Doubtless you’ve heard that dragons are coming around again this year. If you haven’t, know that Guild Wars 2 is going to emerge this year. GOOD. I DON’T HAVE TO BUY SW:TOR ANYMORE.
Sorry, I had to get that off my chest. Ahem.
Arena.net has stated before that they wanted to break down the trinity. Some MMO gamers probably can’t imagine how this works and automatically assume it’ll be a button-mashing fest of nothing but DPS. It won’t, because it’s entirely possible to create a game without a dedicated healer or a dedicated tank, yet still have a dynamic, active game.
The core problem with the trinity is that it bottlenecks player enjoyment by forcing people to wait for the specific role to be filled, but the existence of a tank and healer are not inherrently bad in game design. They are unfavored because tanks and healers traditionally level slower than the other classes, and therefore there’s less of them by the time endgame rolls around, creating a bottleneck for successful team compositions. It’s a problem that is almost universal across all MMOs, and it needs to be fixed. It shouldn’t be ignored.
In the case of Guild Wars specifically, random arenas helped impress the negative image of the trinity into the player conciousness. If you did not have a dedicated healing/damage mitigating support in your composition, you likely lost. Normally, this is a sign of good games design because it emphasized the importance of team composition, but in MMOs, team composition is not easily adjustable without a large pool of players because of how classes gravitate towards one or two roles.
Final Fantasy 13 comes to mind. For all intensive purposes, the game does not force you to play with a dedicated healer. When you blur the class lines with flexible class-changing opportunities mid-fight, the emphasis changes from strategic team composition to tactical thinking. Most MMOs don’t have a lot of strategic choices overall becuse you control yourself and only yourself most of the time, so class flexibility is a small price to pay to remove the inevitable team-composition bottleneck.
This doesn’t necessarily mean that players will overcome composition problems, as many of them will likely assert that they perform the damage class better and therefore do not need to switch, but it helps alleviate the stresses involved with being a certain role yet requiring another. Rift: Planes of Telara saw plenty of this. Despite the fact that a player could hold host to three completely different roles, there still was a healer/tank bottleneck in the overall community. Giving flexibility isn’t necessarily enough. Healers and tanks need to be fun, and they can be.
League of Legends has a lot of examples of how supportive characters can be aggressive despite their roles. Sona is a support champion that provides a small heal, speed boosts, a safe means of poking with damage and a large AOE stun. That sounds like an offensive mage DPS, doesn’t it? It’s because it sort of is, and yet she still falls into a well-understood area of support. She’s fun to play for plenty of people. Even Soraka, who is the closest champion to the prototypical healbot, can be played aggressively. The primary reason why these characters are aggressive is because they cannot constantly spam heals, whereas in Guild Wars, entire bars are dedicated to healing. If you have a class like this, they will likely focus solely on healing because it is always efficient to do so. If you limit the potential for such a character to exist, you open up tons of variety for different kinds of supporting roles.
What is likely to set Guild Wars 2 apart from other games with class flexibility is the combo system. I imagine that Guild Wars 2 will not have a strong spike heal skill, but there will be ways to create a spike heal with player coordination. Someone setting up an AOE heal and having the rest of the team fire through the field at the wounded ally. Conversely, I could see a water elementalist contributing to DPS by passing her projectiles through an offensive aura while providing a small, but necessary amount of support for the front-line. This’ll prevent zerging because attack rotations will vary and will be based moreso on timing to be effective. Positioning will likely determine whether a strong party-initated heal will work as well.
Either way, I don’t want to get too ahead of myself. The baseline is that there are real examples of what Guild Wars 2 has been talking about in the wild, and if there aren’t, they make sense in changing the formula.
Before we jump in, keep in mind that CES has really, really bright lighting and the tablet was facing upwards. The glare is a natural consequence of those two elements. When working on it, there was some glare, but definitely not a deal breaker in the slightest.
