<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4329767801307232020</id><updated>2012-02-16T03:19:40.772-08:00</updated><category term='mentor'/><category term='SL'/><category term='DCS2'/><category term='roleplaying'/><category term='Space 1889'/><category term='EQ2'/><category term='roleplay'/><category term='pwnage'/><category term='n00b'/><category term='Vanguard'/><category term='SOE'/><category term='Castle Falkenstein'/><category term='house'/><category term='MMO'/><category term='noob'/><category term='Osiris'/><category term='Steampunk'/><category term='gaming'/><category term='Fan Faire'/><category term='Second Life'/><title type='text'>Virtual Journeys</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>16</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-4725993845339967455</id><published>2010-02-10T20:06:00.000-08:00</published><updated>2010-02-13T10:23:32.141-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='noob'/><category scheme='http://www.blogger.com/atom/ns#' term='mentor'/><category scheme='http://www.blogger.com/atom/ns#' term='n00b'/><category scheme='http://www.blogger.com/atom/ns#' term='EQ2'/><category scheme='http://www.blogger.com/atom/ns#' term='pwnage'/><title type='text'>The N Word</title><content type='html'>&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;You know the one. You've said it. You're probably even thinking it &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;right now&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;.&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Noob.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;There, it's out there. On the table. Whew, I feel better after saying it.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;But, you know, what do we mean by that word? &lt;/span&gt;&lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Noob"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Wikipedia&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt; says, "&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="  line-height: 19px; "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;A common variant is "n00b" or "noob", in many cases a negative term used &lt;/span&gt;&lt;/span&gt;&lt;a href="http://en.wiktionary.org/wiki/degrade" class="extiw" title="wikt:degrade" style="text-decoration: none; color: rgb(51, 102, 187); background-image: none; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: initial; background-position: initial initial; background-repeat: initial initial; "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;degradingly&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;, which will often refer to anyone whom the user wants to disparage, novice or not."&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="  line-height: 19px; "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;You know the root term, newbie. Meaning, of course, someone who is new or inexperienced. So, if we looked for a usable definition it might be, "someone less experienced than you, who is therefore somehow less worthy."&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Normally, the etymology of stupid gamer leetspeak doesn't interest me. What does, though, is what it says about the community of gamers. On the one hand, the idea of such a thing isn't too shocking. Gamers are (surprise!) competitive. A game implies a winner. And a not-winner.  But on the other hand, &lt;i&gt;it's a game&lt;/i&gt;. A leisure activity.  &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Maybe it's just me, but I have to wonder which is sadder: someone new to a game, or someone who is so invested in it.  From this point of view, being a noob is more of a badge of honor. But it goes deeper than that.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;In most human relationships it is common for the more experienced party to assist the less experienced one. Whether parent-child relationship, master-apprentice or senior partner-junior, the arrangement is mutually beneficial. The senior member gets a skilled junior member to carry on the tradition and skills, and achieves a certain level of reputation for the effort and contribution to the community.  The younger learns the skills to become a better contributor.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;And, ultimately the community itself benefits. Where once it had one active participant, now it has two. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Now I should point out that I'm not referring to a game mechanic here, like EQ2's Mentoring system. I'm talking about interactions between people. A supportive community, not just in PvE play, but even more importantly in PvP, yields a better game experience for all. Unless your sole joy in life is pwning n00bs many levels below you with crap gear, you will materially benefit from having a more informed, better-trained and better-equipped foe.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;And another benefit also comes to mind, too. One that all you n00b-pwners out there may not have considered: how many people leave games because of the rotten community? One that goes out of the way to make you feel inferior, to laugh at your inadequacy and to minimize your value as a player. The more people having a negative experience, the more new players will leave. When the community contracts it's a fair bet the game company is going to consider closing it down altogether.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;The good news, of course, is that all games, even the most "hardcore", has players who do take others under their wing and offer aid and assistance. These are the real leaders of the community, from my own point of view. They provide advice and a "safe" entry into the game for newcomers, making their experiences positive ones. They shape the next generation of participants and encourage cooperation by their actions. In some small way, I like to think that they inspire better play.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;As a closing note, I was going to write this post from the opposing viewpoint by explaining how "leetplay" benefits the community. I could find only one redeeming element, but it presupposes that your honest belief about gaming is that it is the digital equivalent to &lt;a href="http://en.wikipedia.org/wiki/Lord_of_the_Flies"&gt;&lt;i&gt;Lord of the Flies&lt;/i&gt;&lt;/a&gt;. If your honest belief is that the only reason you haven't done to me what I did to you is only that I thought of it first, then n00b-pwnage is a form of social Darwinism. You are doing the community a favor by destroying the weak, making room for the strong.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Of course, it all falls down when you realize that a) You are not stronger, since your character is made of pixels and numbers, not sinew and determination, b) by preying on one who is less powerful you are proving nothing at all, and (of course) c) that by punishing n00bs for playing "your game" you are by definition limiting the number of active players.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;There are some games which do have systems designed to benefit both mentoring characters and those who are new by rewarding collaboration. Perhaps when the time permits I'll detail some of these, with the benefits and drawbacks. Until that time, however...&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style=" line-height: 19px;"&gt;&lt;span class="Apple-style-span" style=" line-height: normal;  "&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;Thanks for reading.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-4725993845339967455?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/4725993845339967455/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=4725993845339967455' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4725993845339967455'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4725993845339967455'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/02/n-word.html' title='The N Word'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-6092385354981892302</id><published>2010-02-03T00:00:00.000-08:00</published><updated>2010-02-05T22:46:41.250-08:00</updated><title type='text'>How the NGE Saved SWG</title><content type='html'>Massively multiplayer online games have a long and storied history of colossal errors. But of them all, the greatest epic fail to have stained the industry is the New Game Experience, or NGE, inflicted upon &lt;b&gt;&lt;a href="http://starwarsgalaxies.station.sony.com/players/index.vm"&gt;Star Wars Galaxies&lt;/a&gt;&lt;/b&gt;.  Conceived as a means of opening a closed community, providing a game experience easy to grasp and play, the NGE was supposed to bring an influx of new players.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Since Sony Online Entertainment has a policy of not discussing subscription numbers, we the gamers have no evidence that it didn't. But really, is that the point? What it did was completely rewrite the rules of game play, significantly "dumbing down" the game mechanics and diluting the experience we had all come to know as SWG. What had once been a deep and rich environment thick with hidden knowledge waiting to be explored became, in essence, "WoW in Space."