7th Sea CCG on OCTGN

I’ve finished creating all the 7th Sea CCG sets and now I invite you all to join me for a game.

Recently I’ve finished porting all the 7th Sea CCG sets to OCTGN and like my previous post about Doomtown, I thought I’d make a post on how to  setup and play the game.

First of all an introduction for those not in the know:

The 7th Sea CCG is a defunct collectible card game based around naval combat in all forms. From blasting your opponent’s ship to splinters with your cannons, to boarding them and hacking them to bits. It plays around the common theme of Swashbuckling Pirates and Privateers and thus you do stuff such as send your crew on adventures and generally try to control the 5 seas the game is played in.

Deck building revolves around many things:

  • Selecting what faction you want to play, as there are dedicated pirates, army captains, chartered privateers and even the undead, each with their own rich history, story and gameplay tendencies.
  • Deciding what basic strategy you’re going to use to achieve victory: Big Cannon Attacks, Small Cannon attacks, Boardings, A bit of this and a bit of that, Controlling the Seas or some other wacky experimental build – like playing the Viking Raiders and using your Laerdom sorcerers to destroy opponent’s ships through weather catastrophes.
  • Deciding on the type of cards you’re going to use, as too much of one card might make you strong in your chosen tactic, but might cripple you if you’re ever trapped in a boarding.

And there’s a lot of other fine strategies in deckbuilding that emerge once you start to understand how the game works and the cards interact with each other.

The game is primarily designed for 2 players playing as opponents, but you can easily play it with more, albeit a Free-For-All is not recommended. However some of my fondest experiences with card games were when playing this game as 2 vs 2 team matches.

EDIT @ 02/07/2013 : I’ve moved the installation instructions on to the dedicated page for this game definition. Please follow the step-by-step installation instructions for 7th Sea CCG there.

Now that we have the game ready, the only thing that is left is to find someone to play with. Fortunately, the new OCTGN 3 has a built-in game lobby capability, which means that whenever you go to the host/join tab, you’ll see any available game lobbies for the games you have installed, and if you host a game, anyone with the same game can see it and join. Unfortunately the 7th Sea CCG is even less active than Doomtown which means it is unlikely anyone will be hosting or looking to join a game at the same moment you are. Even worse, there’s not even a specific community for the 7th Sea CCG. There’s a Facebook group with 4 people (at this time) which you might ask in, A Facebook page with more fans, but related to all things 7th Sea, which for most people is only the RPG, and of course our own OCTGN Game fora where you may inquire if anyone if up for a game. But very likely, your best bet would be to contact me directly 😉

The 7th Sea CCG version for OCTGN is not yet as automated as Doomtown, mostly because I “power” my motivation to code this stuff depending on how much I actually play the game and thus see areas for streamlining and improvement. Given that I haven’t managed to find a single person to play with (something which I hope to change with this post), it’s no surprise that the scripting behind it is minimal. Still, I do plan to improve it as much as I can, even if I don’t play much personally. Eventually I hope to make it as streamlined to play as possible and take away much of the “carpal-tunnel” tediousness that online play introduces to card games as well as help players avoid common mistakes done while playing complex games.

If you do get to play a game with your friends and find things that annoy or could simply be improved, do contact me and I’ll work on it as soon as possible. And of course, spread the word.

Enjoy!

 

Yet more proof that all MOBA (AKA DotA-clone) communities are absolute shit.

I’ve spoken in length about how sexist S2 and Heroes of Newerth is, which is not surprising given how bigoted their CEO is, and other have written about how Riot games and League of Legends is not far behind in providing fan service and all the other things that implies. But I still had some hope for DotA 2,which was being developed after all by Valve, which has at least somewhat a better record at how it presents women, as seen by the absolute top male nerd fantasy: Alyx Vance. Sure, their promo images of the game characters were obviously sexist and others have raised concerns about the direction the community was taking already, but hope dies last as they say, so despite all this, and despite the fact that MOBA communities are the absolute scum of the earth, I wanted to believe that some Valve guidelines and strong moderation might improve things

How wrong I was.

It seems that the DoTA2 community is shaping to be as bad, if not worse than the S2 community and the all-powerful report function isn’t having any effect whatsoever, especially given that the moderators are actually of the same shitty opinion as the rest of their scumfuck players.

There’s really not much else to say, that the community can’t say by itself. Some choice quotes

I’m not homophobic and I call people fags all the time.

george just come out of the closet already

Because, of course, only secretly members of marginalized communities might ever be against their oppression. This argument would be so bad if it wasn’t so fucking common.

For example, I have multiple homosexual friends including one who enjoys dressing up in feminine clothing and a wig, putting on make-up, to become his alternate persona “Greere Grimes”. He has 2 or 3 friends that do this as well regularly. When we see each other at the gym and talk to each other, and he says something such as (This is a true story), “Did you see the guy at the check-in? OH MY GOD I couldn’t breathe!” and I laugh and go “Dan you’re such a fag ahahah”, he chuckles and says “Oh I know! I’m gonna go talk to him” and viola. There is no offense taken because he understands that while society attaches negativity to the word, he knows I personally do not and as well, he is in fact a faggot and is fully comfortable with it.

This is the same person who as Greere Grimes was at a bar and left early without his friends, while 3 men followed him outside and broke multiple ribs as well as giving him many bruises including a black eye. These was a hate crime and the 3 men are still at large. He was in the hospital for 4 days.

Someone who understands the hate that people can have in their hearts, and HE is comfortable with someone calling him a faggot?

[…]

I will continue to call people faggots until nobody is offended. And then I will use the word to refer to homosexuals. Because that’s what it’s already supposed to be doing.

