a month) that I would only truly pay to play a Star Wars game. Well, I’ve been proven wrong (DDO, LOTRO, STO and now another SW game is coming out soon).
Admittedly, those are the primary models above, but companies love to mix and match to their own delight. A prime example of this is in what Turbine and Cryptic have done to their games. Let’s take a look at D&D Online and then Champions Online:
D&D Online offers a free to play model. There is a cash store where you can buy points and spend said points on objects you want. There’s also a variety of subscription options (monthly, 3 months, 6 months I believe) available for those who want free access to all the restricted content that’s available for purchase in the store (more or less). Further, for those who subscribe, you gain 500 DDO points per month of your active subscription. If you allow your subscription to lapse, you downgrade to a “Premium” account which has more benefits than a regular Free account, but considerably less than a subscription. In this case, if you’re playing a class (like the Monk or Favored Soul) that is specifically given to you because of your subscription, you lose access to that character until you purchase the class in another way (via favor or money).
Champions Online has recently gone free to play. There’s a cash store where you can buy points and spend them on objects you want. They also have subscription options, but they also offer a lifetime subscription with additional benefits on top of the standard subscription. The entire game is available to play, but certain quest trees are unavailable except to those who subscribe or purchase said quest packs. For subscribers (lifetime and otherwise) you gain 400 Atari Tokens a month. If you are no longer a subscriber you revert to a “Silver Player” (as opposed to Gold) and lose access to all the things that Gold Players get specifically (you lose access to your Freeform characters and quest packs) until you subscribe again.
Personally, I’m a fan of these combination models. I feel that they appeal to wider audiences and in many cases allow people to try the games until they feel like they want to spend money on it to get the extra stuff (like me with D&D Online, Lord of the Rings Online). Champions Online is now a current favorite for me and I’m highly tempted to get a lifetime account with them. Don’t worry, I make myself come up with three good reasons before I splurge on something so expensive.
When looking to invest in a game, it’s encouraging that so many are going free to play with subscription options. I’m certainly a fan of being able to try stuff out before buying (like test driving a car). I have a hunch that subscription-only games are going to be phased out in the future and “choose your own pricing model” games will become the business standard.
Regarding the lifetime subscriptions: personally I like to buy and not worry about things any more, hence why I’m a fan of these. Further, Star Trek Online has held a lasting appeal for me in the last six months and I felt it was a worthwhile investment. Also, STO is still a growing game. It’s been around one year (celebrated its one year anniversary the first week of February). If Galaxies had a lifetime subscription option, I’d buy it in a heartbeat.
Until next time, choose wisely so that you can have a great time!
P.S. In hunting down links to put up above, I found something particularly awesome that some friends may or may not appreciate. Neverwinter.
P.P.S. I was right about the Dungeon Runners subscription. Booyah.
P.P.P.S. “Everything is worth what its purchaser will pay for it.” – Publilius Syrus
I’d like to share something that’s been bothering me lately: my drive to play Star Wars Galaxies is pretty much gone. I’m still paying to play it, but I just would rather play other things (new or old). I’m going to try to explain this as best as I can, so bear with me.
Let’s get something straight first: I WANT to play Star Wars Galaxies. The issue I’m having is that, well, I’ve already done everything I wanted to do in the game. I want to do more than there is. Star Trek Online is fascinating to me because they’re constantly releasing new content. Galaxies kind of stopped doing that. If you will, they decided to focus more on the in-game card game than the game itself. They haven’t developed a new planet since Trials of Obi-Wan, they haven’t released genuinely new content since Halloween of 2008 (I think) with the release of Death Troopers and the zombie problems on Dathomir.
I think what I really want is something that SOE is unlikely to give: new life to the game. Maybe it’s a change in pricing model (Free-to-Play/Premium/Subscriber/Lifetime seems to be the way things go these days with a couple of games). Maybe it’s the addition of locations that would give a huge amount of variety into the game like Nar Shadda or the ruins of Alderaan or maybe a genuine visit to locations like Hoth (instead of PvP instances)… or how about giving guilds capital ships that they can craft or adding more to spaceflight and space combat? No, the latest update to the game just adds another quest series to Dathomir with the Witches and a revisit to the Officer class that was sorely needed. Last time I played, they had added the Rare Loot system…
I’m frustrated because I want to play. I’m sad because there’s nothing left for me to do aside from these extremely difficult to solo (or even handle with group) quests. I’m genuinely disappointed and I wish I wasn’t.
