Sunday, February 3, 2013

Randomly Meandering

There doesn't seem to be much to write about. There doesn't seem to be much going on anywhere. Goonswarm and Test are brawling, but it's an RvB style fight, filled with rules and such. (No camping jump bridges seems to be one of the rules.)

It's a war with no repercussions. Conflict without reason, boring in my book. I'm sure the fights themselves are fun. But at the end of the day, there's nothing important or news worthy that will come of it.

As for faction warfare. There's fighting. Lots of it from time to time. Some big battles in Kamela, the other day, that I knew about (thank you endless Jabber broadcasts), but just didn't have the motivation to take part in.

The rest of New Eden? The same ol' same ol'.

***

I have an idea for a jump freighter guide. The ultimate guide. Skill plans for freighter and cyno pilots. Guides on placing cynos on stations effectively. I'd actually like to detail every single station configuration. What stations are safe to place cynos on, what stations should be avoided.

I'm not sure how much work is required here. I'm not even sure how many different station configurations there are. Twenty? Forty? No idea. And couldn't find a Google search that could tell me. So it may be something I'll scale down once I figure out the work involved. About all I've done is take screen shots of the Fweddit home station in Egghelende. Probably the easiest and safest station to cyno anything on to.

***

I've been playing Path of Exile. I'm nearly finished Act I, and already getting bored of it. The game play is repetitive, the combat a tad too simplistic. And some features of the game are annoying me to no end. The randomized nature of the instances isn't appealing. And the fact that if you take a break in town for longer than fifteen minutes, any progress you made in an instance is wiped, that the instance is repopulated and re-randomized is frustrating as well. I'll probably finish Act I, and then call it a day, uninstall the thing.

I'm glad that it was a free download. I would never have tried it otherwise. I'm really reticent about paying for any games, because I know that the chances that I'll bore of the thing after a few hours is exceptionally high.

I get bored of non-MMOs quickly. I've only ever finished one game in my life. That game is Ico. Maybe it was the minimalism. Or the puzzle/problem solving. Or the emotional content. Or the fact that repetition wasn't a major design element. You weren't returning to a save point twenty or thirty times to try to get a single set of tricky timings down pat. I hate repetition, I hate repeating game elements over and over. Ico was more intent on playing out a story than trying to frustrate the player. The story was strong, the emotional element was strong, and that's what kept me playing until the end. Perhaps it was the fact that there were only two characters, your avatar tasked with saving this one ghostly girl; you began to strongly connect and relate to the task. As such, it drew you into the game at an emotional level. That's not something I'd ever experienced in a game before. Ico is a true work of art.

I played Shadow of the Colossus, was quite excited about it when I'd heard it was from the same designer that developed Ico. I played about half of it, before getting bored and putting it away. It certainly had many of the same elements that made me want to finish Ico. Strength of story. The emotional bond to the characters. Unfortunately it failed in terms of repetition. It became frustrating taking down the colossi, making that fifteenth attempt, because there were several "moves" that had to be made, each requiring an exactness of timing. Fail one of those elements, you failed the colossus and had to go back, start from scratch. I wanted to play out a story, not test my button pressing timing and accuracy over and over again.

That said, I have seen the ending of Shadow in highdef. So, whereas I only ever conquered eight or nine of the colossi in game, I was able to view the twenty-five minute cut-scene ending in the right emotional mindset. I'd played enough of the plot to understand where the story was leading, so I was still able to really appreciate the emotion in those final scenes. In a sense, I feel like I did complete Shadow.

I guess I'm attracted to games that play out more like film, less like finger-twitching time trials and exercises. Unfortunately, not many games make a real effort at film and story, the focus always directed towards repetition, twitch gaming, and button-mashing workouts.

Whenever Team Ico gets around to releasing The Last Guardian, I'll probably buy whatever Sony system it's on, just to play it. Considering the delays, it's looking like it might be the title that launches the Playstation 4.

***

Sheesh. After writing that, it's causing me to reflect somewhat on EVE Online. Especially faction warfare. The player-content side of things, the meta-game, is starting to seem kinda circular, a snake eating its own tail. There's only so many different ways to troll Late Night Alliance, before you start repeating yourself. The mechanics don't lead to actually caring about the warzone. You take a system, you lose a system. For the most part, you prefer to take systems, not so much caring if you lose them. You want to have more systems than your enemy, but that's about the extent of the caring.

The reward system directs the player into a type of game play that doesn't really make much sense from any aspect of story. Taking systems will be good, the reward system says; defending them, that's not so important.