 

There are no words…

I don’t get offended at asian jokes being asian myself

Nor do I get hurt by random t2s randomly throwing out racial slurs and happen to hit one

Never will be and never have been.

If I talk to my mexican friend and say something about her getting smuggled over the border she will just laugh.

If I talk to my blonde friend and tell her a really crappy dumb blonde joke she wont care.

Someone please bring out the Special Snowflake award.

This is like black people still crying about shit all the time. “Yo we can say nigger but if you white people say it that shit racist yo”

^ THIS WAS A GAME MODERATOR SPEAKING ^

Same game moderator went ahead to complain about how hard straight white mailes have it. Seriously.

Anyone who actually posts in here and tries to defend it saying that its hurtful are gay. Straight up I want your wiener in my mouth gay. Now get your ass outa the closet and stop being a white knight of the internet.

Quality

I gave up shortly after the last quote.

The "Anarchism Can't Work lolol" Bingo

Ever get frustrated at the inane arguments against anarchism? Then this BINGO chart should come in handy.

There’s a few humorous BINGO sheets available on the internet, from the hilarious Libertarian Troll Bingo, to the sarcastic Sexism in Games BINGO. The latter one, I recently modified slightly and then run through the comments of reddit, which were discussing sexism in games, with great success. I had quite a lot of fun doing it and it also occurred to me that there is another topic where there are so many clichĂ© criticisms that might benefit from a similar treatment.

To this end, I’ve created the “Anarchism Can’t Work lolol” Bingo, which is a humorous view into some of the most common, and usually outright absurd criticisms of anarchism that are frequently trotted out when such discussions occur. You can find it below in a simple html form, or on the side, in an image format (click on the thumbnail for larger version).

So without further ado:

The “Anarchism Can’t Work lolol” BINGO

Whitest kids you know / Something Positive / etc Go live in Somalia if you like Anarchy so much. Anarchist Catalonia and Ukraine were defeated in war, so this proves Anarchism can’t work. Democratic France being defeated in WW2 doesn’t count. Grow up and get a job! What have the Anarchists ever achieved? The “Haymarket affair”? Never heard of it.
Who would maintain the roads and gather the garbage? Why don’t you create your own political party and run for office? People are too stupid and evil to voluntary work together. They need benevolent leaders to do it for them. What do you mean “who would choose the leaders”? Who would control the huge corporations if the state didn’t exist? Today they’re perfectly regulated and kept in check by our incorruptible leaders. You’re a Utopian. Anarchy will never work the way you idealize, unlike Capitalism and the State which work perfectly now.
The corrupt politicians in power will never allow any movement that starts to challenge the state. Ron Paul 2012! You’re not a true anarchist unless you support the rights to private property, capitalism and wage slavery. Human Nature (FREE SPACE) Your ethical arguments on how humans should act in an anarchist society makes you as bad as Stalin and Pol Pot. If you oppose Capitalism so much, then why are you still using a computer and the internet, huh? And why do you buy groceries?
Let’s say tomorrow we magically had an Anarchist society… An anarchist society doesn’t exist right now, therefore it could never work. Why no, I do not know how old Capitalism is. The state is required because humans don’t exercise voluntary organization. Much like shoes are required because our feet lack the callouses one would develop by not wearing shoes. Whenever your revolutions were attempted, they ended up in brutal dictatorships after a bloody civil war. Unlike all democratic revolutions which were peaceful and never failed. I demand to know the exact details of an anarchist society of the future. People could easily predict 20th century Capitalism during the 19th.
Humans need hierarchy. All human societies throughout history were hierarchical. Why don’t anarchist start their own communes right now? Just buy the land from the state or capitalists and prove it works. Of course nobody will try to mess with it. Without a state and laws to tell me how to behave, I’d go on a killing spree immediately. Libertarian Socialism is an oxymoron. I agree with you, but nothing can ever change, so why bother…

I don’t believe I need to point out that this Bingo chart is dripping with sarcasm 🙂

One thing you might like to note is that I’ve tried to align the chart in such a way so that the middle horizontal axis contains common arguments coming from right-libertarians and “Anarcho”-Capitalists, while the middle vertical axis contains arguments that approach a Marxist-Leninist/State Socialist criticism. This should allow an easy Bingo in case you’re arguing wish such ideologues. 🙂

Finally, in case you want to spread it around, or rework it, below I’m including two text files, one containing the bingo options in simple text format, while the other one containing the bingo chart in a way that you can paste into reddit comments.

Let me know if there is a more fitting answer that I’ve missed. A few of them are possibly not that common or absurd, so if you can think of a better replacement, let me know and I’ll update it.

Have fun!

This Wikipedia section annoys me

Wikipedia can easily fall prety to bias when its supported by flimsy sources.

"North Hampton is a Domestic violence fre...

The section about teh mens on the epidemiology of domestic violence looks very much like an MRA talking point rather than a neutral POV. This is the second time I review the section and find that it is full of questionable sources and blatant editorializing. The first time I removed citations which were not only minimal (i.e. “Straus, 2005”, that was all) but sometimes just wrong. I replaced those with a [citation needed] mark, to force those adding those to backup their statements.

Today I visited again and notice that many citations have been fixed, only this time bad citations have been replaced with seemingly working ones, which at the same time are ones that are frequently brought up by MRAs as a silencing tactic. For example, the very first sentence is this:

Women’s violence towards men is a serious social problem. While much attention has been focused on domestic violence against women, researchers argue that domestic violence against men is a substantial social problem worthy of attention.