It’s almost like there’s this approach to games from the stone age still out there… that developers want a “fire-and-forget” game that they can release onto the market and not have to bother patching or releasing updates in the age of high speed internet and discerning consumers. I suppose they ask “why keep investing in one project when we can make so many more that can get us more money?” I thought the point of an MMO was to keep investing to develop a loyal player base that continues to purchase all the expansions and add-ons that you create? There hasn’t been a TRUE expansion to Galaxies SINCE late 2005 and that was the New Game Enhancement and the Trials of Obi-wan release.
Star Trek Online’s developers at Cryptic get it. Every once in a while they release a weekly series of episodes that are fresh, new, and fun. This keeps me coming back, wanting to be prepared for the next series of episodes. I’m looking forward to the eventual release of the Romulans as a playable faction (fingers crossed!) and the ability to eventually craft my own Delta Flyer. I can’t wait to go toe-to-toe with whatever menace is lurking over the horizon, my friends and their ships ready to go. Galaxies has lost the spark it once had and I think an overhaul of approach is needed. I will admit that if they ever offer a veteran reward or an option to purchase a lifetime account, I’ll be the first to jump on it. Seriously though, I’ve been paying to play Galaxies for so long that I think I’ve EARNED a lifetime subscription. I can only hope that good things happen for Galaxies and I hope I’ll still be there to see them. In the mean time, I’ll be playing Champions Online, Lord of the Rings Online, Dungeons & Dragons Online, and Star Trek Online while I occasionally glance at the icon for Galaxies and feel that pang of sadness.
Until next time, here’s hoping everything gets better and better!
P.S. “There can be no rainbow without a cloud and a storm.” – John Heyl Vincent
A recent project of mine has been to list all of the games that I’ve played in my lifetime. No, not board games or card games, but computer and video games. When I started this project a few days ago, I began by listing the name of the game, the platform I played it on, and whether or not I finished the game or left it incomplete. Later I added the genre of the game in another column. Earlier today, I was asked if I had a count of how many of the games I had listed had actually been completed and also, what constituted a completed game? There are some games that just never have a solid ending (city-building games like SimCity or online games like World of Warcraft) and other games that have more fluid endings (like Civilization). When do I declare a game finished?
For the purposes of city-building games (SimCity, SimCity 2000, SimCity 3000, SimCity 4, Afterlife, Caesar, etc.) I declare the game to be “finished” when I have finally hit upon a self-sufficient city design and I’m happy with it. In the first three SimCity games I managed to achieve that. Self-sufficient is defined for my purposes as, well, I could technically walk away from the keyboard for a few minutes and not worry that the city will blow up in my absence. It’s got a positive revenue, I’ve built up my planned design, and there’s not much more improving I can do… yeah.
For the purposes of games like Civilization, Sins of a Solar Empire, Master of Orion, and similar strategy games with no tangible storyline, they are “finished” when I have completed a beginning to end playthrough once. That’s all it takes. When it comes to these games though, sometimes it takes several days. It could also be on the easiest difficulty, like in my case, I happen to enjoy playing Civilization IV on the easiest setting, but occasionally I crank up the difficulty a step or two. I never leave a game like this alone after beating it once.
For the purposes of online games (Dungeons & Dragons Online, Star Trek Online, Star Wars Galaxies, World of Warcraft, etc.) I say they are “finished” when I have taken at least one character to the maximum level available in the game. Therefore, Star Trek Online and Star Wars Galaxies are classified as finished whereas Dungeons & Dragons Online and World of Warcraft isn’t. Further, there’s nothing to say I can’t keep playing a game once I’ve classified it as “finished” on my list, it’s just a barometer for how far I’ve taken a particular game (especially MMOs). This is regardless of the storyline in the game.
