Showing posts with label geeky. Show all posts
Showing posts with label geeky. Show all posts

Wednesday, September 11, 2013

About damn time. Doc talks at "40 going on 14"

For 20 years, I've known Joel, Mike and Pat. We've been through a lot, even if we haven't all kept in touch as often as we'd like. We met through performing on stage and playing D&D and Shadowrun in college, and lived in the same dorms and later apartments for years before marriage, moving away and the rest of it meant our respective paths diverged for a bit. In those years, at one time or another, we've all worked as comedians – stand-up, improv, internet radio, etc. We just never collaborated the way our friends and spouses always hoped we would. Until now.

From "A Midsummer Night's Dream," I'm far left holding a brick, Pat is dressed as a Lion next to me, and Joel is the blonde with the goatee on the far right. I have strange friends.


It is no secret here that when I am gainfully employed, I don't post nearly as often as I'd like to on this blog, or even to my Twitch/YouTube channels. I'm still out there experiencing geek culture, and still feeling the effects of my months being unemployed, but I post when I want to, not because I need to anymore. I've come to terms with that. I like these outlets to be a labor of love, not one purely of obligation, because the content is always better when I'm inspired, rather than required to create it. The collaboration I've found in this podcast, called 40 going on14... well, it is inspiring.

A few words to talk about the other folks on the podcast - Longtime readers already know Joel from his guest blogging here, but unless you already follow his own blog, where I have had the privilege of writing for myself, you might not know about his podcasting history. He was a part of The Awful Show, and is now one of the Undercover Unitards, bringing comedy and music to the internet weekly. He also does a more personal show, The Sunshine Happy kPants Hour (the "k" in kPants is silent.) Mike and Pat have influenced a lot of the events that inspired me to write here about movies, games and comics. Since college, we've shared trips to Gen Con, various roleplaying campaigns, and done comedy together whether on-stage or off. Pat has recently been doing stand-up back in his home state of Texas, and Mike was at the helm of another show not so very long ago called "TikiGeeks."

Mike and I at Ed Debevic's, back in our college days.



The podcast takes on elements of pop culture that we remember from when we were growing up, and seeing those things repeating themselves now that we are approaching middle age. For our first show, we all watched both Conan The Barbarian films (1982 and 2011) and ran them through the paces of what we all thought about them. It was a hell of a lot of fun to create, and I'm pretty proud of the finished product, especially for a first try. If you haven't tried podcasts before, but have a 30-minute or more commute when you might listen to talk radio... give us a shot one day out of your week. I think you'll be glad you did. I know I'm happy helping make it.
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Monday, August 26, 2013

The Origin of Forgiveness... A Humble Tale.


What would it take to get me to forgive? In much more serious circumstances than video games, I've asked myself that question hundreds of times. There are plenty of virtues I don't pretend to be particularly good at, but anyone who knows me well knows that I've got forgiveness on lock. I just can't maintain even the most justified of grudges for more than a year or two, and eventually I come back to that key question. What, if anything, would be enough to say "Okay, one more chance" to a person or organization? This isn't going to get any more serious from here on out, but I firmly believe in giving credit where it is due, as well as criticism where it is deserved. One company that I've had my share of bad things to say about online (like most gamers) is the real focus of this post. Electronic Arts, I think it is finally time to bury the hatchet.

I haven't knowingly paid for an EA game since Dragon Age 2.


It doesn't take a whole lot of detective work to find criticism of EA online. Virtually every practice that gamers hate about the video game industry has been practiced, if not pioneered by EA. Intrusive DRM, microtransactions, Day One DLC, Always-on Internet requirements (with failing validation servers,) incompetent customer service, churned out sequels to good games... the list of sins goes on and on. EA also has the particular quirk of acquiring much-loved studios and running their core franchises into the ground with terrible installment after botched sequel after failed launch. PopCap, Bioware, Westwood, Pandemic, Maxis and Bullfrog have all been butchered by bad decisions and worse press releases in response to criticism. You have to be pretty bad at this sort of thing to beat out Bank of America, TicketMaster and Comcast for Worst Company in America... twice.

What could possibly make up for all those years of missteps and unabashed greed? Offering refunds on games purchased on Origin sounds pretty good, right? It is a start, and something that Steam doesn't do, but I'm not on board yet, there's still a lot of wrong to make right. How about participating in a Humble Bundle, and having most of the games in that bundle redeem on Steam? Nope, not good enough. Even with "pay what you want," the best of the bundle still uses Origin, and many people, myself included, don't want that on our systems, period. Even reasonable pricing and Steam redemption feels more like a P.R. stunt than a gesture of goodwill, and after all, they are still making a ton of money on the Humble Bundle, right? Well, actually... no. I left out a key detail. 100% of EA's cut of the bundle is going to charity. That... that just might do it. It might still be a stunt, but it is a damn good one.

When I first saw this, I wasn't sure whether it made EA better, or the Humble Project worse.


Mirror's Edge, Dead Space, Burnout: Paradise, Crysis 2 and Medal of Honor are all Steam redeemable and available for as little as $1.00. Dead Space 3 only redeems on Origin, but is also in the bundle before looking at bonus games. The "beat the average" games are Battlefield 3, Sims 3, Populous and C&C: Red Alert 3 – Uprising, though only the last of that batch can be redeemed on Steam. These are some of the highest-profile titles to ever grace a bundle, games that still have some profitability in them at prices much higher than a dollar (except maybe Medal of Honor.) Ten games, six charities. That covers a lot of recent disasters.

I'll even overlook the (recent) steaming pile that is Plants vs. Zombies 2, riddled with way, way too many in-app purchases. I'll forget about the debacle that was the SimCity Reboot. I'll even give the Madden Franchise a pass, despite the fact that it releases every year as a new game for what should, in any sane world, be a free or cheap annual update (an easy one, as I play very few sports games anyway.) I thought the whole Mass Effect 3 thing was overblown anyway, so let's throw that in there, done, gone, forgotten. This Humble Bundle stunt buys you one last shot to get back into my good graces... Dragon Age 3. That's the next game that I'll knowingly pay good money into EA's coffers to solidify redemption. Learn from the past, don't repeat the mistakes of Dragon Age 2... One. Last. Chance. Don't screw it up.


The Humble Origin Bundle ends on Wednesday, August 28th.

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Thursday, June 13, 2013

E3 and the Next Generation of Consoles – My Thoughts

Another year, another E3, only this one is a biggun. Sony and Microsoft are about to release their Next-gen console platforms, and Nintendo's Wii U is already out, so the war is on. Only, I'm not sure I care. Don't get me wrong, like every other gamer out there, I read the briefs and watched the highlights of the press conferences. But I think back to the past twelve months, and I can't remember the last time I used my Xbox 360 as anything other than a DVD player or my Wii for anything but Netflix and the scale that comes with the Wii Fit channel.  My Wii bricked itself almost two months ago, and my feelings about that can be best summed up as "mild distress," and even that faded after a few moments.  I'm not gaming less, quite the contrary. It is just that the games I want to play are all on my PC, and they look better than the console version.