This is an editorialized title, backed up by two citations. First this, which cites Gelles and does not provide a version on can check online. However I have read that Gelles has explicitly rejected interpretations that put violence against women on the same scale as violence against men. ((Unfortunately this Feminism 101 article suffers of of severe link rot, so I couldn’t link to the original source)).

The second part of the sentence links to this page of citations, which is very much like the annoying Wall of Text tactic, which primarily used to cower and silence opponents, especially those who are not privileged enough to waste even more time refuting it. This particular “Wall of Sources” is frequently linked and cited by MRAs because it is just so damn effective in cowering their opponents. Who can deny science? However, it’s not the science that we need to deny, but the flawed framing and outright dishonest interpretations of the facts and fortunately David Futrelle of Manboobz has done exactly that.

The problem with citing a Wall of Sources, is that it can be practically used to support anything, even a rhetorical point such as “researchers argue that domestic violence against men is a substantial social problem worthy of attention.” The problem with this strategy is that it is trivial for people on the other side of the argument to respond with an even larger Wall of Sources, many thousands long, that can support the exact opposite ideological point. It then becomes simply a race of who can gather and choice-interpret or outright spin scientific studies, so that they fit their biases. And this is not how the truth is found, and especially not how Wikipedia is supposed to work.

And then there are the editorialized sources in the above Wikipedia article. If you look at the sources cited at references 33 to 37, you’ll note that they all have a short paragraph interpreting them to the audience, rather than let them stand on their own. This is not done commonly in Wikipedia (as far as I know) as it’s the paragraph being cited that is supposed to give this context. And yet, it seems here that those citations cannot stand on their own, or maybe – and this is what I really suspect – that this is yet another attempt to cower anyone challenging these assumptions, as all of those references are simply used to support the following sentence:

Other studies—typically family and domestic violence studies—show that men are more likely to inflict injuries, but also that when all acts of physical aggression or violence are considered in aggregate, women are equally violent as men,or more violent than men.

Again, another MRA talking point which goes counter to the section above it, and thus multiple (editorialized) sources are pre-emptively used to prevent it being challenged.

The whole situation, imho, stinks. And though I’ve tried to shape up the article somewhat by removing the most obvious citation bias, I am loath to really start editing it and likely end up in a citation war with the MRA watchers it’s sure to have.

Anyone more familiar with the Wikipedia bureaucracy have any idea if using such a “Wall of Sources” to support an editorialized introduction is acceptable? I get the feeling it’s not but I’m don’t really care to waste the time required to find out.

Finding an apt analogy for piracy

I quote an analogy which exemplifies just why piracy is disruptive to obsolete business models, but not harmful.

Piracy

So my article on the ethics of piracy was posted in the /r/games subreddit and the thread pretty much exploded in arguments. I only saw it half an hour before I had to go to a Faun concert (and then straight to bed because I was working early next day), so I could only properly respond 16 hours after the fact, at which point everyone had already moved on. Still I did leave some answers in that first half-hour but I quickly found out I could barely get a word in sidewise, before being downvoted below the viewing threshold. Oh well, not unexpected I guess (albeit mildly ironic, given how anti-pirates are under the delusion that their opinions are unpopular). And it wasn’t just me, anyone who wasn’t explicitly negative toward piracy, was downvoted, even for simply stating facts.

Anyway, one of the classic problems when discussing piracy is finding an analogy that approximates the same dynamics. Anti-pirates will insist on using analogies relating to physical theft, such as shoplifting, car theft and so on, while pro-piracy people try to use analogies that simulate the zero harm caused to the current owner. It almost impossible to see eye to  eye on this between these two camps, but on the aforementioned thread, someone did make an analogy that I think is compelling in pointing out how piracy disrupts business models.

Quoth mrbobgray

Essentially, the current business model of video games is like this:

I paint a picture. It is a wonderful picture, and everyone loves it. I realize that people will pay me to see it, so I put it in a closed off room and charge people to come in and see it. This works fine for awhile, and I make a lot of money; then one day, everyone on earth develops x-ray vision. This sucks for me, because suddenly I realize that people no longer need to pay me to see my painting; they can stop by any time they like and see it.

What’s an artist to do? How can I possibly make money from my work?

What the video game industry currently does is simple; they ask the government to make it illegal to use x-ray vision on the walls to my house. Ta-da! Everyone has to pay me to see my painting again.

There is a problem though; it is essentially impossible for the government to tell who is using x-ray vision to look through my walls, and who is merely looking at my house. Thus, some people choose to simply ignore the government, and view my painting using their x-ray vision. There is nothing to physically stop them, and it doesn’t prevent others from listening to the government and paying to see it. I can say that I have lost money from those illegal peeping toms, but have I? How much? Neither I or the government know, because we have no way to tell who of the people using x-ray vision would be willing to pay to see my painting.

The problem with this system is obvious: it is reliant on an old, out-dated set of assumptions; namely, that people don’t have x-ray vision. Instead of adapting to new developments, a law was passed to simply pretend those developments don’t exist. This is where we are with digital goods and copyright laws.

Computers and the internet are truly incredible, amazing things. The ability to store and transfer incredible amounts of data near instantaneously has changed humanity as we know it. So why are we fighting it? Why do we pretend that it doesn’t exist?

The idea is not to prevent people from using the new, amazing developments we have as a society; the old model is fundamentally broken. What has to happen now is finding ways of utilizing these new developments to create even more value. Don’t ask me what that is, because if I knew, I’d be busy counting my millions.

 

SWTOR is just WoW with Lightsabers

SWTOR is just WoW with better graphics and more immersion in a Star Wars setting. AND THERE’S NOTHING WRONG WITH THAT.

A World of Warcraft Orc with a space helmet, floating above the earth, while a Dragon is flying in space.There, I said it.