Other games are definitely done if I feel I played the hell out of them like I did Super Smash Bros. Melee or Super Mario Kart. Or if I finished the storyline like in Final Fantasy VIII or IX (I remember finally finishing those in the same weekend after not playing them for 6-8 months or something like that… VIII on a Saturday and IX on a Sunday, bam, done). The Sims? Right, I labeled that one as finished because I got one Sim all the way up to the Chief of Police in my game once upon a time (way back in fall 2002) and since then that file has vanished into the ether between electrons. I do distinctly remember such a thing happening, which is why I classified it as “finished”.
Mind, this is my personal measurement of completion. I have a friend who believes that Diablo II: Lord of Destruction will not be truly beaten until he’s beaten it on the hardest difficulty setting. I called it a win when I got through Nightmare. Different strokes for different folks, I suppose.
Now, a fair portion of my list is classified as incomplete. This could refer to any number of reasons:
1) I didn’t like the game after trying it
2) I didn’t own the game and played it at a friends house
3) I no longer own the game
4) I can’t remember ever finishing it
5) Any permutation of the above
Oh, also, I’ve played some games on multiple platforms. Chrono Trigger hasn’t changed much (if at all) from its SNES roots to the Playstation port to the current DS version, so I marked that I’d finished the game (which I have, several times over) but that the platform is DS. Maybe later I’ll expand the platform box to allow for all the versions I’ve played of a single game, but I’ve only marked it once. For the record, I haven’t beaten Chrono Trigger on the DS yet, but I beat the Playstation version and I beat the SNES version on ZSNES (emulation) several times.
For Lunar, I played and beat it on SEGA CD at a friend’s house a long time ago, I got it for the Playstation and beat it (and subsequently lost my copy or loaned it to someone), and according to my GameSpot listing I have a copy of Lunar Legend somewhere (which I recall beating, but I can’t find it anywhere) and now I have the Lunar Harmony version for the PSP. The differences between Lunar: The Silver Star and Lunar: Silver Star Story Complete were incredible (harp to ocarina anyone?) so I counted them separately on my list. The differences between Lunar: SSSC and Lunar Legend were less so, but there was a drastic graphical change, so I marked that one too as a separate game. Lastly, there was also a huge change between the GBA Lunar Legend and the PSP Lunar: Silver Star Harmony, so that one was counted separately too. So… on my list of games played in my life, I’ve counted Chrono Trigger once (even though I’ve played it on four different platforms) and Lunar four times (because of the differences between the remakes). If any of that made any sense, I owe you a cookie or something.
I have this bad habit of playing a game almost all the way to the end, realizing that I missed something WAYYYYY back near the beginning, starting again and then getting a decent way in and stopping playing for about 6 months to a year. With Final Fantasy VIII, IX, XII, I eventually went back and beat them, but with games like Star Ocean: Till the End of Time, Legend of Dragoon, and Harbinger, I might never go back because they’re too old or something equally silly. I haven’t touched Legend of Dragoon in so long and I remember being so close to the ending, but because I don’t remember how to play, if I do pick it up again I’ll have to start a new game. Also, some games tempt me to pick them up again. I’ve been having this urge to play Chrono Cross again and, lately, Star Ocean: Till the End of Time.
I included some expansions as separate entries. In the case of Starcraft, Brood War was practically its own game. Likewise with the expansions to Wing Commander 2, and a few other games. Sometimes the contributions of an expansion weren’t ever significant enough to me, so I didn’t count it (Empire Earth, Age of Empires II, and a few others).
Oh, here’s my key for the genres of the games. This is mostly just for my own purposes, but I’d like to get the key put down somewhere.