&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I don't mean to be dismissive of &lt;b&gt;World of Warcraft&lt;/b&gt;. It is a legitimate gaming phenomenon. But its structure is almost the polar opposite of what was Star Wars Galaxies. Where once you could mix and match skillsets from any number of skill trees, developing a truly unique character with unique abilities, the NGE distilled everything into nine &lt;a href="http://starwarsgalaxies.station.sony.com/players/guides.vm?section=3"&gt;cookie-cutter professions&lt;/a&gt; with no differentiation between one and the other. Even racial traits became merely decorative. The flavor, the essence was gone, and both SOE and Lucas Arts seemed to be telling the community, "Deal with it."&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But something funny happened on the way to gaming obscurity. SOE began a series of slow but meaningful advances to the SWG system. Racial differentiation, expertise skill trees, collections, the Storyteller system, loads of new buildings, props, instant transport vehicles, content... In short, SWG has become in its twilight years a damn fine game.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But like many of the old guard of pre-NGE players, I had a nostalgia for how it had been in those long-lost days of yore. So I decided to go back.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;No, I didn't invent a time machine, and I may not  be telling you anything you don't already know. A dedicated band of fans have "revived" the pre-NGE game and is testing it in a prolonged beta process. The project is called &lt;a href="http://www.swgemu.com/"&gt;SWGEmu&lt;/a&gt; (for Star Wars Galaxies Emulator), and is being done on a strictly volunteer basis. As its beta status might suggest, it is a work in progress. The last time I was there there were few mobs to be found. Many of the systems are not yet functional, but some of the old ones (like slicing) were active.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I confess to having savored the experience, something like that last glass of wine. It was heady, nostalgic and full of fond memories. And yet (and here I freely admit to this being solely my own opinion) &lt;i&gt;I missed all of the recent improvements &lt;b&gt;more&lt;/b&gt; than I missed the pre-NGE game.&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;I know, I know. The moment this is posted I will be KOS to every decent human being (not to mention Twi'lek, Zabrak, Sullustan or Bothan) in the galaxy. I speak heresy, and I do it fluently.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;It is, however, the truth. Take away one thing -- say, the new &lt;a href="http://forums.station.sony.com/swg/posts/list.m?topic_id=1026796"&gt;Chronicler&lt;/a&gt; system -- and it dramatically reduces the experience. Chronicler allows the players to add content as in-game quests, configurable to thousands of different combinations. Not only does it unlock the richness for the author of the quests, but also the players.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And that, really, is the big difference between old and new. Greater accessibility and character interactivity at the cost of some character diversity. And, let's face it, a steep learning curve. I will always be a fan of the Old Way in SWG, don't get me wrong. And those of us who went through the transition were screwed. Overnight we went from complex, three-dimensional characters with an interesting array of carefully-selected skills to stock, cut-out two-dimensional character templates. And if we assume that the game has not progressed since that day, I'd agree with the scathing dismissals offered by gamers about post-NGE SWG.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But it &lt;i&gt;has&lt;/i&gt; progressed. You could say that individually, none of the improvements are worth the price of admission. I suppose that's a matter of opinion, although I suspect there are many who would deny it merely on principle, thus justifying their view that SOE actively hates gamers and seeks to do them harm. Personally, there are quite a few I really like. The Storyteller and Chronicler systems are particular favorites of mine, if you couldn't tell. While you can find similar systems in other games, it's very unusual to see both in one. And together, these two form an immensely flexible toolbox for players to devise and add content on demand. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;None of this is to say that SWG is somehow without its flaws. Of course it has flaws. Since the NGE anyone and everyone can be Jedi. The SWG universe was meant to be set between Episodes 4 and 5 in the Star Wars storyline. There are Jedi canonically, but very, very, very rare. Obi-Wan is dead, Yoda not yet discovered and Luke is not yet a full Jedi himself. But of course, just drop by Theed or Mos Eisley these days and it's a virtual lightsaber-fest. Yep, out there in full daylight, flaunting their cool Jedi robes in front of the strangely impassive NPC or PC Stormtroopers.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Weirdness.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Still, no game is perfect, and we play them not because we are there to honor the devotion of the art department for all the "accuracy", nor because we are devotees of the art of game balance. We are there to have fun. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And that is what Star Wars Galaxies is to me.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks for reading.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-6092385354981892302?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/6092385354981892302/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=6092385354981892302' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/6092385354981892302'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/6092385354981892302'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/02/how-nge-saved-swg.html' title='How the NGE Saved SWG'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-7867465893271987484</id><published>2010-01-31T18:26:00.000-08:00</published><updated>2010-01-31T22:20:19.563-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Second Life'/><category scheme='http://www.blogger.com/atom/ns#' term='Osiris'/><category scheme='http://www.blogger.com/atom/ns#' term='DCS2'/><category scheme='http://www.blogger.com/atom/ns#' term='SL'/><title type='text'>Since I'm On the Subject...</title><content type='html'>Since I've been writing blog posts about Second Life today, and since I don't have access to my desktop computer (you know the one with the -- what do you call them? Oh, right, &lt;i&gt;games&lt;/i&gt;), I thought I might write reviewlet. The subject: combat meters.&lt;div&gt;In case you missed my earlier synopsis, a combat meter is part of a larger system that simulates MMO-style gameplay, including hit points, magic spells, psychic powers, racial abilities and the like. The meter itself is attached to the character and acts as both a sensor and visual counter (similar to the health bars for NPCs in standard MMO games). The other half is a HUD which displays character statistics, target data and often includes a hotbar-style array of buttons to activate said skills and the like.&lt;/div&gt;&lt;div&gt;As I've mentioned, there are several combat meters available in Second Life. Some are sold for modest fees, others are free. The larger systems are designed to be customized on a sim-by-sim basis, allowing a single meter to be used -- and unique -- for many sims. Obviously, the advantage to the user is understanding a single system with the ability to play many "games" -- going from a medieval fantasy sim to, say, a Star Wars-themed sim.&lt;/div&gt;&lt;div&gt;So let's look at some of the combat meters available in SL.&lt;/div&gt;&lt;div&gt;Most likely the most popular and widely-used meter is the Dynamic Combat System 2, better known as &lt;a href="http://dcs2.org/"&gt;DCS2&lt;/a&gt;. Dimentox Travanti designed the system, and in many ways it defines the &lt;a href="http://www.youtube.com/watch?v=63FF2zCvIiA"&gt;form and function&lt;/a&gt; of combat meters in SL. There is a fee of L$75 for the system, but once purchased updates are free. And if you have a favorite sim that employs the DCS2 system, I highly recommend you purchase the meter in the sim. This allows them to receive a small portion of the fee, helping to defray the cost of maintaining the land.&lt;/div&gt;&lt;div&gt;There are a huge number of sims using this meter, but a few I am familiar with include &lt;a href="http://slurl.com/secondlife/Seydhisfjordhur/23/140/415"&gt;Nordhaven&lt;/a&gt; (a Viking/early medieval sim), &lt;a href="http://slurl.com/secondlife/Incorrigible/173/155/350http://slurl.com/secondlife/Incorrigible/173/155/350http://slurl.com/secondlife/Incorrigible/173/155/350"&gt;Incorrigible&lt;/a&gt; (a medieval high fantasy RP sim) and &lt;a href="http://slurl.com/secondlife/Falkor/31/75/445"&gt;Little Mos Eisley&lt;/a&gt; (a... um... which one is this? Oh, right, Star Trek-themed sim). I can heartily recommend all three, and I'm continuing to explore more DCS2 lands.