All credit to Yahtzee of Zero Punctuation for this... makes me laugh.

That doesn't mean that E3 won't affect me, or the countless others who have shifted to PC as their main (or even only) gaming platform. Many titles have a multi-platform release, and their development cycles take console hardware limitations into account. This means that after a new generation of consoles is launched, PC games get better looking too as the rising tide lifts all boats... and it means that my 4 year old Media Center PC probably won't cut it for the most technically demanding releases within a few years.  And despite all my posturing, it is likely that at some point I may break down and get one of the new consoles, if only to play that platform's exclusives. So, I'll run my thoughts down on them for you.

Nintendo - 

Ok, this company is officially with EA on my list of organizations I won't support with my money until I see some serious changes.  Why, you might ask? Well, if you've been reading here recently, or following me on Facebook, Twitch or YouTube (you are a class act, and probably very successful with the opposite sex, so I totally suggest you go do that,) you know that I've started streaming my gaming daily, joining the ranks of YouTube partners and wanna be Twitch.tv partners. If I had in my list of games that I stream, any Mario, Zelda or other Nintendo properties, you might think the Big N would love a fan showing his support and wouldn't begrudge me the few dollars my ads might bring in.  You'd be wrong. Nintendo recently filed a content claim to seize the tiny trickles of revenue "Let's Play" content creators make with their games.  Anger your most fervent fan base, generate bad press and discourage free marketing... all for amounts of money that are insignificant to a multinational corporation. Good job.

YouTubers are promoting our products and earning literally
 HUNDREDS or THOUSANDS of dollars for doing so? As a multibillion dollar company, we've gotta stop that.

It is fortunate, then, that I have no interest in the Wii U as a platform. The console with controllers that act as (and frequently are used as) advanced handhelds feels gimmicky now. Most of the people who use them seem to be using them to cut the TV out of the equation entirely, whick makes the Wii U feel like a very, very expensive Game Boy/DS that has a "Base Station" you can't go too far from. Also, where are the games? Like the last few console launches, the lineup has been tepid at launch, and new titles are trickling out at a painfully slow rate. Nintendo has proven itself to be a company with its head stuck firmly in the past, making the same mistakes over and over again. As someone who was a Nintendo Fanboy and Nintendo Power subscriber from the very beginning, it hurts me to say that I'm done with them.

Microsoft - 

The other console I owned this generation was my Xbox 360. I suppose I've been a Microsoft console fan from the beginning as well, as I had the original Xbox as well. The internet is on fire at the moment with hate for the Xbox One, and I'm right there with them. Running down the reasons why is a pretty easy task, and most of it has to do with the console's hardware DRM. Locking down the Xbox One as a closed platform means you can't rent games or buy used without paying a special fee. Considering that rentals and used games comprised 100% of my 360 play in the last three years, already I'm out. Also, you can't turn the Kinect off, even when you aren't using the console, and the console needs to "phone home" using the internet once every 24 hours or you can't even play your single-player games. Internet based DRM, huh... how'd that work out for SimCity and Diablo 3? Traditionally, those schemes anger customers because the authentication servers go down and prevent legitimate paying customers from playing.

I don't think this one needs a caption.


Wait wait wait. I know, if you've been reading, you know how much I love Steam. Steam needs to connect to the internet, and I can't buy used or rent my games from there either. In fact, Steam itself is a form of DRM. Does that make my argument completely invalid? Nope. I've already committed to a platform that has many of the downsides of the Xbox One. Why do I need another one? I'm looking at the titles coming out, and I ask the question: "What can I do with the Xbox One that I can't do with my PC?" The only answer I'm coming up with is "Play Halo." Well, I don't care about Halo, so... that's that, then.

Sony -

So, traditionally, I've skipped Sony's consoles. I had a PSOne, and played on family and friends' PS2s, and even bought a game or two for them despite not having a PS2 of my own. I never even seriously considered getting a PS3. It was too expensive at the time, and I had my 360, PC and Wii already.  However, if I was getting a console in the next generation at all... it'd be a PS4. I'm not thrilled about PSN Plus adding a fee to play online, but they started the program of giving you free games with that fee (which Xbox Live is now copying.) No hardware DRM restricting used games, rentals, loaned out games, etc. No Kinect spying on you.  Actually decent looking exclusives announced at launch. And then there's the kicker: $100 cheaper than the Xbox One. I always try to get the most value out of my gaming dollar, and next generation, that dollar either stays with upgrading my PC, or goes to Sony.

Watching Videos of this and the Uncharted games makes me wish I'd just bought the damn PS3


It feels like this generation's console wars are over already, and the winner hasn't even released their product.

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Wednesday, March 20, 2013

Nearly Two Decades Gaming... My Experience With Magic: the Gathering.


Been a while, huh? I promised myself that I wouldn't write any articles here that I couldn't be sure would provide a unique or valuable perspective. There are lots of places to read about games, comics and geeky films/novels/TV online, that I pledged that I'd write when my opinion was relevant to folks who don't already know me well. That also came with "no promising blog updates if none are forthcoming." I've got a few ideas now, so in the coming weeks and months I'll be doing some writing, with no guarantees as to update frequency. What I've been up to since I last wrote is a return to a few geeky hobbies that I used to be into years ago, but not since until recently. I'll be writing a few articles on these subjects, but both topics (Collectible Card Games, especially Magic: the Gathering, and Miniatures wargaming, especially Warhammer) are too large for a single article. Gotta start somewhere, so Magic's up first.

I prefer not to think about how much I've spent on this game, but I can't say
I didn't get a good value for my money.

The year was 1993, and I was at my third Gen Con (which would be my last one with my father and younger brother, as I started college that fall,) mostly there to play D&D. I registered for various events and seminars, but everywhere I went in the Milwaukee Convention Center, the scene was the same. Everywhere there were people sitting at tables where there was no event scheduled, or even on the floors playing a game I'd never seen before. It was some sort of card game, but each player had their own deck. Magic didn't need word of mouth in those first few days, people were too busy playing it on any flat surface they could find with anyone who had a deck to bother evangelizing. I headed to the hall and picked up a starter deck and a booster pack of Magic cards, what we'd now call "Alpha Edition." I didn't actually play Magic at Gen Con, there wasn't time to figure out the game and attend my scheduled events, but I looked over the curious cards and read the rules.