I'm not suggesting any fixes here. Just stating that the faction warfare mechanics lead to something less than shallow. Beyond limiting immediate opposition reward, there are no repercussions to anything that a player, a corporation, an alliance or a faction might do. You'd think that a war would have some overall effect on the factions participating, in all of their space (taxes, loyalty point stores, station mechanics, that sort of thing), but no, faction warfare exists in a bubble that affects nothing outside of it. (Except the market, in small ways, but the market is hardly a story element that is going to excite anyone.)

Faction warfare is a meaningless little microcosm that is easily ignored by anybody not involved with it directly.

So, faction warfare having ripple effects that pass through all of empire space, that is not a road CCP is going to travel. So we're left with what we have. Faction warfare is what it is. Accept that it's limited and insular, or not. I haven't decided yet.

Maybe I just need to recharge the batteries. At the moment though, I'm feeling a little bored with EVE Online. A little bored with the Mr. Fix-It expansions. (I am anxious to hear how the 2013 expansions change directions, or not.) A little bored that this vast gamespace, the many constituent parts, still feel insular and disconnected from each other.

8 comments :

  1. Sometimes it's good to take a break from EVE, or even try something different. =)

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  2. I might get jumped for this, but, look at what drew you in to Ico. Look at the great stories we have of war: The Iliad is essentially about a love triangle, or at least an affair. Look at EVE fiction (to shift downward quite a ways): It's always set between characters. It's the characters that drew you in to Ico and the lack of mechanics interrupting the story that kept you in.

    EVE doesn't have that. It has ships, which communicate with each other using comparatively simple and inarticulate means--guns, EWAR, healing--and for actual communication between factions it has email and text chat, straight out of the 1960s, with txtspk to boot. But there are no real places, and there are no real personalities. There is no face to launch a thousand ships, no passion to move someone to behave irrationally. As you are discovering, rational behavior is boring.

    With a really well executed avatar environment, EVE could have personalities. It could have individuals--right now, one Vexor looks like any other Vexor. It could have characters. It could have stories. It could have rousing speeches, seductions, threats, exhortations, affairs, and everything else the players can dream of. It can be recorded just as fights are for posterity, or by spies as propaganda. It could have people identifying much more with their own characters and the characters of others, and therefore more passionate about what happens to them. Then, maybe, there would be stories.

    That probably won't happen for at least 4 or 5 more years. In the mean time, what Susan said. But it's something to think about.

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  3. You are absolutely right about FW. There just isn't any big picture, no point, no goal. Even when the Caldari "won" FW, it didn't mean a thing. For FW to really matter, it has to have a lasting and pervasive effect on the game, as a whole.

    For example, if the results of FW were to affect the sov and sec status of adjoining high and null sec space, that would be interesting. Null sec players would need to participate in FW, in order to avoid having null turn into low; high sec players would also need to participate in FW, in order to avoid having high turn into low. The empire war front would be more dynamic, shifting around systems and involving many more players. Also, a stronger NPC element could be added by having empire navies participate in battles, under certain circumstances, such as if the war front threatened to encompass key systems such as Rens or Amarr.

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  4. Faction Warfare has it's own life cycle of sorts. Much more than the immediate 'this faction is winning over the other faction.' I've been at it a while (read that as almost my whole EVE career), and I've seen the squids be the strong ones, then us frogs, and back and forth again. It's happening now.

    I say this because burn out can and will happen. Keep those skills training, log in a couple times a week, but put your focus elsewhere. Recharge your batteries and come back full time when you're ready. It's better than losing a player forever!

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  5. good riddance you spergy cunt.....go play other games

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  6. Writing a guide on Jump Freighters would be handy. 1-Vote

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  7. I'd like to see something like whichever faction has higher wzc sends raiding incursions into the other sides high sec space. They would be similar to Sansha incursions but with faction navy rats and maybe different system effects.

    One or two incursions per level so that they have a disruptive effect and thus provide some incentive to get into the fight

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  8. if you have a ps3 i would reccomend giving heavy rain a try.

    it plays out like a movie/point adventure game with scattered quick time events that pass for "action." but it's mostly focused in getting you sucked into the story and caring for the characters. every choice, minor as you think they are, will subtly affect the story and impact the ending in different ways. It plays slow and makes you do some rather mundane things, pretend cardboard sword fighting with your son in the beginning, but it works very well to help form an emotional bond with each character.

    myself and two friends played it and while two of us got somewhat close endings (we got the "good" ending but i let a guy die on accident that he was able to save. our friend got the absolute worst ending possible and we let him watch our endings to make him feel better.)

    also, the guy i let die. if you save him and mess up in certain key spots in the future he can help you out but if you mess up twice you end up down the bad endings, just how bad is up to you.

    ReplyDelete