…But mostly just to troll those butthurt by the statement 😛

There is however some truth in the title statement. SWTOR is for almost all practical purposes, a “reskin” of WoW, with better graphics, better story and full voice acting. You see, when someone makes this statement, they’re expressing something specific, something that most people who have played WoW can instantly notice behind the thin veneer of polished dialogue – that the gameplay mechanics are not just fundamentally the same, they are exactly the same as in WoW.

Yes, many people at times have compared new MMORPGs to WoW, or called them clones of it, but much of the time this was an unwarranted comparison, which is why such sentiments were never particularly common or popular. However the single most common opinion expressed about SWTOR is that it’s basically WoW in Space. Why is it that this comparison comes so naturally and so often to gamers, when it so uncommon against other games? I’ve seen a lot of other MMORPGs come and go, but very rarely has this comparison been so popular among their critics.

The answer is that even though many of the other games might have shared some core aspect of MMORPG gameplay, as it’s been refined by Everquest and later on by WoW, they nevertheless included a lot of interesting innovations to make their gameplay stand out. I am not an MMO expert, but from the little I know: Conan had a completely different combat system, Warhammer online had its Overall campaign which relied on a dynamic conquest mode, D&D Online has a completely different leveling/class system and significant innovations in questing (eg the Dungeon Master). All these make these games stand out in their own way in regards to gameplay. Even if they didn’t manage to dethrone WoW as a fantasy MMO, they still helped to advance the gameplay of the genre of MMORPGs as a whole, by experimenting with incremental or sometimes revolutionary changes and see how well they work.

And even small gameplay changes can have significant effects on the dynamics and the “feel” of a game. This is how FPS manage to stay fresh, even though they’re all the same “point & click” if you get right down to it. SWTOR fans love to sarcastically respond “Yeah, and CoD is Doom with Snipers” in an attempt to point out that all FPS’ have the same control scheme. But the changes that differentiate between CoD and Doom and FPS in general, are not in the control scheme, which has to stay the same if a game will be in the same class and also instantly convenient/familiar to FPS players. Such sarcastic remarks,deliberately or not, misunderstand where the innovation in FPS happens. It is in the weapon mechanics, in the player health, in the player speed, in the implementation of cover mechanics (or not). These changes may be minor on first look, but due to the emergent dynamics of fast-paced games like FPS, they grow up to change the whole pacing. Consider for example that Quake 3:Arena and Unreal Tournament came out at roughly the same time. They were both very similar theoretically. Both had a sci-fi theme, both had fast-paced PvP-only focus,  both had some  weapons with similar use (rocket launcher, machine gun, shotgun), same type of game modes (FFA, Team Battle, Capture the Flag) and so on. And yet, the games, aside from the core “point & shoot” gameplay, play nothing alike. The game just feels completely different instantly.

And this unfortunately is not true for WoW and SWTOR. The games feel exactly the same. The gameplay feels like someone took WoW, improved the graphics, switched to sci-fi, renamed the abilities and classes and called it a day.

It is mistaken to mention the core similarities of FPS when trying to prove how dissimilar WOW and SWTOR are. This is because the core similarities of MMORPGs are on a different level. If we exclude strong outliers like EVE Online or Dofus, and simply look at the more focused example of “Theme Park MMORPGs”, the core mechanics – that is to say, the gameplay features that have been incrementally improved, shown to function well and most players of the genre are familiar with – are the 3rd person view, skill with cooldowns, quests, combat, levels & classes, and item seeking. At the root of all Theme Park MMORPG (TP MMORPG), all these exist in some form. Note however the last part: “In some form“. The fact that all such games include these tried & proven & expected mechanics in no way means they are clones of each other, because there’s still the differentiation happens on a layer on top of that, much like the differentiation of FPS happens on the layer above having a point & shoot, first person, multi-weapon game.

What is that layer? That is the layer where you decide exactly how the core mechanics function.

  • Just how exactly are your skills with cooldowns are implemented in combat? How many can you have active? Do they use some form of “mana”? How?
  • How many levels do you have? How do you gain them? How are they limiting the player in the world? What does a difference in levels interact in PvP?
  • How are your quests activated? How are they completed? What is the usual types of quest? How many types do you have? When completed, is there any change in the world as the other players perceive it? How are parties created and how do they function?
  • How do classes differentiate? Are they using a “holy trinity” setup? How are they progressing on their early levels? How does specialization happen? At which point?
  • How do you find powerful items? How many kinds are there? How do people split the loot?
  • What is the combat flow? Are there other mechanics outside of skills with cooldowns? Does maneuvering and a player’s  skill make a significant difference given equal characters in power?

These are all the kind of questions that show how and where a TP MMORPG differentiates in gameplay from the other TP MMORPGs. A game which has significant changes in some of these, is usually changing its emergent gameplay and the general feel of the game so much, that it cannot possibly be considered a clone of another. Sure, fanboys of one game may call it a clone of their favourite game so as to discourage other players from jumping ship, but such voices are usually easily dismissed by those who experience it.

However, when almost nothing is different in all these aspects, aside from cosmetic changes (such as disabling auto-attack) or simple streamlining, then games feel and play practically the same. And this is sadly the case of SWTOR compared to WoW.

  • The skills with cooldowns? Same exact mechanic. There is a cosmetic change in that your basic attack is now a skill as well and is not automatic but other than that, I haven’t seen a significant difference.
  • The level mechanic is the same. A level cap is 50 (WoW was 60 at launch), you have areas with specific level requirements/expectations, you defeat everything of a significantly lower level easily, at the max level, the things that will keep your interest are very different from everything before.
  • The classes all start at a safe area specific to them. The classes all have skills dedicated to a role of the holy trinity designed for  them (healer, tank and DPS). The classes all select a specialization at level 10. There is a skill tree and you get or improve your skills with money.