College was a great time to be a gamer, at least for me. I quickly found a gaming group and was playing D&D and Shadowrun as often as I could (which was a little too often to keep up my studies, especially once I moved into a dorm room.) When one of the guys in the group got a job at a game store in early 1994, he brought Magic to campus with him. Some of us had a few cards, had maybe tried it, but with Revised Edition and The Dark, it blew up big that spring. Through the rest of that first year and the summer that followed, we played a LOT of Magic. Some of us quit in frustration at the release of Fallen Empires (a set so bad that nearly 20 years later you can still buy unopened display boxes of packs for well under retail,) but we all got back in for Fourth Edition in the Spring of 1995.

If only I'd kept this, I could now buy a used car.

I attended a few tournaments, as I was playing one of the early dominant competitive decks, a red/green deck based around a card combination that could end the game on Turn One with a lucky draw. My "Channel Fireball" deck won its share of games, but when key cards in it were banned, I found myself unable to stay current with purchasing the cards to build a new competitive deck. I tried a few other tournament concepts that didn't do very well, but it was pretty much back to "kitchen table" magic for the next few years. Once the college friends started to get married, move on to jobs and such, playing magic at all seemed expensive and not really worth it except on the rare occasions that we all got together and felt like bringing out the old cards again. Money got tight, I sold off the expensive cards from my old tournament deck, and that was it.

Except it wasn't. When I got into games retail, I stayed away from Magic Cards at first. I remembered how expensive they could be. A friend I met at the store got me into buying pre-constructed decks as they released for a "buy this once and then put it away" kind of playing, and I did that for a year or two, maybe buying a booster pack when curious. A customer helped me trade for enough cards to make a semi-competitive tournament deck which I played and did okay with for a bit, until the mighty banhammer hit a key card in that deck, too. Back to the kitchen table. I kept the tournament deck together to dust off and smack people around with on occasion, but I bought fewer and fewer cards, with no real desire to have more.

My favorite setting in the M:tG Universe, it returning when it did seems like fate.

In the year immediately before the Hobby Shop I managed closed its doors for good, I briefly got back into Magic when I discovered booster drafting. We'd get together, draft a few packs and build decks and play a few rounds of swiss for a prize pool of about a pack per player split between the top 2. These small drafts were in the original Ravnica Block, and I loved the characters, the setting and the two-color guilds, I even read the novels. The 3rd set in the block came out, and we just never managed to get together for that last booster draft. I kept the packs, unopened, and put them away for years. I was pretty sure I was done, and for over six years, I was right.

Four months ago, two things happened. A friend (from that original group at college) posted to Facebook about playing Magic with his wife and daughters. Around the same time, my wife met a group of Magic players at the college where she's returned to finish her degree. We started talking about the game, dug out my old collection from the 4-5 different boxes and closets it had been scattered to... and just like that, I was back. I learned about the current tournament formats, got my friends into EDH (also known as commander) and started working on a tournament deck, learning what parts of my collection still held value. Magic is regarded as a rich man's (or woman's) game, but I've done okay on relatively little money, and I'm a tournament player again. The specifics of that journey are best left to a second article.

After 20 years, Magic proves to be one of those games for me... I never really quit, I just go into periods of remission.
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Monday, July 16, 2012

Surviving the Steam Summer Sale

Way back when I started this blog, one of my first articles with any significant content was talking about how great Steam is for unemployed gamers. You don't have much money, but man, have you got some free time. Even looking for a job as hard as you can, there's still more time for gaming than the average working person has, and sales, especially of the deep price cut variety, can help with the "not a whole lot of disposable income" end of the equation. As a veteran now of Steam Sales, I can share my learned strategies and talk a little about my purchases this sale week, and how they revisit both the Piracy and the DRM issues.


I've never been so excited about online shopping before. Twice a year, this is actually a legit event.
 I sometimes spend more time shopping for games during this than I do playing them.


Steam Sale Strategy Guide:.


1. Be patient.  Whatever the game you want is, it is probably on sale starting the first day of the sale. However, that first-day price might not be the lowest it'll go for the duration of the sale. In general, until the sale is over, you should wait until whatever you want is a featured item, whether that means the Daily Deal or, this Summer, the Flash Deal.  The Daily/Flash deal price is the lowest it'll go during the sale, and if it is never a featured item, you can still buy it at the normal sale price on the last day of the sale. Patience is rewarded.

2. Participate in the activities when you can. Whether you are completing achievements for tickets or presents, working on a Badge, or voting on the next Community Choice Sale, in general, there is some level of reward for the customer in being a part of the event. It is a simple deal, Valve wants you to be tempted as often as possible by looking at the store, so you are rewarded for doing so. Effective on all counts.

3. Watch for DRM, and decide if the deal is worth the hassle. Even though Steam itself is effectively an anti-piracy scheme, some publishers just won't let their own measures go.  SecuROM, Games for Windows Live, both... personally, if the game is good enough and the price is low enough, I'll deal with it, but be aware before you buy.

4. Check Package Deals and Individual Game Prices. Always. Sometimes, even when a game is on Daily Deal, buying it as part of a package saves money, or for a small amount more gets more games or DLC (Downloadable Content) by the publisher. Conversely, sometimes the package is featured, and you only want one item from it, but while the package is on special, each item within it is also cheaper.

My haul from this year was pretty good. I bought a lot in the first few days, as almost everything I really wanted on Steam was a featured item very early in the sale. I bought the Arkham City complete pack (Arkham Asylum GOTY, Arkham City + all DLC and Gotham City Impostors,) The digital deluxe editions of both the Witcher 1 and 2, Back to the Future by Telltale Games, and Crusader Kings 2. With this, I got  a little bit of everything I enjoy in terms of genre, and picked up games I'd rented or even pirated in the past with additional content.  Not only did Steam get me to virtually stop pirating games, but even the little piracy I've done in the last few years, I've evened the accounts at least in my own conscience by purchasing the titles in question.

I started playing this when I got it, and 10 hours vanished. Politics, assassinations,
birth and death and succession and war... and there is a Game of Thrones total conversion mod.

What is interesting to me is that all the intrusive DRM didn't stop me from getting a pirated copy of a game within a few days of launch.  A reasonably priced service from a company I like quite a bit got me to eventually buy those same titles, and endure the copy-protection hassles as a legit customer. That seems backwards. It tells me something that developers should take to heart, though.  Price motivates ethical behavior in a way that even the world's best DRM cannot, and treating your customers well means that the loyalty you've built up in that relationship will even make some of the most shameless pirates into good customers.  Don't punish the honest with expensive and ineffective means to fight piracy, translate the lack of licensing fees for that garbage into a lower price-point and build a rapport with your customer, and they'll stop pirating on their own.