&lt;/div&gt;&lt;div&gt;One final note about it before I move on: there are a huge number of DCS2-compatible weapons in SL, meaning you can pretty much find one you like without problems.&lt;/div&gt;&lt;div&gt;The second system is the called &lt;a href="http://www.osiris-sl.com/"&gt;Osiris&lt;/a&gt;, and is available for free. Like DCS2 it's a versatile and robust system configurable for many types of sims. More sims are starting to use this system (also known as RPCS, for Role Play Combat System) for its small footprint, flexibility and low cost (i.e. free). Osiris began its life as the engine behind the &lt;a href="http://www.erie-isle.com/"&gt;Erie Isle&lt;/a&gt; sim, a modern-day fantasy realm with a unique and engaging backstory. Even though it puts a huge emphasis on roleplay in its ads and materials, I have not personally had any contact with actual roleplay yet. I have, however, encountered jerks who attacked without warning, which is strictly against the rules in most sims (you have to RP the lead-up for a few chat entries before attacking, to allow the other party to back out or turn off their meter).&lt;/div&gt;&lt;div&gt;Well, the time has come for me to use the desktop computer to do some serious gaming. Hello, Vanguard. I'll write more on this subject in the near future.&lt;/div&gt;&lt;div&gt;Until then, thanks for reading!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-7867465893271987484?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/7867465893271987484/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=7867465893271987484' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/7867465893271987484'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/7867465893271987484'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/since-im-on-subject.html' title='Since I&apos;m On the Subject...'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-4783794815333392603</id><published>2010-01-31T13:11:00.000-08:00</published><updated>2010-01-31T17:49:40.577-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='house'/><category scheme='http://www.blogger.com/atom/ns#' term='Vanguard'/><category scheme='http://www.blogger.com/atom/ns#' term='Second Life'/><category scheme='http://www.blogger.com/atom/ns#' term='Steampunk'/><category scheme='http://www.blogger.com/atom/ns#' term='SL'/><title type='text'>Why I'm Writing About SL and Not Real Games</title><content type='html'>Okay, it's a fair cop. In my previous blog post, &lt;a href="http://burtimus.blogspot.com/2010/01/second-look-at-second-life.html"&gt;A Second Look at Second Life&lt;/a&gt;, I was careful to make the distinction between SL and the more traditional MMO games (mainly because the people who equate the two often end up dying under mysterious circumstances). But of course my one reader picked up on that and wondered why I -- a gamer -- would bother wasting my time on something that &lt;i&gt;isn't a game&lt;/i&gt;.&lt;div&gt;Okay. Fair question. To answer it, I have to tell you something embarrassing about myself.&lt;/div&gt;&lt;div&gt;See, I have these dreams. Dreams about &lt;i&gt;houses&lt;/i&gt;. Old, sometimes ancient. Some have secret passages. All are creaky, creepy, deserted and mysterious. And I really have no idea why these stand out to me. I mean, I'd rather resonate with dreams about kinky sixsomes on Noah's ark... Sorry. I told you it was embarrassing.&lt;/div&gt;&lt;div&gt;So, houses. I remember them when I wake. Sometimes it's just an impression of the feeling of the place. Sometimes it's details. In any event, lately I've been obsessed with the idea of recreating one of my recent dreams. And that, dear reader, is why I'm in SL. I haven't learned how to build a custom house in Vanguard.&lt;/div&gt;&lt;div&gt;So let me tell you about the house and why SL came immediately to mind. The house in my recent dream is a rebuilt ruin, a medieval abbey that had fallen to ruin, all cold grey stone and broken arches. The rebuilding is very Steampunk or Victorian, with dark oak, polished brass and even a glass dome replacing the ancient spire. The dome is actually an observatory, opening to reveal a shiny and elaborate brass telescope. The furnishings are all dark crimson damask and horsehair couches, and lighting is all gaslight and candles.&lt;/div&gt;&lt;div&gt;So... and this is going to sound a little obsessive... I've rented a parcel of land in Caledon, a sprawling Steampunk sim in Second Life. I've built the chapel of the abbey, and my next project is to wreck it, then rebuild it to represent the dream. In my next post I'll include some images of the place.&lt;/div&gt;&lt;div&gt;And hey, if you are good at geometry or SL building, feel free to offer constructive criticism. &lt;/div&gt;&lt;div&gt;Thanks for reading!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-4783794815333392603?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/4783794815333392603/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=4783794815333392603' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4783794815333392603'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4783794815333392603'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/why-im-writing-about-sl-and-not-real.html' title='Why I&apos;m Writing About SL and Not Real Games'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-4024348395809434110</id><published>2010-01-30T13:52:00.000-08:00</published><updated>2010-01-31T12:14:32.942-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Second Life'/><category scheme='http://www.blogger.com/atom/ns#' term='SL'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplay'/><title type='text'>A Second Look at Second Life</title><content type='html'>What if the asylum were run by the inmates?&lt;div&gt;That seems to be the central idea behind Second Life, the fully-immersive,  non-game... whatever it is.  Even though it has many of the usual features of your basic MMO -- characters (or avatars, as they're called), lands to explore, stuff to do -- the comparison pretty much ends there. In short, Second Life (hence called SL, 'cause I'm so hip) is a blank canvas to be filled in by the imagination.&lt;/div&gt;&lt;div&gt;&lt;i&gt;Your&lt;/i&gt; imagination, to be precise.&lt;/div&gt;&lt;div&gt;Unlike the inevitable scenario outlined in my previous blog post, &lt;i&gt;The Imagination Gap&lt;/i&gt;, SL is a world where only basic laws of physics are observed, and then only loosely. Gravity does exist, but you are free to ignore it. Friction, likewise. Even the avatar itself is as malleable as your imagination (and processing power) sees fit. Everything is customizable, within certain "rules".&lt;/div&gt;&lt;div&gt;Probably the most obvious example are the lands themselves. With the exception of the few places assembled by Linden Labs (owners/creators of SL), everything in the world was made by another player (called residents). Everything. Penis-shaped buildings, phallus-shaped avatars, starships shaped like dicks... the list is endless.&lt;/div&gt;&lt;div&gt;And yes, one often wonders if it's an online experience or a urological research facility.&lt;/div&gt;&lt;div&gt;Rules, right.&lt;/div&gt;&lt;div&gt;If I design something for you, like a house, I can set its rules to reflect how I want it to be used.  If I set the "No Copy" flag, you will only be allowed to have one of this house. Similarly, "No Modify" means that you cannot alter my work of architectural brilliance. "No Transfer" means that you cannot give my house (or a copy of it) to anyone else. Naturally, an object I create can have none, any or all flags set.&lt;/div&gt;&lt;div&gt;With the exception of basic clothing, all items in SL are made of basic building blocks, known as primitive objects or &lt;i&gt;prims&lt;/i&gt;.  The more prims an object has, the more elaborate or detailed an object can be. Each prim is a pretty basic geometric solid (boxes, pyramids, cylinders, spheres and so on) with some limitations on size (usually but not always ten meters). These building blocks can be altered in many ways. Since most objects are made of more than one prim, the most common is linking. As its name suggests, it sticks two or more prims together.&lt;/div&gt;&lt;div&gt;Prims can also be dressed up in textures, have flags set making them physical (having mass and weight) or being phantom (being incorporeal), have shininess, roughness, brightness or transparency set. Most of those are sliders, from not at all to way lots. As you can see, as a creator you have a lot of options to realize your vision.&lt;/div&gt;&lt;div&gt;But even more than that, though, you can actually program your objects to act in certain ways. If I build an Aston Martin DB V (complete with the James Bond Package), it's really only a good-looking paperweight. It doesn't move. Its shield doesn't raise. The machineguns don't work. These things are achieved by writing scripts (using LSL -- Linden Scripting Language, what else?) which are then stored in the appropriate prims. The right script makes a stationary object into a vehicle. Others cause things to happen when the command is given.