And so on and so forth. Won’t bore you with the details, but suffice to say, the rest of the list is very much the same trend. There are cosmetic changes here and there but nothing particularly noteworthy. SWTOR fans at this point usually try to point out that this is the standard recipe for TP MMORPGs, so why should SWTOR change what is working? But that’s the thing, this isn’t the standard recipe for such games, all of them have at least a few significant changes in their gameplay. If they hadn’t, they would rightly have been called “WoW with ____” as well.

SWTOR hasn’t even attempted to put their own unique spin on mechanics. It’s just a shameless copy-paste of the mechanics that WoW has perfected, into a different theme. And there is nothing inherently wrong with that, mind you. I have nothing against a game doing this, so that someone can have the same gameplay they know and love, but in a theme they prefer. Some people are all for that as a matter of fact, and just shinier graphics and Star Wars are enough to make them switch.

But at least call a spade, a spade. Nobody is bashing SWTOR for being what it is. When people mention that SWTOR is simply “WoW with lightsabers”, they express something specific, that perhaps is not immediately obvious. From what I understand it is “I am tired/bored of WoW gameplay (or don’t like them at all) and was looking for something significantly different, but SWTOR is not it.” And again, there’s nothing wrong with that statement either. This is why it perplexes me when the obvious is denied. The obvious being that SWTOR is directed to people who wanted to play WoW – but in sci-fi, or people who wanted to play a Star Wars with the proven gameplay of WoW (or don’t care about the gameplay at all).

SWTOR does have strong and interesting points to notice, but they are not its gameplay innovation. The innovations of SWTOR lie on a different layer entirely: In the layer of the RPG elements and storytelling. In short, exactly the reason they chose Bioware to do this. And yes, from what I’ve seen, the story does seem to be worth it and anyone who liked KOTOR should probably like SWTOR as well. I would personally play it as well if the price was right, but it isn’t (primarily because I personally did not like the WoW gameplay.)

There is no reason for fans of SWTOR to get annoyed and deny that SWTOR is WoW with Lightsabers. The correct answer should be “Damn straight, and that’s all I wanted!”. And there’s nothing wrong with that.

"Here's the problem Bro, sounds like you've never been outside of America."

The Privileged and the Masochists are the biggest moralizers online.

Oh gawds, this is the phrase I could say to most of the people I see moralizing against various stuff in Reddit. It’s especially relevant when people criticize video game piracy. In specific, this is the phrase that someone used to put some anti-piracy moralizer in his place. The moralizer said.

They can spend hundreds of $$’s for the original console but can’t afford $10 for a used game?

If it costs an arm and a leg for a new legit game, it must cost them several bodies for a console itself.

It all comes down to buying games you can afford. If they can’t afford MW3 because it is $60, buy older games that are $10.

To which the user pikatu replied:

Here’s the problem Bro, sounds like you’ve never been outside of America. Games in Australia are $100. Do you know how much games in Brazil Cost? 6 month old games are USD$140 [Citation]. What does the average person make in salary in Brazil at USD?

The minimum wage set for the year of 2011 is R$7,080.00 or R$545 per month plus an additional 13th salary in second half of December. Wikipedia

This is why piracy will never go away. Most people play games, will not have money to buy a new game Finally, seeing as how the xbox 360 costs them 581.1743 US dollars Walmart. 4 games cost as much as 360. Older games. With the income they make, they cannot afford it. Piracy is huge in Brazil AND in China, and other third world countries. You talking complete shit while ignorant of how economics works isn’t going to help at all.

So succinctly said and such a great example to point out where most of the piracy is coming from and why.

This kind of mentality – of the clueless First Worlders who projects their own social status on the rest of the world – is frustratingly common. I encounter it almost daily online, and most often than not, it comes from the most moralizing and least empathic people available.

The original commenter then replied

I’m from New Zealand actually. Games here are between $120 and $150.

I’m a student, so I buy games that I can afford. The only brand new game I’ve actually ever bought was Starcraft 2, which I saved up for over 4 months.

I make about $4,000 a year so I don’t buy new games, I buy old games for $5 or $10, and I make less than the average wage of a Brazilian. Granted, though, the games are easier for me to procure in New Zealand.

Which points out the second class of people who like to moralize. The masochists. And if there’s anyone better at moralizing than the privileged, it’s the tools. The 53 percenters and the oppressed who can’t tolerate those more oppressed by themselves jumping up the privilege ladder. Here is someone who had to pay something like half his allowance to buy one game and instead of thinking there’s something wrong with that, and how they’re being excluded from popular culture just because of their economic situation, they’d rather that everyone else is excluded as well, only more so.

It’s the absurdity of not finding ways to improve your own shitty situation, but making sure those in a shittier one don’t get to bypass you.

Why I'm excited about Guild Wars 2

Guild Wars 2 is going to be awesome, and here’s my two primary reasons for thinking so.

After my first impressions on SW:TOR the other day, I thought I’d mention why Guild Wars 2 has made me not only take notice but get genuinely excited about, since WoW in 2005. Specifically I thought I’d post about this since I found two excellent videos on the things  I found awesome to have in an MMORPG.

First: Dynamic Events

http://www.youtube.com/watch?v=NdydcMu8u5I#t=30s

The video also doesn’t mention that each dynamic event is composed of a cluster of different quests, each of which actually progresses towards completing that event. So you could be defending a smithy from a kobold assault, and you could be either fighting the kobolds, or repairing damage inflicted on the smithy, or gathering required minerals to fuel it, or manning a catapult and so on. This allowed each player to help towards the dynamic event objective, by finding an activity they prefer, or even swap activity in the middle, if the one they do is boring.