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Friday, July 13, 2012

The OUYA – Open Source Console: What it is, and what it isn't.


Video game news sites, blogs and discussion boards are all talking about the OUYA, and it really is a story that is too big to ignore.  Crowdsourced for its initial funding by Kickstarter (which deserves its own article here, soon) in only four days, people have pledged $4.5 million to see this thing happen.  The concept behind the console is that the Big Three are hard and expensive to develop for, and the companies that manufacture them lock down the hardware and software so the user can't modify the units themselves after purchase.  Many talented developers have stopped even trying to create games for consoles, focusing on PC or moblie markets instead, where it is cheaper and easier to get going. The OUYA will run on a version of the Android OS, have HDMI output to a TV and will be moddable and hackable out of the box. The SDK (Software Development Toolkit) will be designed to make it easy and cheap to get games onto the platform, which should attract developers who don't want to deal with the hassle of breaking into console gaming's current walled gardens.

Controller will have analog sticks, triggers, and a touchpad, but doesn't actually exist yet.

I've read a lot of reaction to the Kickstarter campaign, and the vast majority of folks who are participating in either the hype-bandwagon or the hipster-backlash for or against the OUYA seem to have some of the details wrong.  They don't know what the OUYA is, but they either think it is the second coming, destined to immediately take out the Playstation, XBox and Wii platforms... or they have a laundry list of criticisms that are only partially grounded in reality. There are a lot more invalid assumptions and just plain wrong assertions coming from critics of the OUYA, but in order to get to the bottom of this, I need to talk a little bit about what the OUYA is, and more importantly, what it isn't.

Anyone dropping $100 today because they believe they are buying a piece of hardware that is comparable to even current-generation consoles is misinformed. The technical specifications of the unit are a little bit better than a bleeding-edge expensive smartphone. That said, a phone with those specs is $650 with a 2-year contract and has some serious limitations on what it can deliver as a gaming platform.  There currently are no final designs for the console or its controller, and it won't launch with AAA-style titles, the hardware won't support it, and the type of developer that is capable of delivering that sort of game is already inside the existing walled gardens, and doesn't need what the OUYA is selling.  All games that release for the system will be required to have a free component, like a smartphone app, with subscription or microtransactions in place, emulating the Free2Play model. Let that sink in. All games are free, but will likely feature a "cash shop" or something similar.

That said, without any 100% confirmed titles at launch (though Mojang has strongly suggested that Minecraft will be made available), and games that are more likely to have design influenced by the existence of microtransactions, the OUYA doesn't look a lot like an XBox. Critics have seized on this, and the Android platform as proof that the console will primarily support the sorts of games currently found on the Android Market (Google Play) and iTunes.  A $100 console that plays Angry Birds and Fruit Ninja doesn't sound as much like a game changer.  However, it is short-sighted to believe that developers won't line up to make games for this with over 30,000 pre-orders in a few days from customers, and the Developer's Kit console pre-orders (400+ of them) sold out in that same time. It is a fair assumption that while we'll see some shovelware, at least a few games that manage to make a subscription or microtransaction model work will be available at launch.
I like Canabalt, love Minecraft, but they will need a solid launch library that consists of new titles that are hits, or
that can be hits on their platform.

A common complaint I've seen online is that the technical specifications are weak for a console and that they won't be able to produce units in order to retail the console at $100.  These statements come from comparing specs to existing consoles and price to smartphone components. The test of the OUYA as a concept is what sort of performance they can get out of their advertised hardware once full games are running on the system. I'm not worried about the hardware price, as there is no reasonable comparison between phones and PCs or consoles, dispersing heat in a small handheld and making components tiny enough to fit inside is pricey, mass-producing dedicated boxes to run Android... not so much. Downloadable games in a console which is basically a PC with a GUI and a controller evokes a negative comparison to the Phantom Console from 2004 that nearly ruined Infinium Labs. In the last 8 years, however, many of the technical limitations that made the Phantom famous vaporware have worked themselves out, most notably massively improved bandwidth speeds making streaming content, even games, possible.

I've talked a lot about what the OUYA isn't... but there are a few things that it is, or could be, that folks are missing out on.  A moddable/rootable box can be a 1-stop console for emulation of everything from the NES to the Playstation 2, with all the legally grey caveats that emulators and ROMs have dealt with.  It can be yet another box for streaming Netflix or any number of music services with nothing but existing apps on the Google Play store today.  It may not be able to challenge even this generation's consoles on day one, but it could absolutely take on the Xbox Live Marketplace, PSN and Wii Points stores if enough developers with fresh ideas back the idea, letting their best games rise to the top naturally. Even without a massive launch lineup, the confidence that comes with the number of people behind this project makes $99 a more than fair price.





Investing in the OUYA today is supporting a group of established industry professionals who are rolling the dice on coming out with something that could really change the console market. Even if it doesn't deliver on the best of its promises, what you could have today is fairly reasonable... and with the right software, and if the hardware is stable and relatively quick given its limitations, what could be there tomorrow sounds plausible, all hype put to the side.

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Friday, July 6, 2012

Review of: The Amazing Spider-Man (In 3-D)


When I heard they were rebooting the Spider-Man film franchise, within 5 years of Sam Raimi's trilogy of films, I rolled my eyes.  Sure, Spider-Man 3 was moderately awful, with subpar interpretations of Venom and a shoehorned in Gwen Stacy, with the most interesting villain (Sandman) sidelined into a subplot that barely went anywhere. And "Emo Peter Parker" and his big dance number... the less said about that, the better. I originally had no intention of going to see the newest incarnation of Marvel's flagship hero franchise.  A few things along the way changed my mind, and I went to go see it yesterday, and I'm prepared to review it.  First, Andrew Garfield's introduction to the panel at Comic-Con, his gasping, stuttering speech about what the character meant to him as a fan made me interested to see what that actor could do with the character of Peter Parker.  Then, the announcement of the casting of Emma Stone came out.  Like most people, I'm most familiar with her as a redhead in film, so I thought "Oh. Mary Jane Watson."  When I heard that she was going to her natural hair color of blonde to portray Gwen Stacy in a fashion true to the comics, I was sold. I'd give The Amazing Spider-Man a shot.

Apparently, the reboot happened because Sam Raimi refused to
continue the franchise, not being allowed the time he'd need to not make Spider-Man 4 not suck.

I decided to see the film in 3-D, since the showtimes for that were most convenient for me, and my wife (who can't see 3-D) had no interest in the reboot. I'd privately hated the whole 3-D trend in blockbuster movies, but, to be fair, I'd never really given it an honest chance.  Now that I have, I can say from my own personal experience, that I despise the current 3-D filmmaking fad.  I hate the gimmicky shots that are included in otherwise decent filmmaking, I  hate the blurry, half-assed effect of some of the scenes meant to showcase the technology... I don't mind it so much when it is subtle depth-of-field stuff, but it rarely is.  If you already hate 3-D, this film won't change your mind.  On to the review of the film itself.