&lt;/div&gt;&lt;div&gt;Still others make use of that selective physics model. Remember that? Here's where it gets interesting. If my avatar has an animation that allows him to throw a punch, it has no effect on the person being punched. Avatars are invulnerable. However, some very clever gaming-types have developed objects called "meters" or "combat meters".  These are usually small, invisible phantom prims attached to an avatar, and they are scripted to do two things: They display text above your head telling others that you have an active meter and can be attacked, and are scripted to track your hit points and the like. Now, when you are attacked with a scripted weapon (one which acts like a physical object), you get hurt, and maybe even die.&lt;/div&gt;&lt;div&gt;But that's not all! Just as your average MMO does more than dramatize kinetic impact damage, most meters come with scripted HUDs (heads-up displays, essentially add-ons to the user interface) which displays target statistics, character statistics and combat abilities like skills or spells. It is, in essence, a lightweight MMO system. There are, however, two very important distinctions for game play.&lt;/div&gt;&lt;div&gt;First, with the (rare) exception of scripted NPCs, anyone you fight is another resident. So combat is nowhere near as frequent as it is in your standard MMO. Second, XP is gained in one of two ways. Either it is accumulated over time (so much XP per 5, 10 or 15 minutes of play) or awarded by a game master (usually a sim owner or officer). So in many cases you can be leveling even without having recourse to combat.&lt;/div&gt;&lt;div&gt;Thus, SL offers the roleplayer some attractive advantages. Not only do you have exquisite control over the appearance and design of your character, but you also accumulate experience (and thus levels) simply by doing what you do -- roleplaying.&lt;/div&gt;&lt;div&gt;Thanks for reading!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-4024348395809434110?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/4024348395809434110/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=4024348395809434110' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4024348395809434110'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4024348395809434110'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/second-look-at-second-life.html' title='A Second Look at Second Life'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-3667006866815260703</id><published>2010-01-27T20:20:00.000-08:00</published><updated>2010-01-31T12:17:03.877-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='MMO'/><category scheme='http://www.blogger.com/atom/ns#' term='roleplaying'/><title type='text'>The Imagination Gap</title><content type='html'>Online gaming is a very strange experience. On the one hand, it's intrinsically and intuitively obvious. If I produce a game based on medieval Japan, say, starships and cell phones simply won't fit. So I won't add them.&lt;div&gt;But in a real sense, online games are the philosophical descendants of the tabletop games, like Dungeons &amp;amp; Dragons or RuneQuest. These games were ones that required innovation and imagination to create a character. You simply didn't have the option of selecting a template character. From your character's appearance to personality, to physical quirks, you decided everything yourself.&lt;/div&gt;&lt;div&gt;But as we all know, if it wasn't coded into your favorite MMO, it ain't gonna happen. If you want your character to flip a coin when he's bored and the game does not offer a coin-flipping animation, tough luck. If you want a freaky, Kramer-like haircut and the game doesn't offer it, that's too bad.&lt;/div&gt;&lt;div&gt;Now, obviously, there are good reasons for this. It is impractical to attempt to accommodate what is essentially fluff into every game, merely to offer choices that will be irrelevant to most people. It's not as though your coin-toss or weird hair will be of any value in a raid, after all. And really, when you get right down to it, isn't that why you play an MMO?&lt;/div&gt;&lt;div&gt;Maybe yes. Maybe not. Regardless, we all accept this as an inevitable reality in the world of online gaming. And if combat effectiveness in raids or PvE play is your thing, then even the appearance of your gear is really of little consequence, so long as the stat bonuses complement your play style.&lt;/div&gt;&lt;div&gt;But what if your interest does not lie in combat? What if you're a (gasp!) roleplayer? What then? Now the entire &lt;i&gt;reason&lt;/i&gt; for the character deals with quirks and appearance.  It does not aid in roleplay if your character looks and acts like every one of the other tens of thousands of Night Elf Warriors do. You want -- you &lt;i&gt;need&lt;/i&gt; -- something unique.&lt;/div&gt;&lt;div&gt;Happily, many games offer at least some of these amenities. Whether it is "appearance slots" where apparel can be worn for the sake of appearance only, "barbers" allowing enhanced character customization options, or other props and goodies to offer a wider range of abilities, games are becoming somewhat more "roleplay friendly".&lt;/div&gt;&lt;div&gt;This is all fine and well, and I applaud the game designers and their parent soulless corporations -- er, I mean game companies -- for making the effort. But this still sidesteps the point, which is so pervasive it is often overlooked.&lt;/div&gt;&lt;div&gt;In a tabletop roleplaying games there are many ways to become powerful (i.e., accumulate experience points). The gamemaster may reward you for writing a history of your character, for a memorable roleplaying session or for aiding a party member in something unrelated to combat. An MMO cannot do so, thus rendering these efforts pointless from the standpoint of advancing your character. In a sense, while you are not being punished for spending your time this way, neither are you being rewarded.&lt;/div&gt;&lt;div&gt;So how would a game that did offer these things work? What would it look like? How would it play? To explore the answers I invite you to join me for my next post, A Second Look at Second Life.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-3667006866815260703?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/3667006866815260703/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=3667006866815260703' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/3667006866815260703'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/3667006866815260703'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/imagination-gap.html' title='The Imagination Gap'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-5188649435867983736</id><published>2010-01-23T12:17:00.000-08:00</published><updated>2010-01-31T12:18:20.856-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Space 1889'/><category scheme='http://www.blogger.com/atom/ns#' term='Steampunk'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='Castle Falkenstein'/><title type='text'>Steampunk and the Single Gamer</title><content type='html'>I have a lot of interests. One of them is the Steampunk genre. While I lack the creativity, time and money to fabricate intricate Steampunk-inspired cell phones, computer cases or clothing, I am keenly involved in Steampunk games and sims. So that, Dear Reader, will be the subject of this week's rant... blog. Whatever.&lt;div&gt;By way of ancient history, I would like to mention a few old paper-and-pencil games that inspired me early on with the Steampunk bug. Perhaps the first was a game called &lt;a href="http://www.boardgamegeek.com/boardgame/2511/sherlock-holmes-consulting-detective"&gt;Sherlock Holmes Consulting Detective&lt;/a&gt;. While not technically Steampunk, the sources, resources and mood of this puzzle game set a tone redolent of gaslight, horse manure and racing through crowded streets. Oh, and it was fun, too.&lt;/div&gt;&lt;div&gt;Second on the list, and still supreme in my estimation, is &lt;a href="http://www.heliograph.com/space1889/"&gt;Space: 1889&lt;/a&gt; by Frank Chadwick and the chaps at GDW. This game posited that Thomis Alva Edison had used an Ether Flyer to make it to Mars, which was inhabited. Shortly thereafter, the British set up the Crown Colony of Syrtis Major and intrigued against the nefarious Germans and the Oenotrian Empire. It introduced us to liftwood and the remarkable Sky Ships of Mars. A classic game, by its own copy: "Roleplaying in a More Civilized Time."&lt;/div&gt;&lt;div&gt;Most recently, R. Talsorian's gorgeous and inventive &lt;a href="http://www.talsorian.com/cfindex.shtml"&gt;Castle Falkenstein&lt;/a&gt; was the high point in terms of design and depth for the Steampunk gaming genre. Its companion volume, &lt;i&gt;Comme Il Faut&lt;/i&gt;, introduced rules for LARP and provided details for developing costumes and props. Unlike its predecessors, Falkenstein put emphasis on High Fantasy elements as well as more traditional Mad Science and Steam-Powered Devices. Magic, dragons, faeries, Dwarves... won't find those in other Steampunk worlds, nossir.