If this sounds promising, Check out this detailed look by the game designers.

Second: The Death of the Holy Trinity

http://www.youtube.com/watch?v=3xGDL6QVL-8

http://www.youtube.com/watch?v=Wab8xhnXyGA#t=30s

Now this is something I’m really eager to see in action. I always found the way that a game locked you into a role and then made some roles boring but necessary to be completely anti-fun. I love the idea that I may be playing a tanky wizard and then instantly switch to a DPS skill set if I lose aggro, while whoever gets targeted can tank up if needed. Hell, just the idea that I can play a tanky wizard makes me happy. I always try to play tanky combat wizards.

There are certainly quite a few other reasons that add to that, but these two concepts  above are the primary changes to standard MMORPG gameplay that add a degree of innovation I believe will make the game significantly different enough to keep me interested.

Anyone else planning to play it?

 

Are used game sales harmful to the video game industry?

Many gamers are as opposed to used game sales as they are to piracy, but I try to explain why that is completely misguided.

Video_Gaming_Industry

Someone opened a question in reddit concerning used game sales, and the usual privileged moralizing was not slow to appear in force. This whole discussion is a prime example of how people go against perfectly fine practices for no other reason than that they perceive them to be a danger to their hobby…because those providing such hobby tell them so.

It’s no secret that the video game industry simply hates the used game sales, with as much and possibly more passion than they hate piracy. That hatred is of course misguided as much as it is when focused against piracy, but you can’t honestly expect much more from brain-dead executives who think that used game resellers are ripping them off. However one would hope that actual gamers, who are the ones benefiting most from a thriving second-hand market, would be more positive.

And to an extent it is, usually the highest comments are supportive of second-hand markets, but I’m seeing more and more upvoted comments and posts, condemning used game sales. Granted, a lot of this hate goes specifically towards GameStop, which people do have significant reasons to dislike, but then again, you also get a lot of comments strongly against used game sales for no other reason than the usual “It harms the developers”. The following is an archetypical comment:

Let me preface this by saying I’m very strongly against used game selling, as the basically the entire profit made from used game sales goes to the retailer.
hese two are very, very similar, and shouldn’t be treated as separately as you are treating them. The key difference between piracy and used game purchases boils down to the buyer. When someone buys the game used, they aren’t supporting the developers, however they are still paying at least something for the game.
Pirates, on the other hand pay nothing. Pirating a game is playing a game illegally. That is it. Pirates can try to justify their actions all they want, saying they are just trying the game or will buy it later. This does not change the fact that they are playing the game illegally until they pay for it. There are no exceptions, no excuses for playing without paying.
One additional point is that you are assuming that people who frown upon piracy approve of used game sales. This is very, very rarely the case. Both are detrimental and would be best eliminated, it’s just that one involves taking something for free and one involves the slightly shady business practices of some stores.
And Finally, you are neglecting the absolute most important piece of information: you are assuming all customers are aware that no profit from used game sales goes to the developers. Most people are simply casual players, and won’t give a second thought about their purchase. To them, a used game is simply a cheaper version of what they were going to buy. It doesn’t change the fact that the developer is cut out of the sale, I just want to clarify some important gaps in your initial complaint.

I won’t really bother to counter the arguments against piracy as I’ve done so already in multiple articles here, but it’s interesting on how a perfectly legal practice in the world, suddenly becomes anathema when in the context of digital goods. Kinda like how the practice of sharing, become the “evil” piracy when it is done with digital goods.

It is very perplexing how these people do not see any issue with second-hand markets on physical goods, which are not only established but also very useful in market economies. The same arguments one does here against used games, can be used against used TVs just as well. As much as a used game sale deprives its creator of potential revenue, so does a used TV sale deprive its creator of potential revenue. And the argument that items change hands doesn’t even apply here, since the entitlement of the creator to receive profit from each transfer of their product is not based on the concept of material transfer, but on the idea that they deserve reward for creative effort and to protect their business model. A concept that, needless to say, is very very wrong.

The fact of the matter is, as Techdirt has explained, is that second-hand markets in fact boost original sales at launch periods, by allowing people to take more risks with their purchases, knowing that they can recoup some of that cost if the game does not live up to its potential. It also allows people to buy originals at full price during launch periods, even if their value of the product falls below that price, since they can reduce the price via selling the game used. Finally it allows people who do not have the money to buy full price, to enjoy the game via used game sales which in turn helps the game to sustain the most-important community size and possibly spread more word of mouth, as a the lost of someone disgruntled can end up in the hands of someone enthusiastic.

The point is that there’s a lot of positive effects coming from second-hand markets, which are summarily ignored through the short slightness of game publishers who feel ripped off by used game sales. Unfortunately for them, second-hand markets for software have been deemed legal. Unfortunately for us, software companies have the capacity to implement ways to extract money from either resellers or second-hand customers via the use of Online Codes.

But while the gaming industry might think that Online Codes give them a cut from each used game sale, the reality is that this cost is usually passed over to the customer in some way. Because the value of a second-hand game without a usable Online Code is diminished, either the original customer will be able to resell it for less than they’d like and thus the original price for the game (and thus the risk) will be higher, which will discourage people from doing it, or the second-hand buyer will end up with a gimped game, and thus discover that the price they paid was not for a full product, leading to resentment. Another option is that the used games salesman like GameStop is going to take the hit by subsidizing the Online Code cost to its customers (and thus providing a voluntary “tax” of 10-30% or so to the creator on each sale they make), but this again has unforeseen consequences, as GameStop is so big and has such a margin that it can afford to do this, while smaller resellers cannot. If anything then, this practice plays into the hands of GameStop by allowing them an advantage which can improve their market share, perhaps to the points of monopoly, which would be great for GameStop and publishers (who only have to deal with GameStop after that), but disastrous for the customer.