 The first film in any (re)launch of a superhero franchise basically is split into the origin story and the first fight with a supervillain. For anyone who just wants the quick 'n dirty summary of my thoughts on the movie, The Amazing Spider-Man knocks the origin portion of its story out of the park, and falls a bit flat on the supervillain battle portion.  The beginning two-thirds of the story are good enough that I recommend the movie overall, but this falls into the category of "couldn't stick the landing."  Andrew Garfield is flat-out awesome as Peter Parker. He captures the awkwardness and quiet geekiness of the teenager who feels out of place wherever he is.  He's the "outcast" sort of geeky kid who manages to get in trouble with authority without any sense of edgy rebellion, and still gets ignored by girls and beaten up by bullies.  Making him a skater would normally make me groan as an attempt to "modernize" a classic character, but it works for this Parker, and translates well into his specific style of acrobatic tricks once he gets his powers.

The best thing about the new Spider-Man is the great casting of the two leads.

The best parts of the film are when Peter gets his powers, but before any conflict with the Lizard. From his accidental use of spider-sense to protect himself instinctively to fighting street thugs while cracking jokes, he is the best representation of Spider-Man on screen in these moments.  The confidence he finds behind the mask, and the drive he has to do the right thing driven by responsibility and guilt are spot-on. There is an awesome article I read a few months back that makes the case for Spider-Man being an even better hero than Batman, with a point-by-point comparison between the two icons. I still prefer the Dark Knight, but the points made in that article (found here) regarding Spidey are proven through the excellent portrayal in the entire beginning/middle of the movie. You can get the rest of the film wrong, and get that right and have a very good Spider-Man film.

It is unfortunate, then, that the rest of the film just isn't very good.  Rhys Ifans is great as Dr. Curt Connors, but after he becomes The Lizard, special effects and style trounce substance, and much of the tragic quality of this villain is lost in the flash.  Denis Leary is wasted, basically playing himself as police Captain George Stacy, in contrast to Emma Stone who is great as his daughter Gwen.  The biggest shame is that the over-the-top, effects-heavy and video-gamey action sequences that dominate the last act of the story are predictable and without any charm or personality.  We're no longer shocked when Peter is beaten up, his costume ripped and bloody since we've seen it before. No longer inspired when normal folks come to his aid even though the city inexplicably seems to consider him a greater threat than criminals and supervillains, we've seen that, too.  I wanted more of the Spider-Man who I saw fighting crime at the beginning, being a total smart-ass. It is clear in the comics that Parker cracks jokes partially as a defense mechanism to hide the fact that physical confrontation with dangerous criminals is scary, even if you have super-powers.





I want to see more of this incarnation of Spider-Man, who has the web-shooters he built himself filled with cartridges of web-fluid, and whose origin is, in many ways, a truer vision than Sam Raimi's take on it ten years ago. I want to see more of Gwen Stacy, and I hope the franchise has the balls to lead her to her eventual tragic fate. I want to see less of action sequences meant to showcase 3-D technology or to preview how awesome the video game is going to be.  The Lizard was almost there in moments when the movie wasn't just showcasing his physical strength and agility, but the mark was missed, and I hope the same won't happen with the Green Goblin. Norman Osborn is mentioned, but not seen, in this film and the mystery of what, exactly happened to Peter Parker's parents bookends the film in setting up both Peter's childhood and the eventual sequel. Best Blogger Tips
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Friday, June 29, 2012

My Little Pony... Really? Bronies, Kids' TV and Fandom.


So, in the last few years, there's been a heck of a lot of talk about the My Little Pony cartoon, and not all of it is from parents or young girls.  All over the internet, there's a young male demographic talking about friendship, kindness, magic and ponies with "cutie marks" stamped on them.  At first, when I encountered the phenomenon, I assumed that it was guys trolling the internet. Professing love for a show that is clearly marketed to little girls, I found MLP references all over the internet, and ran across the term "Brony" (a teen or adult male fan of the show.) My reaction was simple, at first. What. The. Hell. The pervasiveness of the male fanbase and its persistence led me to believe that these guys, at least some of them, weren't kidding. So, I pride myself on being an open minded sort of fellow, I decided to do whenever I encounter something I don't understand. Research, analyze and experience.

It was time for me to enter: The world of the Brony.

See, this is where I could have re-used that Diablo 3 Whimsyshire Screenshot.

First off, I learned that the full title of the series was My Little Pony: Friendship is Magic, frequently abbreviated MLP or MLP:FiM.  Then, I noticed something interesting. A name I recognized. A lady by the name of Lauren Faust. I'm not huge into cartoons, but I appreciated the work behind Powerpuff Girls and Foster's Home for Imaginary Friends, and was aware that Lauren Faust was involved in both. Intrigued, I looked deeper. The pedigree of the animators, writers and producers read like an animation Dream Team.  You've got folks who worked on Dexter's Laboratory, Samurai Jack, Johnny Bravo, Ren and Stimpy, and the list went on and on... Virtually every cartoon show I'd appreciated as clever enough to be watched by adults had someone involved who went on to work on this show about happiness and ponies. There was definitely something going on here.

I learned that Faust originally had no interest in working on the project, familiar with earlier offerings as a show where ponies resolve differences "primarily through tea parties and crying." She only agreed to produce the show if she could do it her way, with strongly developed characters and a genuine adventure story tied in to the plot for the series. Now, we were getting somewhere. I fondly remember another cartoon that took a licensed product and put honest-to-goodness Fantasy Adventure into it, making it way better than it had to be. That show was Gummi Bears, and it was one of my very favorite cartoons from when I watched them every Saturday morning with cereal. I understood the appeal of the series in theory, now all I had to do was disregard how silly I felt, and actually watch... My Little Pony.

Fans of the show annoyed certain online communities so much that
references to ponies in any way were ban-worthy.

The hype I'd encountered made sense. I've seen a few episodes and the writing is good, clear characterizations and solid plots throughout each episode. The series focuses on an over-serious student of magic named Twilight Sparkle who cannot complete her studies by staying where she'd prefer, poring over tomes and scrolls. Dark threats menace the Kingdom, and in order to master her powers, she would have to do one thing she never learned about in all her books. She'd have to figure out how to make friends, and how to be one.  Simple lessons about treating people kindly and being a good friend are told with humor and, occasionally action or adventure sequences that could have stepped out of any fantasy roleplaying game suitable for younger children.  The dialogue and storytelling really is sophisticated enough for an adult to appreciate, while remaining simple enough for very young children to follow.