&lt;/div&gt;&lt;div&gt;With those sources as the inspiration for my hunger for all things Steampunk, let's look at some of the video game worlds available to us.&lt;/div&gt;&lt;div&gt;Our first foray is also one of the best, in my opinion. It's a Sierra game designed by the sadly-defunct Troika, called &lt;a href="http://en.wikipedia.org/wiki/Arcanum_(video_game)"&gt;Arcanum: Of Steamworks and Magick Obscura&lt;/a&gt;. This game, a &lt;i&gt;Diablo-&lt;/i&gt; or &lt;i&gt;Fallout-&lt;/i&gt;type single-player 2D perspective RPG,  had a unique storyline and gorgeous Victorian-age world replete with orcs, elves, magic and steam-powered superscience. Like most Troika titles, it did have its little quirks (which is a euphemism for bugs, of course). Due to the various types of characters you could create, there was a good deal of replay value.&lt;/div&gt;&lt;div&gt;Perhaps one of the best features of the game was the music - original, written for string quartet, and very evocative of the Victorian era. I actually put it on my iPod I enjoyed it so much. When writing or 3D modeling Steampunk stuff, I still listen to it for mood music.&lt;/div&gt;&lt;div&gt;A more recent MMO-style game is &lt;a href="http://www.mindfusegames.com/"&gt;Gatheryn&lt;/a&gt; by Mindfuse. Designed for casual gamers, Gatheryn takes place in a fictional world in the Steampunk mold. The game is currently in beta and is designed on a free-to-play model. It features numerous Flash-based minigames and the usual panoply of goodies designed to attract players (housing, customization options, storlines... you know the list).&lt;/div&gt;&lt;div&gt;I'm afraid I can't say much positive about Gatheryn. The world feels flavorless and antiseptic, the character models frankly ugly, and gameplay inobvious and clunky. Of course, it is still early (it &lt;i&gt;is&lt;/i&gt; beta, after all), so things may change. So... I think it's a game to watch. It has potential. I certainly encourage people to check out the beta and see what you think.&lt;/div&gt;&lt;div&gt;At this time, I've not had much experience with other computer games based on Steampunk themes.  If you're looking for a real experience, though, the place to go for sightseeing and shopping is certainly to be found in &lt;a href="http://secondlife.com/?v=1.1"&gt;Second Life&lt;/a&gt;, believe it or not. Specifically, the &lt;a href="http://slurl.com/secondlife/Caledon/190/190/23"&gt;Caledon&lt;/a&gt; and &lt;a href="http://slurl.com/secondlife/New%20Babbage/216/192/111"&gt;New Babbage&lt;/a&gt; sims are remarkable achievements of design and atmosphere. Just walking around is inspirational. On the other hand, the places are usually pretty deserted, and I've not found any roleplay there. That's not to say there isn't any, just that I haven't found it.&lt;/div&gt;&lt;div&gt;My final reviewlet is a so-called RP sim in Second Life called &lt;i&gt;&lt;a href="http://darknessrp.com/"&gt;Legacies: 1891&lt;/a&gt;&lt;/i&gt;. I say "so-called," because what the website calls mature roleplay is more like which part of the sim suffers a catastrophic explosion and is destroyed. Let me make things plain, though. It's one of the most beautiful and atmosphere-rich places I've found in SL. It's only the ridiculous behavior that passes for roleplay that breaks the mood. My advice? Check the place out, take lots of screenies when there's no one around. Let's face it: naked dancer-chick demons in S&amp;amp;M gear, human-shaped bunny rabbits with monocles and badass leather-clad bare-chested guys with heavy modern ordnance don't tend to suggest a refined and literate Victorian esthetic.&lt;/div&gt;&lt;div&gt;Maybe it's just me.&lt;/div&gt;&lt;div&gt;Thanks for reading!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-5188649435867983736?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/5188649435867983736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=5188649435867983736' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5188649435867983736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5188649435867983736'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/steampunk-and-single-gamer.html' title='Steampunk and the Single Gamer'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-825698478823556067</id><published>2010-01-16T13:41:00.000-08:00</published><updated>2010-01-23T12:17:40.932-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fan Faire'/><category scheme='http://www.blogger.com/atom/ns#' term='SOE'/><title type='text'>Back to Business</title><content type='html'>I've made a decision. I think. Well, maybe. I definitely have perhaps made a decision. Or not. Depending.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Okay, enough. It seems to me that my posting has been literally all over the place, many of my best ones being on the now-defunct GAX Online site. So I have come to the conclusion that logic dictates posting in one place, and that would be... wait for it... here.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I know, I know. What a shock to all my reader, right? Well, so it goes. I may cut-and-paste to other sites, notably MMO Voices, but the actual posts will be written and posted here first, to keep some kind of chronology intact and keep a record of my work.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So, what's new?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Well, I've been to a total of three Fan Faire events for the lovely people at Sony Online Entertainment. The 2009 event, fun as it was, may be my last for some time. Finances and time constraints crowd in, as they have been with my gaming of late, and I'm not sure I can afford either the time or the expense.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Fan Faire, in case you don't already know, was an event originally designed for EverQuest, SOE's flagship product. In 2007 (my first year attending) it opened up to the entire suite of SOE games, including EverQuest II, Star Wars Galaxies, The Matrix Online (now gone), Vanguard: Saga of Heroes and others. Events for each of the games include panels, live-action events and award programs. It's all a great deal of fun, especially the opportunity to meet other players face to face. Especially for us Alaskan gamers, trust me -- that does not happen often.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So, what's next? Well, I think I've pretty much made it clear how I feel about Sony's games, so I won't beat a dead horse -- or at least, not much. There are a few reviews I want to get out about Free Realms and Star Wars Galaxies, so you'll hear at least some of that. Rather, I wanted to dip my toe into reviewing a few other games and none-game games (like Second Life sims) that are out there.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;With that in mind, my first foray (and next post) brings us to the realms of Steampunk. We'll explore some of the so-called Steampunk sims in SL, as well as a few formal games of the same genre.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks for reading!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-825698478823556067?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/825698478823556067/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=825698478823556067' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/825698478823556067'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/825698478823556067'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2010/01/back-to-business.html' title='Back to Business'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-2702459280373568835</id><published>2007-10-15T20:03:00.000-07:00</published><updated>2007-10-15T20:26:31.101-07:00</updated><title type='text'>Back to the Future</title><content type='html'>Well, it's been awhile.  Why did I take a break?  Easy.  I didn't have anything to say that wasn't pretentious.  So I didn't.&lt;br /&gt;&lt;br /&gt;In the meantime (and thanks for asking) I've gone back to &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt; for awhile.  While I've enjoyed all the Sony Online games, I really got the itch to do some serious roleplaying.  Sadly, I haven't run into many fellow RPers in &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt; or &lt;span style="font-weight: bold;"&gt;Vanguard&lt;/span&gt;.  And let's face it, it's hard to give up all the cool clothes, vehicles, ships and houses in SWG.  I mean, aside from the roleplay. &lt;br /&gt;&lt;br /&gt;So... off I went to try to tie up many of the loose, unfinished quests for my character.  At some point during the proceedings, I found the leader of my old guild -- sorry, Player Association -- online.  After a bit of a chat, I rather impulsively asked to be let back in.  The poor devil never knew what hit him.&lt;br /&gt;&lt;br /&gt;So, as a proud member of the biggest (and certainly the best) roleplaying guild on Bria server, I have done a fair amount of gaming.  It's actually put me in an odd situation, although it's one I've been in for as long as I've been an online gamer.&lt;br /&gt;&lt;br /&gt;You see, I level at a glacial rate.  As a social gamer (read: roleplayer), there is often not a lot of extra time left over for doing things like, you know, &lt;span style="font-style: italic;"&gt;doing game stuff&lt;/span&gt;.  