To put it short, the Wacom Cintiq 24HD device is amazing. There is no better tablet screen out there, period. Can most people afford it? At $2,600, no, but do I want it? Yes. A million times yes.
I played with the Wacom Cintiq 24HD for at least 4 hours (And the video is of me doing one final drawing), which was enough time to get settled into a reasonable workflow. Much like it’s 21 inch sibling, the 24HD is basically a huge Intuos4 with a screen behind it. It has the same exact functionality as a normal tablet and the skills you acquire from using a tablet translate nicely over to the Cintiq.
Personally, I don’t use the express-keys on the side, mostly because I prefer keyboard. The buttons seem a little hard to press, but since you can rest your entire arm on the side, using the buttons was surprisingly easy and pleasant. It’s a clever way to reduce fatigue and I definitely appreciate it.
One of the key issues I had with the previous Cintiq model was its size and how it is difficult to get it into a comfortable position in relation to a sitting person. The 24HD does not have this problem because of the stand, which allows the screen to extend out beyond its base and over the edge of tables. This is the feature that makes it better than everything else.
There really isn’t much more to say about it. It works, is easy to use and makes plenty standard art tasks much more tolerable.
Back down to earth. Don’t feel bad about not having one of these. When I started drawing on it, the product did not immediately fix most of my workflow problems, but everything I knew and understood about tablet drawing transferred over to the experience. You’re not wasting your time if you have a Bamboo or an Intuos. In fact, you’re probably training to get better with a Cintiq. As a hobby-artist who has seen a lot of superior illustrators work with normal tablets, having a Cintiq is not a necessity, but it is one hell of a luxury. The bottom line is that if you can’t do something on tablet, the Cintiq will not magically make your weaknesses go away, so don’t sweat it.
Playing with the Cintiq really illuminated the importance of learning your program of choice and having a strong art-understanding in general, as opposed to being shackled by hardware limitations. While, yes, that 24HD is the best thing I’ve ever played with, it doesn’t necessarily improve your skill or comfort proportionate to the cost of Wacom’s current entry-level products. For the longest time, I thought if I got a better tablet, things would improve. This was probably true back when I first played with the Graphire back in the early 2000s, but now, Wacom’s products are surprisingly close to one another in quality.
Anyway, it was a pleasure working on the Cintiq 24HD, but it’s not a necessity as a hobby-artist. I’m glad I had the opportunity to cleanse myself of my morbid art curiosity.
Here’s something simple: The PS Vita is basically a PS3 in a handheld. At worst, it may be in the hypothetical realm of a PS2.5, but even then, it’s an amazing device. Out of all the things I saw at CES 2012, the Vita is by far the most exciting and impressive piece of technology of the show.
Frankly, I’m a surprised that the Vita hasn’t sold more. For once, there seems to be an emerging product that is under-hyped. Before I got to test one at CES, I was under the impression that the Vita was less spectacular in person than what was demontrated when it was first released. I figured it would either run slowly or look terribly compressed in live view. I was wrong. I feel like a fool. The Vita is the dream machine I’ve wanted since the PSP was announced. It feels like an actual miniature PS3. No, I’m not over-exaggerating. I don’t want to spend $250 in the next month, but I can’t deny that Sony has actually taken a full-fledged next-gen console and made it portable with some mysterious magic.
Before I go too far, I better talk about Super Stardust Delta. It’s basically asteroids with tons of gorgeous clutter and plenty of things to blow up. One stick to move, the other to shoot. The game showcases use of the front and back touch functionality along with the ability to tilt the camera based on the orientation of the Vita. Basically, everything short of the front-and-back cameras are utilized in the game’s core design.
When I fired up Super Stardust Delta, I quickly came to the realization that the game plays just as well as it did on the PS3. To my amazement, the experience was actually better than the console version. The framerate stays at an amazingly stable 60 through the craziest of clutter. The front and back touch are used for two different kinds of bombs, which are placed where you drag your fingers on or behind the display. At first, I thought it was a little clunky because I had to move my hand away from the right analog stick, but I soon acclimated to the new experience after a few tries. The gyroscope gives the game an unusually powerful sense of immersion while simultaneously showcasing the crazy viewing angles the display is capable of supporting. It felt three-dimensional without the gaudy, blurry effect that the 3DS is notorious for.