Once I understood the appeal of the show, I started noticing the community of fans of the series, and their impact on social media and things I already had an interest in around the internet.  Now, I'm not ready to don a Rainbow Dash T-shirt and start a collection of plastic ponies, but with all the low-brow, immature, racist and homophobic teens and young adults on the internet, there's gotta be something great about a group of people of that same age/gender group who honest-to-god believe in love and tolerance.  I noticed that for the last few Humble Indie Bundles, the top spot in terms of overall donations, narrowly beating out Minecraft creator Notch is a group called @HumbleBrony. I've written about the bundles before, and think they are one of the best things that has happened to gaming in years. The last bundle, the Brony community donated a combined $13,167.84 and the friendly competition brought Notch's own contribution up to $12,345.67

Internet favorite minor character "Derpy Hooves" was named by
bronies, and the name and assumed personality was made official in Season 2.

For me, the questions.. "What the hell?" and "Are they serious?" were pretty adequately answered. My wife still giggles if she catches me watching an episode of the show on Netflix, but I don't care. For a show that could have gotten away with being another shallow 30-minute toy commercial, MLP and its fans have created something pretty awesome. I suspect that some of the fans started out "ironically" liking ponies and magical lessons about sharing and kindness, and lost track of when they stopped pretending to be fans and actually became fans. I might not self-identify as one of you, Bronies, but you have my respect.

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Friday, June 22, 2012

Minecraft: HCFactions and Mine-Z, plus - Interview with Lead Admin HighlifeTTU!


I clutch my pick in hand, creeping beneath the earth searching for diamonds. I started with nothing but a fishing pole, and now I've carved out a small base with a working farm, resources to keep me stocked, and I know at any moment, if I'm not careful enough, someone could break into my less-than-secure spot and kill me, and I'd lose everything. I'd also be locked out of the server for three days. Death comes at a high price. Some days later, I work in a faction base. The land is secure, as people can't use our doors or break our walls unless they manage to kill one or more of us.  The call goes out to everyone online, hostiles in diamond armor have appeared at our walls, looking for a way to get in, even a small hole could mean a well-thrown Ender Pearl could teleport the raiders inside. We grab potions and equip diamond swords, and prepare to fight.

Me, in glorious diamond armor, in the little room deep underground,
where I would be brutally murdered less than a day later.

If this doesn't sound like the Minecraft you've been playing, that's not unusual. HCFactions, a server with loads of custom-programmed tweaks and plugins is a special and unique place. Players contend with the usual difficulties of monsters, lava and starvation, plus hostile other players and the three-day "deathban" that enforces the "hardcore" nature of the server.  The stories above are both an actual part of my last week on HCFactions, and the drama, shifting alliances and betrayals of Factions (organizations that can purchase and defend land) have been detailed on Reddit for well over a year now.  Run by Matt Sundberg, better known as HighlifeTTU, the server can take up to 175 people at once, and there are usually between 50-100 playing at any given time, struggling and banding together to survive.

Recently, HighlifeTTU and his Administration and programming team announced their second server concept, called Mine-Z, a cooperative/competitive Zombie Survival server that takes direct inspiration from the popular fan-created Day Z mod to the game ARMA. I had a chance to speak with several members of the Admin team in the last few days, and I asked HighlifeTTU if he'd answer a few questions. Here's what he had to say.

----------------

- Tell us a little bit about yourself and your coding/Admin Team.

I go by "HighlifeTTU".  In the real world I work the standard 8 to 5 grind in the finance industry, so Minecraft server hosting is my after work hobby.  It has quickly exploded into something I never imagined! I have been lucky to find a very talented team of individuals. Almost all of them work in the technology industry in some fashion, so we tend to get on at night after we've all slaved away for the man and put our heads together to create new plugins and ultimately craft new experiences for players.  I am about to turn 29 years old, so I regularly tell my player base to get off my lawn.

The HCFactions Shop, where iron and gold can be sold by players who wish to purchase
land, potion materials or rare blocks for customizing their base.

- How would you describe HCFactions and MineZ to someone who is familiar with  Minecraft, but ignorant to the larger Bukkit/Factions community?

HCFactions is a hardcore PvP oriented factions server.  It basically allows groups of players to band together, claim land on an expansive map, and then battle it out against each other.  The uniqueness comes from the death ban we use.  When a player is killed, he is banned from the server for three days.  For someone unfamiliar with a hardcore experience, they would probably say there is no way that could be fun.  But the magic of a hardcore server is the change in how people act. In a normal game where you respawn instantly, you don't have a fear of death, and ultimately you see players grow bored since their actions have little meaning.  With death ban, many people actually get an adrenalin rush.  You know every mistake could be your last. defeats are brutal, but the victories are that much sweeter.

We've expanded on the normal factions experience by adding a number of things.  We have PvE oriented events, a King of the Hill event that has players fighting over a location for a chance of good loot, and my lead developer (lazertester) recently rolled out the Factions Arena, which is a fully automated arena plugin featuring loadouts, multiple arenas, and a comprehensive stats page for bragging rights.  Recently we added an Archer, Bard, and Rogue class that is in the spirit of vanilla minecraft, as it requires no slash commands, and you activate it by simply wearing a full set of a different armor.  Our most challenging change has been re-coding some of the craftbukkit code to balance enchantments and make them more intuitive, which we plan to roll out in the next couple of weeks.

The extensive Arena, as seen from the glassed-in Spectator Area, where players can
practice their PvP skills without risking their hard-won equipment.

We now have had 15,000 unique visits to the server, and average about 6,000 unique players a month.  It has been a very big success, and has motivated the team to work on side projects.

MineZ was inspired by DayZ.  DayZ proved that as a developer you can try to ruthlessly murder your player base, and they like it.  MineZ is basically a zombie survival mod, where zombies use advanced AI and fast movement to hunt you down.  Players must manage limited inventory, find loot at key locations, all while managing their hunger, thirst, and health.  There is open PvP, so players can be as much of a threat as zombies.  The world is expansive and built by hand.  There are large distances with no loot to be found, meaning any amount of travel requires preparation.

- What are your short and long term goals for HCFactions and MineZ?

For HCFactions, we are currently doing an enchantment balance and are then starting on our own fork of Factions.  We plan to add a finite power source that can be gained at events, which can be used to gain small bonuses to combat.  After that, we want to add some RTS style features, letting players "power" chunks outside their main land, and build specific structures to take advantage of these bonuses.

MineZ?  Well.  I have a very firm grasp of the short term vision, but I want to see how the players react once I finally let them loose on the world.  For one though, I want to add a story to the game that is gathered in pieces via signs and eventually written books.  I also want to add a special bandit NPC type, that has advanced group AI. The bandits will only spawn at the hardest places on the map, and will require teamwork and high tier items to defeat.  Honestly though, outside of that, I think the player base will dictate what the development team ultimately works on.  We've already received some great ideas from the community.