So I do my leveling when there's no one else online.  Of course, when there is no one else online, it is a little dull, and I get distracted and would rather hang out with my family.  Or read.  Or something.  &lt;span style="font-style: italic;"&gt;So I never, ever level&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Is this a problem?  Well, kind of.  See, as a popular and active member of the guild (as an example) I am often placed for becoming a leader of some group or other.  When this happens it's usually quite the embarrassment, since I'm generally &lt;span style="font-weight: bold;"&gt;much&lt;/span&gt; lower level or less experienced than the people I'm leading.&lt;br /&gt;&lt;br /&gt;All things being equal, though, I actually prefer the social aspect of games.  I know that's not what they're for (come on, everyone knows you need to max out and become uber in minimal time to play the game the &lt;span style="font-weight: bold;"&gt;right&lt;/span&gt; way), but it's why I play.  And the best bunch of people I know hang out in &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt;, Bria server, in the Player Association House Fion.&lt;br /&gt;&lt;br /&gt;Tell 'em Urt sent ya.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-2702459280373568835?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/2702459280373568835/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=2702459280373568835' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/2702459280373568835'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/2702459280373568835'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/10/back-to-future.html' title='Back to the Future'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-3225805257278756754</id><published>2007-08-13T01:18:00.000-07:00</published><updated>2007-08-13T01:56:18.623-07:00</updated><title type='text'>Faire Game</title><content type='html'>&lt;span style="font-family: verdana;"&gt;Did you miss me?  I missed you.  Honest! &lt;br /&gt;&lt;br /&gt;This last week I attended Sony Online Entertainment's Fan Faire in Las Vegas.  I had a huge amount of fun and met a great many people from the games I play online.  What made this particular Fan Faire unique was that, for the first time, all of SOE's MMO titles were represented: &lt;span style="font-weight: bold;"&gt;EverQuest&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;EverQuest Online Adventures&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;The Matrix Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;PlanetSide&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Vanguard&lt;/span&gt;. &lt;br /&gt;&lt;br /&gt;Another element that made this event special was the game developers hanging out in an area called the Legends Lounge... essentially a couple of couches in the game room where players could accost... I mean, &lt;span style="font-style: italic;"&gt;approach&lt;/span&gt; the devs.  I have a few words to say about that later in this article.&lt;br /&gt;&lt;br /&gt;And, of course, we mustn't forget the stuff.  By which I mean swag, baby!  As if having a blast, attending panels and Live Quests wasn't enough, there were also beta keys for upcoming titles, t-shirts (lots of t-shirts), prizes, special announcements, and mints.  Yes, mints.  It was kind of Sony to consider the blight which is Gamer Breath.&lt;br /&gt;&lt;br /&gt;Now, if you're a gamer you've no doubt heard the news about &lt;span style="font-weight: bold;"&gt;Pirates of the Burning Sea&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;The Agency&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Free Realms&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Legends of Norrath&lt;/span&gt;, so I won't belabor the point.  There are a lot of sites out there with far better coverage than I could possibly deliver -- do us both a favor and look them up.  And hey, if you're &lt;span style="font-style: italic;"&gt;not&lt;/span&gt; a gamer, you don't care about them anyway.  I might ask what you're doing reading this.&lt;br /&gt;&lt;br /&gt;In my last post, Gelding the Lily, I spoke about the gamers' penchant for disparaging the companies that produce the games we play.  One of my good friends is the creator of &lt;a href="http://www.zuggsoft.com/"&gt;zMUD&lt;/a&gt; (and its newer incarnation, cMUD).  Let's call him Zugg.  We spent a good amount of time together at the Faire, and I can tell you he works very hard developing his products (while I'm on the subject, watch for a new development with his &lt;a href="http://forums.zuggsoft.com/index.php?p=zexplorer"&gt;zExplorer&lt;/a&gt; program -- I am so there!).&lt;br /&gt;&lt;br /&gt;Zugg and the SOE developers have a great deal in common, in that they produce software commercially for a gaming audience.  They are directly responsible and responsive to the users.  The accessibility of the game developers during Fan Faire, and their enthusiasm and respect for their games was evident.  They were not as some portrayed them, corporate drones horsewhipped by Sony executives to make more money by churning out quick and sloppy products.  Rather, they are dedicated gamers who strive to produce games with broad appeal and enduring gameplay.&lt;br /&gt;&lt;br /&gt;In short, I stand by my previous article.  And if you have the opportunity, I highly recommend the SOE Fan Faire.  I plan on attending again, as often as I can.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-3225805257278756754?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/3225805257278756754/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=3225805257278756754' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/3225805257278756754'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/3225805257278756754'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/08/faire-game.html' title='Faire Game'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-7127148625496259393</id><published>2007-07-31T11:08:00.000-07:00</published><updated>2007-07-31T11:55:03.972-07:00</updated><title type='text'>Gelding the Lily</title><content type='html'>&lt;span style="font-family:verdana;"&gt;It often seems to me that gamers as a group -- how can I put this delicately? -- thrive on complaint.  Beyond all barriers of socio-economic considerations, class, ethnicity, education and other factors, it is whining which unites us.  And whining.  Did I mention belly-aching?&lt;br /&gt;&lt;br /&gt;I trust my point is not too obscure here.&lt;br /&gt;&lt;br /&gt;We carp about anything under the sun, and sarcasm is naturally the weapon of choice.  A well-timed, witty whack at a weak and witless wuss is one of the great joys of modern online gaming (as is alliteration, but I was going to leave that unsaid).  However, all other discussions about personal habits, intellect, in-game performance and sexual preferences dwindle to insignificance when the Great Topic is breached, the one that renders all other discussions wan and lethargic... you know of what I speak.&lt;br /&gt;&lt;br /&gt;Corporations.&lt;br /&gt;&lt;br /&gt;Now, I'm a liberal, and as such I am naturally opposed to corporations.  We all know that they manipulate governments, foment wars for natural resources and delight in spoiling natural landscapes with vast, putrid seas of pollutants.&lt;br /&gt;&lt;br /&gt;Naturally, we don't care about that stuff.  I mean, come on.  We're gamers.  We consume on average thirty times our own body weight in junk food during one raiding session.  And the outdoors?  Unless our parents and/or spouses drag us there, we'd never know it existed.&lt;br /&gt;&lt;br /&gt;No, what really ticks us off are that these corporations (namely the likes of Sony Online Entertainment and Blizzard) want to make &lt;span style="font-style: italic;"&gt;money&lt;/span&gt;.  Off of &lt;span style="font-style: italic;"&gt;us&lt;/span&gt;!  Oh, the humanity!  Those bastards!&lt;br /&gt;&lt;br /&gt;Now, I'm a fan of irony.  It proves that either the universe is an inherently funny place of that humans have an inherently silly sense of humor.  Either way, it works.  But the thought of us scampering around their game worlds seeking the in-game equivalent of gold, jewels and physical power are denigrating the companies that produce and maintain the services with which to do so.  And they, in turn, collect real-world wealth... you see where this is going.&lt;br /&gt;&lt;br /&gt;It seems to me that the relationship between game company and consumer is a consensual one, a contract which the gamer can leave at his discretion.  And with as many games as there are, surely there must be someplace one might go to be happy, some company worthy of at least some respect.&lt;br /&gt;&lt;br /&gt;For myself, I'm a Sony man.  I happen to enjoy their suite of games (&lt;span style="font-weight: bold;"&gt;Vanguard&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;The Matrix Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Planetside&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;EverQuest&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;), and I enjoy the player community.  