ID:82780
 
Keywords: design, motivation
Another Spanish quiz on Monday (tomorrow) and I don't feel nearly confident enough in the material covered. Therefore, the last few hours of this weekend, and my last chance to work on my game this week, go to cramming.

But first, a bit of last minute procrastination: this blog entry.

You know, I think I need to scale back my work in progress a bit in that I'm attempting to be a little too in depth. I don't really need an elaborate backstory for everything, I just need to produce an entertaining game.

I bought a new chair. The Taskmaster - a simple metal stacking chair somewhat like so - has been upgraded to a still rigid chair that actually has some padding on it somewhat like this. I'm still not letting myself recline overmuch because I feel I fall into a stupor, and I also feel a chair with four solid legs is bound to last much longer, but that doesn't mean I have to be completely uncomfortable. An iron fist can wear a velvet glove and still be strong - perhaps this new chair shall be dubbed "The General."

Champions Online continues to seduce a great deal of time out of me. I have a goal of hitting level 40 - exhausting the majority of the content in the game - and that would normally just take about a week, maybe 100-200 hours of play.

However, I'm a chronic alt-a-holic by nature - I want to play all of the game at once, and MMORPGs tend to split the game between several different classes. However, Champions Online is interesting in that there's a great deal of flexibility in how you can build a character. For example:

  • My current character (at least the one I spent yesterday playing) is a complete Dexterity/Ego crit-monster ("crit" standing for critical hit). You simultaneously maximizing your defensive potential if you take Lightning Reflexes (which is dexterity based). Munitions and Telekinesis are great sets for this, with Martial Arts being slightly less so due to a lack of Ego focus.
  • Another mobile and effective offensive/defensive combination is a Strength/Constitution character whose stats work perfectly for Invulnerability. A real bruiser, you can get a lot of extra damage out of the environment by picking up and throwing big things. You can also hit enemies with things you pick up, just approach them and use any hotkey instead of the Z key. Might and Power Armor are both good picks for this, although Power Armor is better off with Intelligence instead of Constitution because of all their high-energy powers.
  • By prioritizing your Presence and Intelligence, you can simultaneously be an effective team supporter while also having some beefed up pets to do your dirty work. Gadgeteering and Sorcery sets are good for this, Telepathy being a not half-bad but more offensive choice.
  • You can also pull a good all-rounder who avoids the more specialized Strength, Dexterity, Presense, and Ego stats and instead spreads his points through the other four. These builds have no real weakness, while still remaining relatively strong. Being a jack of all trades often means being a master of sorts in Champions Online. A fairly good choice for Energy-based heroes (Fire/Force/Ice/Electricity) because they tend to have diverse enough powers to just need a solid platform to use them from.
Well, it's approaching 1:30pm PST and I plan to cram for a solid 5 hours. I'd best get on that. I should have a few hours left before bedtime to reinvest in my current MMORPG habit.
champions online is kindof boring.
IcewarriorX wrote:
champions online is kindof boring.

To an extent, I don't get a lot out of this. It's boring for you - why? Even then, to each his own, right? I will say this much in Champions Online's defense, though: you only get as much as you put into it out of it.

Basically, by choosing the kinds of powers your character has, you decide how the game plays. If the game plays boring for you, it could be very much a matter of how you built your character.

It's an interesting contrast compared to a more class-based game in that it grants you the freedom to do this. Most games, you can fairly assume that all the classes will be fun because the developers put some time into making them all have a customized experience built around each.

Champions Online didn't do that. You are given the tools to assemble your own custom experience. It's a bit of a sticking point in that you're pretty much guaranteed not to get it the first time because you don't know enough about the game yet.

The categorization I did above is a result of my own experiments. It's probably not the only way of looking at it.
Don't be hard on yourself about losing "steam". Look at some of my older posts about this. :) Its natural. That's why I preach 30 day releases. heh... Although, I still haven't achieved that level of discipline myself. :)

Take a break. Enjoy life. Get back to it when your ready. A warning though, from my experience, taking a break from a large project tends to mean, it's pretty much dead in the water. My suggestion would be to crank out a releasable version before taking the break. Call it a prototype release or something to justify its lacking features (if it is).

I also game myself to death when I get a new game. Always have. Habit came from being able to beat games in 6 hours (way back when). With all the grinding we have to do now, this sort of kills my social life (what little I have) so I end up uninstalling the game at 4am after a 10 hour session. It's the only time I'm capable of "quiting".

2 weeks later, install, binge, uninstall, and so on... until I eventually get over it.

You see... how it works is that it usually takes hours to install, download, upgrade the latest games. This prevents me from whimsically installing stuff each night. Note, I have been getting a ton of work done since quitting the big games a few months back.

ts
I wasn't planning on this break. I thought I would be attending some college classes which would take place 5 weeks later, but discovered in the last week I'd be taking university classes.

I do agree it looks like the project is somewhat dead in the water... but I may not completely start over from scratch. I think what I'm going to end up doing with it is something I'd be doing with it anyway: retooling the concept significantly.