AADV – Action Adventure (includes combination games that display elements of both Action and Adventure games) 22
ACT – Action (includes scrolling shooters, light gun games, third-person shooters and any sports games) (yes sports because I don’t really play any so they don’t get their own category) 49
ADV – Adventure (includes graphical adventures, text adventures, point-and-click games) 64
ARPG – Action Role-Playing Game (for hack-and-slash games) (any Diablo game or clone thereof and games similar to Marvel Ultimate Alliance) 28
EDU – Educational (mostly games I played as a kid) (Super Solvers Midnight Rescue! got a humorous response out of a friend last night) 6
FGT – Fighting (Mortal Kombat and similar games) 16
FPS – First-Person Shooter (Duh.) 19
FSIM – Flight Simulation (I played a lot of these growing up) 29
MMO – Massively Multiplayer Online (These too) 30
PLT – Platform (games where you jump from platform to platform) (I’m not especially good at these, but I haven’t quite learned my lessons yet) 20
PUZ – Puzzle (Yup.) 13
RACE – Racing (I’ve played a couple) 7
RPG – Role-Playing Game (My first real experience here can be summed up in one word: Starflight) 82
RTS – Real-Time Strategy (Remember when you didn’t know what this was? I do.) 30
SIM – Simulation (includes any city building simulation) 29
TBS – Turn-Based Strategy (this includes computer board games like Star Wars Monopoly) 47
TDS – Tower Defense Strategy (Addictive little games) 2
If there’s a combination of things, like in X-COM Apocalypse where you can pick real-time or turn-based, I’ve labeled it as TB/RTS or similarly for the other categories as needed to accurately define it for myself. For those, the breakdown goes like this: ACT/FPS 1, ACT/PLT 2, ACT/SIM 1, ADV/PLT 1, ADV/RPG 2, PLT/PUZ 2, PLT/SIM 1, PUZ/RPG 1, RTS/RPG 1, TB/RTS 3. 15
Mostly, this is to get things straight in my head. As of this writing, the list contains 508 separate entries detailing my experiences with PC (288), MAC (2), SEGA CD (2), Dreamcast (2), NES (8), SNES (7), ZSNES (22), GameCube (13), Wii (26), SEGA (4), SEGA Game Gear (2), Commodore 64 (1), Arcades (6), XBox (5), XBox 360 (22), Playstation (14), Playstation 2 (26), PSP (15), GameBoy Advance (17), DS (22), Atari 2600 (2) and the Nintendo 64 (2). This list includes 261 “finished” and 247 “incomplete” games. Mind, these aren’t hard and fast necessarily as I focus on my memories and remember which games were on one of the three desktops or three laptops I’ve owned in my life or if they were on the “not-long-for-our-home” Commodore 64. In fact, as I write this, I think I only ever played Might and Magic II on the C64. Guess I’ll change that later… PC -1, C64 +1.
I checked the math on each of my three metrics, they all add up to 508. Anyways, maybe sometime soon I’ll figure out a way to share this list. In the meantime, I need to get to bed.
Until next time, every game is an experience that you can count on!
P.S. Experience is not a matter of having actually swum the Hellespont, or danced with the dervishes, or slept in a doss-house. It is a matter of sensibility and intuition, of seeing and hearing the significant things, of paying attention at the right moments, of understanding and coordinating. Experience is not what happens to a man; it is what a man does with what happens to him. – Aldous Huxley
P.P.S. Every experience is a paradox in that it means to be absolute, and yet is relative; in that it somehow always goes beyond itself and yet never escapes itself. – T.S. Eliot
Okay class, today’s discussion is covering the penalty associated with getting whacked, slain, or otherwise killed in games. Dying or death is an issue in a majority of games and a great deal of mechanics center on preventing it from happening. There are a lot of games where there’s no character that dies, so there’s a moment of defeat that the player has to struggle to stay away from like in Tetris or Bejeweled or any number of today’s “casual” games. I’m mostly going to talk about games that have a character that can be killed or subjected to some kind of incapacitation in this discussion.
This is sort of the flip side of the coin from making progress in a game. I mean, what would stop you from making progress at all? Yeah, being dead can kind of cause a bit of a problem there. Just a bit. Anyways, games tend to throw a roadblock in front of the player and if the player fails to pass that obstacle, there are penalties like death to deal with. Let’s pick out a few examples of this.