A desperate band of players fights a small horde of aggressive zombies in MineZ.

- A lot of custom code has gone into your servers, making them unique. Are there any ideas that you've really wanted to incorporate, but haven't yet been able to make a reality in code?

Anything interface related.  We always build our plugins to use the vanilla client, as we feel the client modding process isn't intuitive to all players.  I am hoping the new mod API allows us to add new interface elements and more easily disseminate information to the players.  This will open up more possibilities, since some plugins just won't work with slash commands.

- Minecraft has been criticized for being an excellent building "toy" but without a whole lot of traditional gameplay mechanics, objectives or metrics for victory. Your servers have clear "game" elements with careful thought given to balance and progression over the course of a particular map. Are there particular games or designers (aside from the obvious ARMA/Day Z for MineZ) that have inspired or influenced the systems that have been integrated into the servers?

Ultima Online.  It was the first game I fell in love with, and for the first two years it existed it was something special.  The sad thing is they ultimately changed the game to cater to a wider player base, which makes sense financially, but hurt the gritty, hardcore experience it once was.  I find myself looking back at those experiences and it is a clear influence on how I balance things on HCFactions and how I look at the design elements of MineZ.

A look at HCFactions' Spawn area, where players can safely fish, shop, and when they are ready
to leave, be fired from a cannon 600 blocks away in a random direction.

- The type of gameplay found on HCFactions lends itself well to stories of drama, betrayal, heroism and sacrifice re-told by players. Do you have a favorite "story moment" from the playerbase on your servers?

Likely Greysoul. [Note: full story of Greysoul can be found here and here.]  On the second map of the server I saw a large group of new players venturing off together.  I followed them around and documented their experience.  They ended up being the first faction to slay the ender dragon, and then they went on to conquer and destroy the largest and most dominate faction on the server.  It surprised me that a group of players with no experience on HCFactions grew from nothing into the most powerful force on the server.  Well, at least for a couple weeks. :)

- If you could tell your community one thing about your time on these projects that isn't already widely known, what would it be?

I'd have to say that the most surprising thing is I have no background in programming or game design.  I took a C++ class in high school, but that is the extent of my experience.  For HCFactions, I had to teach myself how to use linux, bash scripting, some php/mysql for the first stats page, and basic java to understand the plugins I was having developed.  It has been a very long ride, but very well worth it. Having done it for a few months now, I still enjoy it as much, if not more, than I did the very first day I started doing it.

----------------

I'd like to thank HighlifeTTU for his time, and for a gameplay experience that has matched or exceeded the play experience I've found in a lot of $60 titles, all for free. Server donations keep the project from being exceedingly expensive, and players who donate are rewarded with "free lives" to get around the 3-day ban on death.  Notoriously cheap about F2P gaming, and suspicious of most games featuring microtransactions, my experience on these servers is a testament to the hard work these folks have put into the experience their players have. Within days of my first time on HCFactions I purchased a spare life, which is, to date, the only real cash I've spent for something extra in a game since purchasing a basic starter kit in my time playing Team Fortress 2. I eagerly await the opportunity to try MineZ, and also to get back to base-building with my faction. That is, once the brave souls we lost in last night's raid have served their three-day deathban. Best Blogger Tips
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Wednesday, June 20, 2012

Zombies, Run! For Android and ZombieLink – A Review

When I first read about the Zombies, Run! Application, I thought it was a great idea. A fitness/gaming application where the player is a scavenger for a base of survivors in the zombie apocalypse, running to grab supplies and away from zombies.  It was first developed for the iPhone, and, well, I don't have one of those. However, one of the positives in my period of re-employment recently is that I did get an Android phone,and last week (6/14/12) Zombies, Run! Was released for my phone, and I've given it a few test runs (pun intended,) since an injury has me out of the weight room at the moment anyway.  The launch is not without its hiccups, but overall I like the application a lot, and will continue using it. I hate running, but this has motivated me enough to give it a serious try.

I used to joke when asked if I ran "Only when chased." Be careful what you wish for.

Zombies, Run! has a fairly simple interface. There is the base door, which lists Abel Township's (the settlement) population, and allows a quick swipe to open the door and start a mission. There's the mission menu, that displays all unlocked scenarios as well as criteria to unlock certain missions that have requirements. Next is the base upgrade menu, where each of the critical structures in the town are shown, and after each mission, collected items can be allocated to upgrade facilities with a simple drag and drop. There is an options screen with a help system, the ability to choose distance units (miles/km,) credits and the ZombieLink synch settings.  Each mission is a series of audio files telling the developing story, introducing characters, announcing when items have been picked up and cueing sprint sequences with a warning and the groans of approaching undead. Get away, and you keep your loot... get caught and you must drop an item to distract the horde. The game plays without needing to interact with the screen while running, using it to build the base and look at collected supplies later.

The Good

The voice acting in this game is spectacular, on par or better than that found in top-quality animation and AAA-video games. The story is immediately engaging, and finding out what happens next is a great motivator for getting back out there and running around a bit. The zombie chases also motivate a burst of speed, as I found myself not wanting to surrender any items even when my body was protesting that I'm built to lift weights, not sprint. I've always appreciated games that allow you to do some base/city building, and though that aspect is simple, I'm glad it is there. ZombieLink automatically tracks your progress, distance, and story events that happen along each workout for later viewing, as well as tracking in other fitness programs/sites like RunKeeper or Fitocracy. Getting to see the base's population increase as it is made more secure reinforces the idea that the player is assisting a desperate community while going out for a jog/run.

When finding that pack of underwear in the wilds, do you
allocate it to the residential facility... or the Armory?

The Bad

The application is far from perfect, and I've found a few frustrating things, especially considering the relatively steep price tag of $7.99 in an Android market packed with free or $0.99 apps. I think it is worth the price, but the flaws are a little less forgivable than they would be in a cheap/free product. There is an option to use your own music while running, but at launch, it was frustrating to use and sometimes interfered with playing the game.  Though supposedly compatible with WinAmp (though not the default music player on my phone,) the music wouldn't play through Zombies, Run!during my first two workouts. When manually starting a playlist, the music frequently drowns out some of the narration, marring the experience. It is worth mentioning that with today's update and a swap to Android Music Player, these issues seem to be resolved. ZombieLink is great, but seems unfinished, with no maps of my runs, a feature the website suggests should be live. Finally, the zombie chases are great, but they start randomly, so I find myself moving slowly when not being chased, not wanting to be worn out should a sudden chase start up.