I'll probably lose a lot of code in the process. A fair reminder of the importance of modular coding, that.
Geldonyetich wrote:
IcewarriorX wrote:
champions online is kindof boring.

To an extent, I don't get a lot out of this. It's boring for you - why? Even then, to each his own, right? I will say this much in Champions Online's defense, though: you only get as much as you put into it out of it.

Basically, by choosing the kinds of powers your character has, you decide how the game plays. If the game plays boring for you, it could be very much a matter of how you built your character.

It's an interesting contrast compared to a more class-based game in that it grants you the freedom to do this. Most games, you can fairly assume that all the classes will be fun because the developers put some time into making them all have a customized experience built around each.

Champions Online didn't do that. You are given the tools to assemble your own custom experience. It's a bit of a sticking point in that you're pretty much guaranteed not to get it the first time because you don't know enough about the game yet.

The categorization I did above is a result of my own experiments. It's probably not the only way of looking at it.

Wat.

The missions and gameplay experiences are pretty much the same for everyone, and get kindof repetitive the more you level.

Sure you can circle around and move and blasts your attacks, but it all comes down to a pile of mobs close-ranging you until they're all dead.

There are the occasional bank robbery missions and maybe a few bosses thrown in there, but it usually boils down to

destroy enemies
rescue X civilians
kill the boss

It's just a game that loses its luster very quickly.

Maybe it's because I played it since the beta, but if nothing new really releases on it I may cancel before my 30 days is up.
@IcewarriorX

Sure, but I could argue any MMORPG into that position. They all can be categorized into a group of activities. That these activities lose their luster is an inevitability because they make the players grind them.

What Champions Online does is a fair improvement.

* They speed up the gameplay so the grind doesn't feel so protracted because the gameplay is relatively involving. Sitting there just exchanging attacks is playing Champions Online wrong, but in most MMORPGs it's the only way you can play.

* They gave you an interesting backdrop to operate against. it's rare to find fully realized cities in MMORPGs.

* Instead of giving you customized classes who play the way the developers intend them to play, they simply give you the tools to create a hero that plays the way you want to play the game. That's why what I said was put into Champions Online will determine what you get out of it.

If you're an avid MMORPG player, chances are you're used to games that you just boot up and say, "entertain me" and they hold your hand as you grind your way to inevitable victory. Champions Online can play that way... but you're definitely not going to get much out of it if you do.
I'm not entirely sure which MMO will inevitably take hold of me and ruin my life. It's looking to be either the new Starwars MMO or Star Trek Online. Starwars is winning currently, 'cause it'll no doubt have space ships you can fly AND lightsabers. Where as Star Trek has not lightsabers.
Tiberath wrote:
I'm not entirely sure which MMO will inevitably take hold of me and ruin my life.

Hopefully you'll not!

Now, me, I'm a lifelong gamer. I'll probably be playing games when I'm 73. (Hopefully not from the comfort of a cardboard box house with stolen electricity and a 1995 laptop while subsisting on cockroaches.) However, I did reach a certain point where I was grinding away and suffered the ravages of burnout and, after long deliberation and copious forum abuse, I came to this conclusion:

There exist games which are meant to be played an enjoyed... and there exist games which are meant to perpetually dangle insubstantial rewards out of the reach of the players in order to try to keep them playing even long after they're no longer enjoying the game. In other words, games which play the players.

A large part of why I haven't completed a game yet is because I was hoping to produce the former, not the later. Grinds are easy to assemble: add experience bar, add things which advance experience bar, add rewards you earn along the way and voila! Instant Skinner's Box. Invent a whole new mentally satisfying activity? A bit more work.

Now, I come at MMORPGs with a certain different attitude. To an extent, the way you play the game will determine what you get out of it. If you play a game as a grind, it can become a grind even if it's not a grind.

I try not to play Champions Online like a grind. What I basically do is I look at all the power flexibility they give me and say, "okay elements (powers and advantages) can I take that would make this an enjoyable game for me?" All my characters basically are experiments to find this.

Anywho, now that I'm done saying a whole lot more about something you weren't necessarily talking about...

It's looking to be either the new Starwars MMO or Star Trek Online. Starwars is winning currently, 'cause it'll no doubt have space ships you can fly AND lightsabers. Where as Star Trek has not lightsabers.

I'm not sure Bioware's Starwars MMO will necessarily have spaceships given that Star Wars Galaxies did not until far later when the Jump To Lightspeed expansion came out. It seems to me that Bioware is hoping to work a lot of the positive reception that came from Knights Of The Old Republic series, since Star Wars Galaxies basically delivered Ultima Online 3D and lost about 95% of its potential players even before they pulled the NGE.

Star Trek MMO is a big question mark right now. Long, long ago I played a text-based MUSE that had multiple players on multiple consoles piloting a ship from different roles. That was kind of cool. I'm not sure how Star Trek MMO is going to handle that. How does one handle Sulu going AFK doing a fight with the Klingons?
You can choose your career path, but ultimately you captain your own ship and NPCs do all the other work, I believe.