Granted, not every game is going to be as good as Super Stardust Delta, but that game really is an amazing showcase of the potential of the console. House Marque did a tremendous job at incorporating everything the Vita has to offer, and now I want one. BAD.
Last time I sat on the couch, I talked about losing. I return to the couch with the same topic.
This weekend has been an absurdly bad stretch in League of Legends. I cleared my recent games list of anything that resembled victory. There wasn’t anything particularily different than what I ususally do. Well, except for picking up AP carry for the first time since I started playing several months ago. You will not find a truer fact than this: I suck at mid-lane AP carry.
My friends are nice enough to stay silent when I’m ranting about how X and Y are impossible with AP carries, and that silence has slowly paid off in terms of allowing me to see how absolutely god-awful I am at the role. I over-extend all the time, my map-awareness is at the level of a stubborn dad on vacation and I can’t last hit even if I’m left with nothing but creeps. Of course I’m not going to be able to poke in lane if I keep spearing myself on the jungler.
Needless to say, I started raging after the third loss. My bitching and moaning was without end, and even when it subsided to a mild trickle, I was still drooling arsenic. Naturally, it was therapeudic in the short term. Merely expressing my disgust for the game, Annie and everything to do with the AP carry role felt good.
I’m not even sure what characteristics of venting and ranting are particularily soothing, especially when their most basic and common consequence is alienation by others who simply do not have an answer for your troubles. Maybe there’s some personal exploration that comes with exposition in general, but I was fairly cognizent that the only thing I wanted was to win. Perhaps I was unintentionally crying out for help, and when it did not come in the manner that I delusionally believed was correct, I tricked myself into thinking I was ranting for the sake of ranting.
My attitude towards personal growth wasn’t 100% terrible though. I knew that if I could develop a resistance to the frustrations inherent in losing, I’d become a superior player. This seemed like a good idea up until it started getting late and I unwillingly baptized myself in the midnight oil, which irritated me beyond reason. I remember telling others that I would not play games that involved keeping cool when I was sleepy, but apparently I am a pathological liar motivated by an insatiable desire to win.
I could go on and on about how bad it was, but now I have a sudden stroke of amnesia. (Not the scary game kind, thank goodness.)
This morning, I woke up, jumped onto League and hammered out a vicious win. I played it as smart as I possibly could with every memory of screwing up vivid in my conciousness. I conquered fear and blasted the crap out of my lane like a little girl, gilded numbers bursting out of the chests of fallen minions. To satisfy my spite, I transfered all of the malice I had been holding and lit up the unfortunate Lux, feasting on her entrails.
Don’t worry though, I’m not letting it go to my head. I did not have the highest CS in the game and I died once to over-extending post-lane phase. I botched about 2-3 solid ganks from Rammus and, overall, much of my victory came from Lux’s inability to push me out of lane, allowing me to be a bonafide jerk with an organic money farm. I still have to improve, but goodness, it’s nice to see improvement manifest itself into green text, extra XP and IP.
Contextually, League of Legends is probably not the hardest game, but it’s still a reasonably difficult one, especially when you lose a lot. No matter what, the feeling of conquering your own personal hurdles with other people watching feels absolutely fantastic. You know what? Who cares if it doesn’t have that high of a skill ceiling. People still screw up incessantly no matter how easy the game appears.
However, I still need to make a resolution because despite winning in League, I definately came off as a huge jerk to my play-group. I will not complain about a game with my friends unless we’re complaining together. This must be done before I consider grinding League again, because ultimately, my goal is to play with my friends and not be the negative, unteachable scrub.
When in doubt of all things pertaining to writing, draw!