There is, however, a great deal of carping and complaining about Sony and their intent to screw up their games.  The traditional support of this argument is the series of changes made to the game Star Wars Galaxies.  I won't go into details here -- if you don't know what this argument entails, Google it.&lt;br /&gt;&lt;br /&gt;Personally, I agree that the changes made to that game were detrimental, and it certainly spoiled gameplay for me.  I left SWG shortly after, and it took over a year before I would go back.  Even now, I play it very rarely, even though a great deal was done to improve the game.  I certainly don't &lt;span style="font-style: italic;"&gt;agree&lt;/span&gt; with Sony's decision, but I do &lt;span style="font-style: italic;"&gt;understand&lt;/span&gt; it.&lt;br /&gt;&lt;br /&gt;One of the delicious things about &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt; was it sophistication.  It made characters unique, flexible and often thoroughly surprising.  The game was gutted, however, to "improve the new player experience" and capture more players who might be daunted by the complexity.  From this standpoint, the decision makes sense.  When a company produces a product such as toothpaste or floor wax, it must continue to sell units in order for the product to remain viable.  The online gaming community and economics are different.&lt;br /&gt;&lt;br /&gt;When a game is released, it tends to gain an audience quickly, and the number of units sold peaks quickly.  If the game is a good one with appeal, it will hope to retain that number of subscribers over a long period.  However, as time goes on that number invariably drops... new games are produced, real life takes people away, and gamers who have reached their goals for their characters may simply stop subscribing without new content. &lt;br /&gt;&lt;br /&gt;This means that the company must produce new material for its games merely to maintain its existing player base.  Further, to increase the popularity of a game (a difficult thing to do), the company must identify and resolve what is felt to be the chief drawback to the game's success.  There will always be those of us who "liked it back when", but we are (sadly) not the ones that the company aims to please with these changes.&lt;br /&gt;&lt;br /&gt;Ultimately, however, the influx of new players benefit us in two important ways.  First, of course, we have a bigger and richer community in which to enjoy our experience.  Secondly, with a larger subscriber base it pays for the company to produce more and better content to make "our game" more competitive.&lt;br /&gt;&lt;br /&gt;So perhaps we can cut those coprporations a little break.&lt;br /&gt;&lt;br /&gt;The bastards.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-7127148625496259393?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/7127148625496259393/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=7127148625496259393' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/7127148625496259393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/7127148625496259393'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/gelding-lily.html' title='Gelding the Lily'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-5868548107277322871</id><published>2007-07-30T12:55:00.000-07:00</published><updated>2007-07-30T13:39:36.438-07:00</updated><title type='text'>Qeynos Nights</title><content type='html'>&lt;span style="font-family: verdana;"&gt;In my last post, I discussed what I did not like in &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;.  This post is devoted to what I feel are the strong points.  For those of you who wonder why I have chosen these aspects of the game, I encourage you to read my last blog under &lt;/span&gt;&lt;a style="font-family: verdana; font-style: italic;" href="http://burtimus.blogspot.com/2007/07/anatomy-of-legend_25.html"&gt;Burtimus' Biases&lt;/a&gt;&lt;span style="font-family: verdana;"&gt;. This will give you a clear idea where I am coming from.&lt;br /&gt;&lt;br /&gt;Remember, I approach these game concepts from my own viewpoint.  Your view may not correspond, and the things I cite as virtues you may see as unnecessary, or even flaws.  Use your own judgement.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Bowl full of Jelly Beans&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Almost every game has special events and special items which make for fun and interesting play.  In that regard, EQ2 is really no different.  From Halloween masks to special Frostfell (holiday) goods and items, fun and interesting things are thrown in all the time.  I am going to leave these things out of the discussion, because they are the icing on the cake, the exceptions.  What I want to concentrate on are the core things, those items and functions available all the time.&lt;br /&gt;&lt;br /&gt;First, let's talk characters.  At its core, character design in any game devolves into choices regarding race and/or culture, class and gender.  Beginning characters are generaly undistinguished statistically, to ease the learning curve before introducing more advanced character abilities.  In this regard, EQ2 is not distinguished in any great way.  With 24 classes and 16 races there are a large number of combinations, but there are several other games that allow such diversity.  And not all races can be all classes, so it is mildly limiting.  Dark Elves, for example, being an evil race cannot become Paladins at the start of the game.&lt;br /&gt;&lt;br /&gt;Where character creation takes a sharp turn, however, is in the &lt;span style="font-style: italic;"&gt;appearance&lt;/span&gt; of the character.  I've mentioned it before, but the character creation tools for EQ2 are both remarkable and addictive.  Sliders on twenty or so various aspects of character appearance allows players to sculpt an appearance they like (something similar to the system in &lt;span style="font-weight: bold;"&gt;The Sims 2&lt;/span&gt;).  Various races have different bells and whistles to further customize the character, from odd glasses and monocles for Gnomes to (my personal favorite) a fishhook with a tiny skull on the end as an earring for Trolls.  The best part?  It's called "Pretty Fairy". &lt;br /&gt;&lt;br /&gt;In terms of roleplaying, the ability to literally sculpt a character to your specifications is an invaluable tool.  Your control over facial features, height and so on allow you to assemble the physical representation of the inner character, the personality.&lt;br /&gt;&lt;br /&gt;Now, in my last article I indicated that the social element of the game is vital for the purposes of roleplaying.  We have no other means of communication, and the transmission of personality, motive and nuance are all the very essence of playing a character.  I'm happy to report that EQ2 provides a rich palette of tools to give the roleplayer a hand.  Most games have a fair number of gestures (emotes) for various effects, and EQ2 is no exception.  Since the release of the expansion &lt;a href="http://everquest2.station.sony.com/expansions/desertofflames/"&gt;&lt;span style="font-weight: bold;"&gt;Desert of Flames&lt;/span&gt;&lt;/a&gt;, however, not only do many of these emotes have a vocal element, but &lt;span style="font-style: italic;"&gt;you can select the kind of voice&lt;/span&gt; (and actual response thereby) your character uses!  My own character Burtimus not only looks like a balding old cuss, he &lt;span style="font-style: italic;"&gt;sounds&lt;/span&gt; like one.&lt;br /&gt;&lt;br /&gt;Other tools provided us includes what had been called "roleplaying armors" -- that is, various kinds of clothing available from tailors or City Merchants throughout the game.  The ability to wear something other than ones' adventuring gear adds a dimension to the social element of the game, allowing players to assume "off-duty" roles.&lt;br /&gt;&lt;br /&gt;When one watches a movie or television program, we find that the characters are often the result of or antagonists to their environment.  The more interesting the backdrop (such as Middle Earth or Deep Space Nine), the more compelling and interesting the stories.  In this regard, EverQuest II owes a great deal to its predecessor for the richness and depth of its history and cultures.  Since the lore of the world is so accessible it is very easy to weave one's character into the fabric of the world and to make his or her actions relevant.  Further, the vision, scope and beauty of the world offer one a series of breathtaking vistas and discoveries.  There is nothing like the sight of Butcherblock at daybreak, for example.&lt;br /&gt;&lt;br /&gt;Lastly, let's talk community.  Beyond the usual website that hosts forums, the &lt;a href="http://eq2players.station.sony.com/"&gt;&lt;span style="font-weight: bold;"&gt;EQ2Players&lt;/span&gt;&lt;/a&gt; site is truly impressive.  From this site you can access the characters in the game with an effective search engine, guild sites are hosted and linked here, and one can even browse the equipment currently carried by a given character.  Statistics and biographies, the whole shebang is available online.  It is a marvelous tool.  