Many platformer games (Sonic the Hedgehog, Super Mario Bros., etc.) have the controlled character with a few hit points and when these two or three run out, you’ve got to restart at your last checkpoint or at the beginning of the stage. Some games had save points (Super Metroid), but those are essentially the same as checkpoints and some games let you have a lot more than two or three hit points (again, Super Metroid is a great example of this), but it’s essentially the same. If you run out of hit points, you are killed or defeated and you either reload or respawn or retreat (depending on the terminology the game is using) to the last safe point you found. The object is to go for as long as you can without being forced back to that checkpoint by death and the game sometimes gives you little items to help stave off this penalty for as long as you can. In Super Metroid (I suppose I’m going to keep using this as an example) you get more energy canisters that increase the overall amount of health you have, you get special suits of armor to help in resisting particular types of damage, you’re given new weapons to help with defeating enemies faster and more efficiently and you’re given new ways to prevent falling down pits or to keep you from getting stuck in certain areas. In a simpler example, in Super Mario Bros., Mario (or Luigi) is given mushrooms to make him large, enabling him to jump higher, break blocks, and take one more hit before falling. If you grab something like a fireflower, you are given the ability to shoot fireballs and you can take another hit before dying.
The above mechanism is constant through a lot of game genres. Essentially, it’s the same for platformers, role playing games, first person shooters, even racing games. Let’s take a look at a Final Fantasy game. Here you have three or four party members, each with their own abilities and so forth. If your party dies, you’re kicked back to the load screen so you can pick which save you’d like to start from. If you die in a Final Fantasy game, you lose time spent towards progressing the storyline and the development of your characters. Overall, the penalty for death in a lot of these games is lost time, lost investment. I recall playing Final Fantasy XII through the Necrohol of Nabudis and I was trying to get to the monster called Chaos (he becomes a summon, but he’s completely optional). So, here I am, entertaining the completionist part of myself, and I spend a long time trying to get to this one point. Mind, the last save point is literally a 20 minute walk away at this point and the bad guys will respawn in the dungeon, so I’d have to fight through them again on my way back after saving. I got killed in the fight with Chaos when I ALMOST had him. I dropped the controller, shut off the game, and didn’t touch it again for a year and a half. Mind, I didn’t play because I got killed in an optional area. Yeah, I’m a sore loser sometimes. I eventually went back and just beat the game, but every now and again I get tempted to play it some more.
With the introduction of online role playing games, death penalties are something of a point of contention amongst players. Here’s a few examples of the differences between games.
In D&D Online, the death penalty consists of 1) damage to all of your equipment that you need to repair for a small cost per item and 2) reduced experience payout for the quest you’re doing. That and you kind of need to catch back up to your party if you accidentally resurrect back at a tavern or something.
In Star Trek Online, there’s not really much of a death penalty at all. If you’re in space, your ship blows up and you’re forced to respawn back at the nearest respawn point that you flew by (these respawn points are not obvious and are often the beginning of the zone where you entered). If you’re on the ground, you’re knocked out and you can be brought back by a teammate or an NPC crew member if they’re still alive. No tangible penalties unless you increase the difficulty setting for the missions you’re running. Then you need to deal with injuries on your captain and injuries on your ship which can be removed if you have minor/major/critical regenerators or components in your inventory.
In Star Wars Galaxies, they changed the death penalties a bit either when the Combat Upgrade hit or the New Game Enhancement, I forget which. The original death penalty was that your equipment would take damage (you could insure your equipment so instead of taking 5% damage, I think, they took 1% damage) and you had to “clone” (basically respawn) where you had stored your cloning information (saved your character). Also, you had wound points to deal with in each of your three damage taking statistics: health, action, and mind (referred to as HAM). You had to go to a medic or a doctor in a medical facility to heal the health and action wound points and to an entertainer in a cantina to heal the mind wound points. Wound points essentially reduced the maximum amount of health, action, or mind your character could have until they were removed. The more deaths you experienced (and in some cases, the more fighting you did), the more wound points you would have in each category until one hit could probably kill you. They later removed the wound point system, the mind bar, and the deterioration of your equipment. These days if you die you get a 5 minute death penalty status that makes it so you have only a percentage of your maximum health and action (making it really easy to die again). Getting rid of this status is possible in three ways: have an entertainer remove it, pay the medical droid in the cloning facility to remove it, or wait the 5 minutes for the penalty to go away on its own. The cost of paying the medical droid scales with your level, but does not exceed 5000 credits at level 90. It’s mostly a minor inconvenience and many players just ignore it and do what’s called traveling by cloning. Essentially, you can now clone anywhere on a planet regardless of where you saved your cloning information. You can still only go from planet to planet if you’ve saved yourself at a cloning facility on another planet from the one you’re on, but now if you’re at the top of a planet and you want to get to the bottom and there’s a cloning facility there, instead of driving or walking the 12 kilometers, you just die and BAM, you’re there. It works pretty well if you can’t find a place flat enough to call your Instant Travel Vehicle.