This is the first time I used the various chalk brushes from Enliighten (Actually, you should just go there for everything because it’s an amazing resource). They’re pretty damn good at blocking in things and, frankly, I’m kinda’ addicted to that rugged, rich texture that it produces. Helps me visualize nice and easy.
I also colored differently. I used a standard overlay layer and just splashed on some #FFC58D. Afterwards, I decided that it looked terrible, Ctrl+U’d it and just adjusted the huge slightly and dipped down the saturation. Suddenly, looked a lot better.
The moral of the story is, well, try new brushes when you feel like it and don’t worry about being an absolute color-picking god in photoshop if you’re not adept at finding the exact one you’re looking for when using something like an overlay layer or a color layer. Ctrl+U’s got you covered most of the time.
Well, I’m heading to Vegas next Wednesday. Not to gamble, but to gander at stuff that I will always desire, but will probably refrain from acquiring. I actually went to CES 2011, funny enough. It was a lot of fun, but also very strange as a gamer. Either way, it was fun and surprising. I mean, Day[9], Justin Wong and Guild Wars 2 (A demo WITHOUT a 16 mile line, mind you) with Matt Moore from the QA were there. Needless to say, I got to taste some delicious beatdowns, made a few friends and really enjoyed how utterly extravagant the world of products is.
You would think CES would have more things related to gaming, but the reality is that software doesn’t get pushed all that much in CES and it appears that most companies that produce gaming related goods already have comfortable contracts with retailers. Make no mistake, CES is not E3, Penny Arcade or Tokyo Game Show. If there are game-specific things, they’re in relatively small numbers. Not to say that it’s sad, but if you’re purely driven by gaming-related stuff, you can blow all the time you need in a day or so.
That being said, what am I looking forward to? Tons of stuff, most of which I’m unaware of at the moment. Hopefully, the showcases will have show-room demos available because I don’t really look like press, nor do I have a large press background. (Sadly, in the world where credentials matter, I’m probably not gonna’ be able to sneak into a Wii U screening.)
First and foremost, SuperMicro is hosting a League of Legends 3v3 showcase, featuring ColbyCheese and SKocelote. SuperMicro basically assembles computers like any other company, but they have acquired contracts for events such as Intel Extreme Masters and other eSports related events, which is why they had access to Day[9] last year and SKocelote this year. Needless to say, it’s a small but very potent taste of eSports, especially when you’re playing, being commentated upon and feeling the pressure of a small crowd. For me, it’s the most socially satisfying place to be and I’ll be bound to make a few friends, assuming I don’t feed excessively. Either way, I’ll try to get myself to appear on stream during one of the three days I’ll be present, and we can all laugh at how absolutely terrible I am at the game afterwards.
Mad Catz is going to make a showing at CES, and I’m very eager to feel how the M.M.O.7 mouse feels, since one can only guess at its ergonomics from a glance. Last year, they had a few Street Fighter 4 stations as well, and hopefully they’ll be demoing the new Soul Calibur V stick in the process.
Still on peripherals, Razer and Logitech will also be present. I don’t know what Razer has been touting, but I can only hope that it’ll be worth a little more than a curious glance and a cringe at the price tag. (I’m looking at you, Hydra.) Roccat will also be making an appearance in the US market, but I suspect their product pricing will slay many-an-enthusiast.
And of course, people keep whispering about the PS VITA making a showing there. Hopefully there’ll be something hands on, but I’m not really going to hold my breath. Sony generally spends more of its showfloor space showing off more typical electronics, and I wouldn’t be surprised if that was the case this year as well.
Outside of the realm of gaming, Wacom is going to make their customary appearance at the show. I suspect it’ll be the only time I’ll be able to try out the Cintiq 24HD, which makes me quiver in curious and inappropriate ways.
Either way, it may seem like slim-pickings, but I’m definitely keeping my eye out for surprises. Hopefully I’ll be able to stay awake long enough to keep updating once I’m down there.