I have great hopes for ZombieLink, but it isn't quite there.. yet. And yes, I run slow. Shut up.

The Future

Today's update, in addition to resolving the audio issues I experienced, added a shuffle feature which greatly improved the experience with each story clip or "transmission" playing as an intro/outro to random songs from a custom playlist I made for running. Various stability issues were also addressed, and my experience with the third time playing the game takes my recommendation from a cautious "Yes, but..." to an emphatic "Oh, definitely." There are currently 23 missions available, with a total of 30 promised for the first "season," as well as 5k and marathon training expansions (as I'd like someday to try the "couch to 5k" program, I look forward to this.) The team seems committed to supporting the project, so I am confident that an already great app will only get even better with time. As an experienced gamer, fan of the zombie genre and novice fitness enthusiast, this game hits the right notes. As the application is patched and refined, I think it'll be a great tool for my quest for  being more physically fit. After all, ZombieLand taught us that Rule #1 is: Cardio.


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Thursday, June 14, 2012

Diablo 3... My take, now that the Real Money Auction House is live – A Review.


Well, I teased this more than enough as my re-introduction to geeky subjects, and I have rather a lot to say about this game.  A look back through my articles in the past would probably earn me the label "Blizzard Fanboy" (especially from those who disagree with me.) Okay, I'll own that. I genuinely like Blizzard's games, and especially like that they improve them based on fan feedback until the game is improved based on those suggestions to a place where someone might call it "done." Not that gamers are happy with those changes, mind you. The constant in the current culture of gamer entitlement (which is a whole other article and another can of worms,) is whining on internet forums. That said, there are a lot of issues that displease a whole lot of people, which bother me more, less or not at all, and I'm prepared to address them now. Server issues, required internet connection, real money auction house, and the rarity of really great loot drops are frequently debated. Other issues, like class balance and a huge jump in difficulty at Hell and again in Inferno (especially Act II) are issues that can and will be addressed by patches, so I won't get into them here.

My current highest level character, a Witch Doctor.

Let's start with the one for which there is the weakest possible defense. Blizzard's servers weren't ready in launch week, and there are still latency issues. The answer for this one is an unpleasant truth. Blizzard knew that a certain portion of the folks who bought Diablo on launch, or who got it free with their WoW subscription extension (a LOT more on this later) will hate the game and stop playing it within a few weeks, if not immediately. Buying, maintaining, configuring all the hardware to handle a base that will massively shrink within a few weeks is a waste of money. It sucks that the consumer has to suffer for this, and it is mildly ironic that some of the base shrinking will be due precisely to the servers being overloaded, crashing or laggy.  There is, however, a series of linked issues which are the real things making people mad.

The servers wouldn't be an issue if you weren't required to stay connected to them in order to play at all. This is accepted in an MMORPG, but Diablo isn't really one of those, and I heard a TON of folks talking about how they couldn't play their single player game because they couldn't connect to a server.  Time for a hard truth. Diablo as a single player game where you pay $50-60 to "beat" the game by going to the last boss on normal difficulty and defeating him, and then you're done... well, that is something that doesn't exist anymore. Some might argue it never did, but in this incarnation in particular, Diablo is a cooperative action/rpg with randomized dungeons and loot that you are meant to play with friends through a series of ever-increasing difficulties on the way to Inferno and Level 60. You are allowed to solo, just like you can in an MMO, but this is not the way the game was designed to be played by default. I'll get into why and what it all means in a moment.

Posted this on FaceBook, friends who play Diablo
but never played WoW weren't amused.

A lot of people have figured out the basics of why a persistent connection is required. For the first time, there is an auction house where extra gear can be sold, and this time around you can choose to buy and sell items for hard-earned gold coins... or real money.  This economy doesn't work at all if there is an offline mode where items can be duplicated, and it doesn't work as well if the playerbase is given an option that doesn't include it. In an offline Diablo 3, items and gold could be duplicated, statistics that are valuable could be hacked in, changed, etc. You can't build an economy that anyone has any faith in with that as a very real possibility.  Drop rates, randomized stats on loot and how rare it is to find a truly awesome item are design decisions all impacted by the fact of an auction house where you are connected to every other player who may want to sell items to you, or buy your extras.

The most common response to all this is "I don't care about all that! I just want to play single player and I want the game I pad for to work!"  Time for another hard truth, and I'm going to say it in a way that may offend some people. If that is how you feel about Diablo, Blizzard doesn't care about you.  The gamer that wants to pay their $60, play single player until they've beaten the game and put it down, never looking back, isn't a valuable customer to them any more.  How do I know this?  They chose to not charge that $60 at all to a large base of folks used to using an auction house, used to needing to deal with server outages and maintenance, and who have already been exposed to micropayments for in-game items.  Blizzard had a problem. Subscription numbers for World of Warcraft were in decline, and Diablo was going to eat away at that base even more, taking away a bunch of monthly subscription fees.  The entire design of Diablo 3's online connection, auction house, and focus on multiplayer interaction is based on addressing this.

Also, Ponies. Gotta love how Blizzard responded to haters who complained
that the new art direction was to colorful and cartoony. (Most of the game isn't like this.)

Diablo 3 was FREE to anyone willing to extend their WoW account for 12 months. Why do that? Well, not only does Blizzard get to collect another year of fees from players, some of whom likely would have cancelled subscriptions in that time (some of them specifically because they knew they'd play Diablo,) but that is just the cherry on the top. The full dessert is in the Real Money Auction House (RMAH.) RMAH transactions have a fee, in the US, that's $1.00 to Blizzard off the top of each item sold.  Blizzard knew that a very, very small percentage of their players would use the RMAH at all, and an even smaller percentage would use it enough for those fees to add up.  The solution? Make the userbase as large as possible, attracting the very type of player most likely to use the system.  The millions of folks playing World of Warcraft are exactly that sort of player, and I experimented with the RMAH since it went live 2 days ago.  With $1.00 from every successful transaction, Blizzard has figured out how to monetize the farmers and get a consistent source of additonal money without charging a monthly fee.

I'm not going to tell anyone not to be mad about all this. By all means, if this isn't what you want out of your gaming, be mad.  It doesn't bother me, because I recognize that in the post-WoW world, a game like Diablo 1/2 isn't realistic as a way for Blizzard to make the kind of money they are used to.  They have to justify the decade and millions spent in development, the time and money spent patching and maintaining the game and servers... and the inevitable expansion(s) to their Board of Directors. Getting another Diablo to play (and I've had a blast so far) is worth all that to me. Of course, I'm exactly the target market for this game, and I played Diablo 1&2, and don't see those games with rose-tinted glasses... I remember how much worse they were for multiplayer one month after release.  Guess that makes me a fanboy.

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