Like I said up above in the intro, preventing death is what a lot of games focus on. In Star Trek Online, my captain can focus in shield skills that keep his shields regenerating in combat or that allow me to quickly heal my hull as it takes damage. In D&D Online, I can wear armor to help prevent getting hit to begin with or I can carry around healing items that fix the damage that I take from getting hit. In Star Wars Galaxies, every character comes with his own personal healing skill that gets better as they gain levels (Commandos still need Medics to back them up though… 4500 from a heal every once in a while is NOT enough).
I mentioned that this topic is a point of contention amongst players and it really is. I’ve read long forum threads decrying or supporting the use of a death penalty in games and I recall a great deal of complaining being made by crafters in Star Wars Galaxies that the removal of the damage to items from the game has made it harder to sell stuff to players (why buy a new pair of shoes when the old pair never wears out?). It’s definitely changed the economical standpoint in the game, but players are still buying stuff like crazy and even more now because you can have an appearance (essentially an overlay costume) that covers your actual equipment. I can almost guarantee that if you look for it, you might find a forum thread somewhere discussing the merits of harsher or softer death penalties in just about any online game. The fact remains that the players have a skewed perspective: some are there to have a good time and others are there for a challenge. For some, those are both the same thing. It’s up to the developer to determine at what point is the game killing players so frequently that it’s just not fun any more. Case in point, I find the Crystalline Entity in Star Trek Online to be way too hard a fight to be worth fighting. I tried it once and died in a single hit three times in a row and I vowed to never do it again. Some of my friends have come to the same conclusion. It’s not worth the effort and time to attempt to do that fight correctly for us.
Rare is the game with a “hardcore” setting where if you die, you can’t play that character any more. I only know of two games that have that… Diablo II and Hellgate: London. That’s a box I never check. I get kind of attached to my characters.
Ah, speaking of perma-death (that’s the “technical” term for it), the tabletop game of Dungeons & Dragons is really where you grasp the concept that your character, that extension of you and a major investment of your time, could die quite easily. It’s a precarious balance between making sure you can do damage to enemies and keep them from hitting you long enough for your party healer to get to you to fix whatever ails you. We had a game the other day where one of our party was hit all the way down to one hit point and she just shrugged and we were all confused. Apparently, she had armor that could heal her all the way back up to full if she ever dropped below one hit point. She was laughingly upset when the fight ended and she still had one hit point, so we all offered to crack her character upside the head to trigger the heal.
Games tend to trivialize it, but no one wants to have to start all over every time they die. It’s the human condition to wonder about death and those who play games happen to deal with it rather frequently without much thought. It’s a rather morbid topic, but addressed in a wide variety of manners by our games and our religions. I think it would be nice if we had a save and load function in our lives or maybe a few extra coins for continues.
Until next time, don’t forget to save often (if you can) and pay attention to your hit points!
P.S. “I have no terror of Death. It is the coming of Death that terrifies me.” – Oscar Wilde
P.P.S. I really like this: While on a journey, Chuang Tzu found a skull, dry and parched. With sorrow he questioned and lamented the end to all things. When he finished speaking, he dragged the skull over, and using it as a pillow, lay down to sleep. In the night, the skull came to his dreams and said, “You are a fool to rejoice in the entanglements of life.” Chuang Tzu couldn’t believe this and asked “If I could return you to your life, you would want that, wouldn’t you?” Stunned by Chuang Tzu’s foolishness the skull replied, “How do you know that it is bad to be dead?” – Zhuangzi
I’ve been building up the steam necessary to start writing again, but I keep getting side tracked. Lately, it’s been a variety of games and such that have kept me busy.