In any case, the absolutely most frustrating thing when discussing such matters with gamers online is how often you see a stunning display of privilege from people who either don’t have to think about what to buy, or simply have masochistic tendencies. This comment exemplifies this attitude:

The gaming world is full of cheap ways to get games – Steam sales, app gaming, web-based gaming portals, FTP MMOs, ‘Greatest Hits’ discount re-releases, etc. The gamer that cannot afford to but full-price top-tier games on launch day should not buy them; just as a person living hand-to-mouth shouldn’t be going out to eat on a credit card or buying a fancy car when the bus is available

I.e. let them eat cake.

This is the kind of argument that really gets me annoyed. It’s not even enough to condemn pirates who, at least are doing something illegal, but now they condemn people who do something absolutely legal, just because they’re not rich enough to afford full priced games at launch day? It’s this frustrating attitude which implies that there’s either the very poor and the well-off in the world, and nothing in between. And if you belong to the former, then you don’t deserve to enjoy culture. This projection of privilege from smug neckbeards online is really starting to become a pet peeve of mine.

In closing, I’ll reiterate that used game sales are as much of a threat to the gaming industry as piracy. I.e. not at all. If anything, according to “executive logic” used game sales are worse than piracy since they are far closer to actual lost sales, since the people buying them are already ready to spend money and that money simply didn’t go to the developer. The actual reality however is that used game sales and piracy have various positive effects that are difficult to see and quantify and the more the industry reacts to things humans find natural, such as sharing or selling their stuff, the more resentment and reaction it will bring, which will ultimately be to their own detriment.

How can we design an engaging dialogue system in computer Role Playing Games?

Can we ever make dialogue a meaningful part of RPGs, rather than something which can easily be ignored?

This post was inspired when I was writing about the dialogue system in my first impressions of SWTOR. There I mentioned that I liked the idea of the NPC dialogue with multiple players involved, but felt that it looks like so much lost potential given that the results of the dialogue are decided with a simple random roll which has little relation to how strong personality a character has, or how skilled in social relations they are. A misanthropist Sith has the same chance of affecting the dialogue progression as a charismatic smuggler.

It is perplexing to me why role-playing games don’t introduce their usual set of mechanics into social aspects as well. Why are skills only relevant to how well you can shoot or protect yourself, and not how well you can convince or manipulate? Sure, some role-playing games have tacked on some traits  which can affect dialogues, but the functionality of those is not engaging in the slightest, and they feel more like a random roll, rather than a sustained and challenging process.

And I’m not talking about silly mini games like the Oblivion wheel, I’m talking about making dialogue more like combat. But of course, before we see how, we need to look into what makes combat in role-playing games engaging and interesting.

Combat is not presented as a simple attempt at an attack, but rather a sequence of such attempts, using a variety of skills and tactics to overcome an enemy’s defenses. In most RPGs, an enemy’s first line of defense are their hit points/shields (i.e. how many successful hits a player needs to defeat them), but just HP are usually boring as the player feels like they’re just fighting a punching bag. So dodge chances, covers, armor/shield reduction/penetration, magic resistance and a host of other subdefences are added to different enemies, forcing the player to adapt their strategy in order to find the weak spot they can exploit.

The trick here is that while enemies of the same level as the player always take more than one simple attack to take down, if the player ends up with an enemy who is resistant against his usual attacks, and the player does not have a way to exploit their weaknesses, then it can suddenly become a very difficult battle, forcing the player to struggle with it or even lose. This created the rush of excitement which makes combat so engaging, as players move from enemy to enemy looking for more such rushes. This is why “boss” enemies exist, along with various “lieutenants” who suddenly spike the difficulty and force the player to stress, think and adapt.

And then, there’s also the dynamism of combat, where you don’t simply stand around whacking each other’s head with a club until one falls down  (OK, in some games you do, but those are generally considered very boring) but rather run around, jump to cover, throw fireballs and grenades and generally have a lot of activity peppered with special effects and explosions. In short, mindless action fun!

These two combine to make combat something which keeps the player engaged, from thinking about their next move in split second times, to looking at the beautiful effects their previous action achieved and how brilliantly they outplayed their opponent. Thus combat in RPGs stays fairly interesting throughout the whole game, simply by incremental additions to strategy and difficulty.

So now that we know what recipe makes combat engaging, we can immediately see the flaws that make dialogue distinctly less so. In dialogue as implemented in most CRPGs, it is a matter of simply selecting whatever option your character would say. On occasion there’s an option to utilize a “persuasion” skill, like threatening them, or charming them or whatever. This is done dryly, once off, and most of the time, using it or not, has no significant effect in the dialogue, except perhaps to give you some small reward. But game designers shy away from opening quests, or progressing currents quests through such skills, because if the player fails them, they would be left stranded and frustrated.

However this frustration does not exist when a quest progression is blocked by some enemy the player cannot defeat. Why is that? The answer is that even against an enemy that is too strong, the player is allowed to try, and if they discover in practice that it’s not possible, they can retreat (and death is treated in MMORPGs as a retreat basically, with some minor loss of wealth) and either grind for levels and better equipment, or purchase a number of strong one-use items to use specifically for this battle. Thus an impossible battle becomes simply very difficult but still within the capabilities of the player, who will have a nice challenge. And if they are defeated at this stage again, they can either replay it if they thought it was a close one, or go back to grinding a bit more. Whatever happens, the player does not feel frustrated by being thwarted by things they cannot control. Things such as random rolls on a statistic.