I decided I’m going to start a new series of writings called The Shrink Couch. Personally, I don’t know anything about the actual disciplines of psychology and physiology other than that they are actually helpful when practiced by knowledgeable professionals.
This will probably not be helpful at all. At best, I’ll be able to relate the inner machinations of my brain to others.
The Shrink Couch is likely going to be about being mad. I would venture to say that the bulk of emotions felt during the gaming experience are ones of violent rage. Here, I want to deconstruct what’s going on in my head and figure out why I’m angry, but there will be times when apathy, fear and other emotions are showcased.
However, it is important that you, the reader, keep in mind that things written here are not criticisms of the game itself, or rather, I am not saying that this game is bad because of the emotions that come from it. You, however, may feel free to like/dislike games based off of what you extrapolate from a reading. Every game has the potential to become a spotlight on The Shrink Couch, and most of the games I am willing to sit down with and talk about are good enough to keep me going back to them even after I experience a great number of frustrations with them.
In any case, let’s sit down.
League of Legends just drove me up the wall. I just lost a game and it was primarily the fault of other people. I’m not being delusional about it. I did what I could to heal the team as Soraka and, generally speaking, didn’t miss a lot. The primary cause of our loss was due to a Sion that rarely committed to a team fight and a Wukong who absolutely loved to drain his life-bar with 4-5 onlookers by himself. Previous to the team-fight phase, my friend and I obliterated our lane, netting three kills, losing none and had significantly higher minion kills. Our other lanes were doing well too. Very few deaths overall, several failed ganks by the opposing jungler. The game was looking like a perfect 20-minute surrender situation.
And then everything exploded: our towers, our team, dragon, baron. Everything. By late-game, we suddenly realized that Wukong liked going out on his own and Sion, despite his ability to obliterate his opposition, flaked at every possible opportunity. The experience baffled me, then simply made me not want to play after we struggled against super minions. At the end, however, we had the potential to win teamfights, which made me feel more irritated.
So the question is, what thoughts, rational or irrational, change me from being enthused about League of Legends to absolutely hating it after a 45-minute skirmish? As far as entertainment is concerned, League of Legends transitions from one side of the positive spectrum to the last thing I want to play in the immediate future. That’s a large bridge to cross emotionally.
I don’t like losing. Losing feels bad because it is the exact opposite of what you’re trying to achieve in a game. By mere virtue of being the antithesis of the goal, emotions well up and boil like blood in a kettle. You invest work into reaching a goal and despite those efforts, nothing comes of it. The more tangible losses follow with your score. One loss. Less IP. I want IP. I want runes and champions. No surprises there.
The emotions regarding my teammates are a little more complex. I think inside of my head, there’s an unspoken set of rules about League of Legends pertaining to common sense. Whenever a teammate exhibits an extraordinary lack of basic decision-making ability, the terrible manticore inside of my consciousness emerges. The question is, should that particular standard be there in the first place? Is it unreasonable for me to expect others in my team to play at a subjective level of competence, or am I just being a jerk about losing?
I’m not entirely sure, to be honest. On one hand, yes, League of Legends is a team game and trust, which is what is lost when players perform poorly, is essential for most victories. Therefore, the anger that stems from the absence of trust due to incompetence is a reasonable one. On the other hand, is it functional to get angry in the first place? Does anger provide anything useful to the team environment? I ask myself these questions because overall behavior goes beyond justification. Just because something is predictable does not necessarily make it right. At this point, all I know is that this reaction makes sense, but it isn’t necessarily a good one to have.
This particular inability to settle on whether being mad is right or wrong contribues to a sense of despondency. Overall, League of Legends provokes negative feelings that are difficult to overcome.
Back to the idea about losing being a tangible failure to reach your goal, there’s a certain sense of fear that comes with it. League of Legends is fairly good at highlighting this simple reality about the game itself, “No matter how good you are as an individual, there is the potential to lose.” To some degree, this translates to, “No matter how much I play or how well I play, there is always risk of losing involved with other players.” It cycles into my natural fear of making the same mistake as well as itches my desire to avoid futility as a whole.