Star Trek Online: This game is ridiculously awesome and I wish I had the impetus to write a larger piece on it. Here’s the real issues with this game: the game feels small and empty a lot of the time. I could cross the entire universe involved in the game in a few minutes. Further, they have this automatic grouping mechanic for convenience, but no one has to say anything to anyone. There’s no built in voice chat and there’s no intention of including such software since, apparently, the developers believe that there’s enough third party voice chat software out there. Those are really my only gripes.
D&D Online: I’ve been playing this game nearly a year now and I’ve come to a conclusion about it… I know why this game is so much work compared to something like LOTRO or STO. Basically, in DDO, you don’t get experience per kill. You get experience for achieving certain things like finishing quests or reaching 200 kills in an adventure area, but you don’t get a handful of experience per kill. In Star Trek and Lord of the Rings, you get experience per kill. There’s a sense of progress, however small, in those games that is lacking in DDO. Now, I understand why it isn’t there in DDO… they’d have to change the entire balance of the game in order to adapt to such a mechanic. Regular D&D rewards you either after a fight or once you’ve rested (or in some situations, after the Dungeon Master believes you’ve gone far enough). I don’t know, I guess that’s part of why the game has lost some of its luster.
Lord of the Rings Online: This game recently went free-to-play. I haven’t really noticed a massive difference between the beta and the live version, but I played the first portion of the game so many times that I’m kind of bored of it. We’ll see what happens down the road when I get a second wind or something.
Master of Orion II: Impulse recently provided this for sale with the original game all for six bucks. Sweet deal. Anyways, MoO 2 is an amazing game that fits with X-COM and Civilization as some of the best gaming ever. Love the 14 year old gameplay. My first game of this (recently) was beat in the same day… yes, that’s MoO 2 for you, you CAN start and beat a game in the same day. If you know what you’re doing, of course.
Mass Effect 2 DLC: I recently downloaded the Overlord and Lair of the Shadow Broker expansions for Mass Effect 2 and I really enjoyed them. Shadow Broker was fascinating and it encouraged me to start a new game in an effort to see how playing through this particular DLC would effect the rest of the game experience. I still need to look into it more.
In other news, I’ve been catching up on The West Wing since it’s been off the air for a few years and I’ve always thought it was a good show. This is mostly in an effort to buy me some time away from the computer for my mental and ocular health. Anyways, like the title implies, I’m still looking for that muse of mine to come back so I can be my usual verbose self in more detailed articles for your reading pleasure. In the meantime, I’ve got plenty of material that’s bouncing around in my head.
Until next time,
P.S. “I invented something called The Oxford Muse. The Muses were women in mythology. They did not teach or require to be worshipped, but they were a source of inspiration. They taught you how to cultivate your emotions through the different arts in order to reach a higher plane. What is lacking now, I believe, is somewhere you can get that stimulation (not information, but stimulation) where you can meet just that person, or find just that situation, which will give you the idea of invention, of carrying out some project which interests you, and show how it can become a project of interest to other people.” – Theodore Zeldin
P.P.S. I use the word “recently” way too much.
My apologies for not writing anything recently. I’ve been wrapped up in games and this kind of took a back seat.
I wish I could talk about what I’ve been playing a lot this past week or two, but I signed a Non-Disclosure Agreement, so I can’t give my impressions until later. In the meantime, I’ve been playing D&D Online and I’ve got a game of Civilization IV going with a friend of mine.
I’ve got an article idea bouncing around in my head regarding the player and their familiarity and sense of belonging in the game world. This is something very relevant today, especially in light of the vast numbers of multiplayer online games and the persistent worlds that many of them have. I find myself fascinated by games that have to do with existing mythologies or well developed environments. Examples of these are the Star Wars universe, Tolkien’s Middle Earth, the Forgotten Realms, and Greek Mythology/Homerian Epics. Like I said, it’s an idea, and I hope I can figure out how best to explain it soon.
In the meantime, I’ve managed to secure a ticket to the Distant Worlds Final Fantasy concert. If you’ve read my article about music in games and my article about immersion and the part where I discuss the role music plays, then you’d understand that I’m a huge fan of game music. I especially like it when it’s performed in concert halls and the like. I guess it’s a way of realizing that the music that I grew up with is now recognized as important. Can’t help but feel a bit proud that I got in on the ground floor.
Until next time!
P.S. George Washington fought dragons. Spread it around!