And this is the root cause why a dialogue loss based on a simple statistic such a persuasion would be frustrating if it ended up blocking progress in a quest. Not only does the player not have any skilled input in avoiding the loss, but retrying the attempt is either going to be stopped altogether, or be retried in such a heavy-handed way that it actually breaks the player’s immersion (for example, allowing the player to restart the conversation as if it never happened).

But what if instead of a simple skill roll to achieve the dialogue attempt, there were more than one. Not just skill rolls but skills as well. What if a player had different skills of persuasion and charisma that they can use in dialogue and convincing was not a case of a random roll, but a persistent attempt to sway the opinion of your opponent?

Lets try to see an example of this to see how it could work.

Let’s say you had a guard who was blocking your entrance to a compound you wanted to infiltrate. In most RPGs in the market today, the process would go approximately like this. You approach the guard and a discussion starts. She asks what you are doing there and you have the option to attack or talk further. If you attack, you get entrance in the compound but an alarm sounds so you get more enemies (i.e. failing the dialogue still allows you to progress at a higher difficulty). If you try to bluff your way inside, you will get a few options and (depending on the game) either you will convince her, or she will call your bluff and sound the alarm, at which point you end up at the first scenario anyway. If you manage to find the correct discussion path, you can enter without an alarm, at which point the game goes back to combat mode inside the compound, albeit with fewer enemies. If you have some ability such as Force Talk (or something), you might be given an option to use it in the dialogue, and if the random roll succeeds, you might either get in without going through the special dialogue path, or you might also get some small bonus, such as, say a key card to open some doors with extra loot.

Now lets take the same scenario, but in a game where the dialogue system has been advanced to be more engaging:

Of the three skill trees for dialogue, you have invested points in Quick Talking, rather than Charisma or Manipulation, so you’re well equipped for this scenario. The conversation starts and the guard asks for the reason of your presence there. As the discussion starts, you do not know much about this enemy, so you first need to understand their defenses before you can exploit them. So you select a Bluff attempt as an option and open up  with your bread&butter Quick Talking skill, the “Quick Bluff”. It uses no energy and the game informs you that you pretend to have important business with the leader of the compound. The guard’s Conviction bar takes a hit of 20 points and they now have 80 more left. If the guard was a simple mook, it would only take 4 more bluffs to gain entrance, so in this way it would seem like a normal combat, where you simply used your basic skills.

But lets assume that this is a more advanced guard as they are more important, and after the second bluff, they activate their defense skill, lets call it “Guard’s Caution” which damages your “Bluff Consistency” bar by 30 points. So now the situation is more urgent and you need to use some more powerful skills to overcome. So you bring about the “Force Talk” if you’re a Jedi, or you could see that the game has now revealed that the guard has the “loyal” trait (lets say that the more you talk, the more details you glean from your opponent), so you can fire up your “Military etiquette” skill from the Manipulation tree and exploit that weakness. If the guard’s defences manage to deplete your “Bluff Consistency”, your bluff is ruined and the guard can either raise the alarm, or become impervious to further attempts from you, forcing you to resort to weapons or sneaking (depends on the game).

Once in the compound via bluffing now, instead of passing onto combat, you simply have to bluff your way to the objective. So rather than fighting the random mooks in the state, you can talk to them, something which should be easier than the guard. In case of victory you could manage to make them leave the compound on some wild goose chase or just leave you alone. Finally you reach the “boss” and there you have a true challenge, where all your speech skills will be put to the test and you may actually lose. Losing might lead to combat, or death. But in the end, your success is actually in your skills, rather than one random roll.

Now the above scenario is simply a theoretical rule set for such game. It might not sound perfect but it’s just a sketch of just how such mechanics might work, while giving the player actual tactics to work with during such dialogues. This could then be combined with the group dialogue that SWTOR is using, to thus allow players to coordinate in tackling on more difficult opponents, by using their skills in combination. Or this could also be used to see who is going to speak in a conversation, by comparing perhaps the relevant stats of the players or allowing them to use some skill to take the initiative.

Now, it’s fairly easy to craft rule sets for such a system, but the largest problem in crafting a dialogue system that is engaging, is finding something to actually show to the player while they’re talking. As we said before, combat is dynamic and with a lot of sound, movement and assorted wow factor. Even the silliness of SWTOR where both sides just stand around shooting each other has a lot of pew-pew at least. Unlike that, a dialogue by itself does not have anything exciting to show, which theoretically might make people avoid it (not sure, it might be a great success that nobody expects. We won’t know unless some game tries it in practice), so the question then becomes, how to make discussion look exciting enough. Perhaps something like Ace Attorney, with a lot of strong gestures and flashing background might be employed if the style of the game permits it, but what else? Then there’s also the issue of sound. You can’t voice all such discussion without either being using an extreme budget, or using some way of cycling phrases, which will quickly turn repetitive. While the player tunes out or get’s used to blaster shots, explosions and grunts of pain, specific line of dialogue become very quickly recognizable (“Hold right there, criminal scum!”). I’ll admit that I’m really at a loss and I do believe this is going to be a strong block in implementing a dialogue system in RPGs that is engaging. Perhaps I’m wrong or perhaps someone more inventive than me can imagine something and implement it and revolutionize RPGs. I can only hope.

But certainly, if such an RPG came about, with a dialogue system that can be as useful and engaging as combat or stealth, it will have managed to add the aspect most RPGs are missing. Meaningful dialogue choices and play, which allows the player to stay true to their role.