This is a thought that, frankly, was buried deep in the back of my head. I didn’t stumble upon this particular motivation until much later. I, like many others, do not what to be a part of the frustrating side of the community. At this point, I realize how easy it is to slide into that negative, acidic attitude. This thought helps me tear myself away from the next game and isolate myself elsewhere. The fear, or rather, the maturity to understand that I will likely ruin another game out of spite makes it uncomfortable for me to play another game.
In any case, I come out of this relieved, knowing that I puzzled a small subsection of my frustrations. I still want to play League, but my internet, as if to tell me to chill out, is flaking like bad dandruff.
Bluh.
I managed to get one of my friends to purchase Skyrim on Steam while it was deliciously cheap.
… And now he’s dead to the world.
The new year is weird.
At the moment, I’m trying to get my writing-wheels back. I’ve been neglecting this blog for a couple reasons, one of them being the very game I tried to review. It is not to say that I don’t have tons of opinions about the game, but I feel like I’m obligated to do more than just act as a sales pitch or an anti-sales pitch. Something along the lines of, “This Futabot fellow is strange, but not stupid. I want to share this lunatic experience for myself!”
I’m going to be honest with you: I like the game because of personal preferences alone. Not necessarily because I like Bethesda or because I have a history with their games (I thought Fallout wasn’t that good), but simply because out of all the RPG formulas, Bethesda’s large spread of slightly-above-average content, which is now lovingly noted as ‘crap’ by various armchair game designers who probably don’t understand how terrible MMOs are in comparison, is significantly better than attempting to pack a short-but-sweet form. Bioware’s good at that, but terrible at what Bethesda does. Why can’t we be satisfied with companies having different design philosophies? (The answer is that most of us gamers are monstrous man-children with an insatiable appetite for AAA entertainment as mother nature intended.) I’m through-roughly convinced that I have a stronger preference for snow and strong women than blasted landscape.
Every time I read someone expounding the virtues of Morrowind’s alien landscape and how that factors into a brilliant argument against Skyrim’s legitimacy as a good game, I have to remind myself that some people are so miopic about game design that they actually forget that there’s a certain level of integrity that Bethesda wisely attaches itself to. Skyrim is what it is according to the lore of the Tamriel, just as Cyrodil was. You know, that place that people mysteriously hate because it’s lush, green and perfectly suitable for its prototypical fantasy-cosmopolitopia. Subsequently, it was not as if we didn’t know beforehand that Nords like cold mountains, cold beer and cold beheadings. Faulting Bethesda for following their own script seems like one of the dumbest things I hear from angry peanut galleries.
Whenever I hear about Morrowind’s setting uniqueness being a strong point, I bristle. There’s creativity, sure, but it’s not inherently better than something with a common template. It’s easy to get a concept artist to draft up strange creatures and it’s easy for a writer to conjure up jabberwocky names because there’s nothing to adequately compare it to. In contrast, Skyrim’s hard because most people that play it already have a preconcieved notion of what Nord is and how they behave. As much as I want Skyrim to resemble Karhide, nobody would react to it pleasantly unless they read The Left Hand of Darkness and were fully comfortable with their sexual bits. Actually, WHY DOESN’T SKYRIM RESEMBLE KARHIDE. IT’S COLD. I WANT TO BANG/BE BANGED SOMEONE IN KEMMER. SOMEONE MAKE THIS MOD.
Anyway, yeah, I can’t review Skyrim. I get crazy when I try, mostly because every argument I try to pose towards advancing the INFINITE DRAGONS, the more I realize that I did not like Fallout 3 for completely arbitrary and nonsensical reasons. Whatever. There’s a billion other bloggers better suited for analyzing this game. I’m just going to keep enjoying it because I know that games, as wonderful as they are, do not necessarily click for everyone, and that there comes a time when novice wordsmiths like myself need to set aside the hammer and let other people do the thinking.
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