Further, guilds in the game share a goal similar to that of characters, in that they have levels.  Performing specific quests and tasks add Status to the character, ten percent of which is given to that character's guild.  When the guild amasses the appropriate amount of Status, it levels up.  Additional levels allow for the opening of new quests, raid zones, and other benefits (my favorite of which is the cost reduction of the very expensive mounts).  This stimulates a level of cooperative play which is present in other games, but not to the same degree.&lt;br /&gt;&lt;br /&gt;In all, it is my opinion that EverQuest II is the gold standard of games from the standpoint of a roleplayer.  In future articles I will look at other games and how they compare.  Thanks for reading!&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-5868548107277322871?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/5868548107277322871/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=5868548107277322871' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5868548107277322871'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5868548107277322871'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/qeynos-nights.html' title='Qeynos Nights'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-971413016546681968</id><published>2007-07-25T17:37:00.000-07:00</published><updated>2007-07-25T20:19:25.567-07:00</updated><title type='text'>Anatomy of a Legend</title><content type='html'>&lt;span style="font-family: verdana;"&gt;Now that we have gotten past my... uh, past... let's take apart a game, shall we? For my first essay, I have chosen to write about &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;.  This is not out of any desire to make my reader(s?) scream and throw things at their monitor.  Instead, I've already heaped praise on this game, and now I want to tell you what's &lt;span style="font-style: italic;"&gt;wrong&lt;/span&gt; with it.  This essay will probably be two posts in length, so bear with me.  If you're nice, maybe the second game I discuss will be &lt;span style="font-weight: bold;"&gt;World of Warcraft&lt;/span&gt;. &lt;br /&gt;&lt;br /&gt;These essays will concentrate on the gaming experience, from environment to community, mechanics to bells and whistles.  What I will not be delving into are frame rates and other technical matters.  There are plenty of places on the internet where you can evaluate your computer for a given set of benchmarks; I feel no need to do so here.&lt;br /&gt;&lt;br /&gt;Before we begin, however, a giant caveat is due:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Burtimus' Biases&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;We've all got them, and mine revolve largely around games and gaming.  The purpose of discussing them in my case is that there are things that I like in an MMO, and things I do not.  If you are not in agreement with me, you should know where my error lies.  If you happen to see things as I do, this little list may provide you with a yardstick to evaluate future game efforts.&lt;br /&gt;&lt;br /&gt;I am a role-player.  To some, this means "care bear", an epithet arrogantly bestowed by those gamers who apparently can't roleplay.  In real terms, it has specific meaning, though.  First, the characters I create tend not to stick with efficient "builds" -- by which I refer to a race/sex/class/specialization combination designed for combat or support efficiency.  Rather, I make character choices based on what I want the character to portray.  Often this leads to combinations that, while interesting and perhaps even entertaining, fail to pwn in a pretty major way. &lt;br /&gt;&lt;br /&gt;Second, the social aspect of the game is important.  Due to my long history of tabletop roleplaying, I do not think that a single player playing a game in isolation (such as, say, &lt;span style="font-weight: bold;"&gt;Final Fantasy VII&lt;/span&gt; or &lt;span style="font-weight: bold;"&gt;Oblivion&lt;/span&gt;) can roleplay.  It is a community effort, requiring two or more players to accomplish.  So social dynamics, tools and effects play an important part in my gaming choices.  This may include things like gestures (emotes), character moods, chat styles and channel controls, props, costumes and the like.  Having a system where a fighter wears heavy armor to, say, a wedding seems to me to be not only boring, but socially awkward.&lt;br /&gt;&lt;br /&gt;Third, the environment itself must be conducive to roleplay.  There should be places where interesting scenes and discussions may be held, interesting lands, and a deep and engaging backstory.  If we are to immerse ourselves in this game world, we should &lt;span style="font-style: italic;"&gt;care&lt;/span&gt; about the game world.  After all, it's hard to portray a Chicagoan if there is no such thing as Chicago.  The more we know and can learn about our own races and cultures, and those of our companions, the greater our attraction to and interest in these characters.  In fact, it is useful to think about your favorite television show.  If all the hero of the show did was battle the enemy (whomever that may be), it would soon lose its luster and interest.  On the other hand, exploring different facets of that character's life -- his friends, his family, his past -- the more we can connect with that character.&lt;br /&gt;&lt;br /&gt;Finally, the community is of vital importance.  This is independent of the social element in one regard, and that is that the social elements are built into the game; the community are the people who play it.  All communities have their benefits and drawbacks, from acceptable behaviors to taboos.  We all (I think) want to play with those who are helpful, friendly and willing to make the game experience enjoyable for everyone.  Sadly, that is not always the case.  Rivalry, trash-talking, flames, arrogance and asshattery are common, even in the best games (and those are only &lt;span style="font-style: italic;"&gt;my&lt;/span&gt; characters).  If at least the majority of players are pleasant, the game is greatly benefited.&lt;br /&gt;&lt;br /&gt;Those are my biases.  Let's begin this little post with what is wrong with EQ2.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;The Fly in the Ointment&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In previous posts, I waxed rhapsodic about all the things I enjoyed about &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;.  The time has come to tear it a new one.  And, although I have what I believe to be a legitimate gripe, I can also see why it was done as it was.  So we'll tear it a really &lt;span style="font-size:85%;"&gt;small&lt;/span&gt; new one.&lt;br /&gt;&lt;br /&gt;What I'm going to cover here related to the mechanics of the game.  When you think about it, all games are to some degree a model of some kind of reality.  It has internally consistent laws including gravitation, light being blocked by solid objects and so on.  Some games have very advanced and intricate mechanics with lore to explain phenomena like magic or space flight, while others are quite simple and basic (i.e. gravity works so well here that you &lt;span style="font-style: italic;"&gt;cannot jump&lt;/span&gt;).  Often, the more complex and realistic the game mechanics are, the greater the learning curve with players as to how to use those mechanics (anyone who does not believe me should pick out a copy of &lt;span style="font-weight: bold;"&gt;Vanguard: Saga of Heroes&lt;/span&gt; -- what the hell, do it anyway).&lt;br /&gt;&lt;br /&gt;My biggest concern about EQ2 is what has accurately been described as "dumbing down" the game mechanics.  Some feel that this decision was made to cater to a less game-savvy audience.  There may be some truth to that.  Others claim it was done to draw in some of the &lt;span style="font-weight: bold;"&gt;World of Warcraft&lt;/span&gt; crowd, who are used to simplistic mechanics (so long as they are brightly colored).  I can categorically dispute this point.&lt;br /&gt;&lt;br /&gt;To illustrate, allow me to tell you about the crafting system for EQ2.  When the game was first released, most artisans could take raw materials and forge them into components, which could then be assembled into a finished product such as a sword, a suit of armor, a meal or a table for one's home.  The catch was that for many items, no one crafter could make all the necessary components.  An armorer, for example, might need to collaborate with a leatherworker for straps or a tailor for padding.  The frustration that one might experience is understandable.&lt;br /&gt;&lt;br /&gt;On the other hand, this created a community among artisans.  Crafters would seek each other out to collaborate on making goods, resources were shared and the prices of goods more regulated (the greater the number of hands involved, the lower the overall profitability OR the greater the value of the finished item).  Ultimately, though, fewer people got involved in crafting and those who were began dropping out if it due to its complexity.  Clearly, this is not a good outcome for the game.&lt;br /&gt;&lt;br /&gt;The first revamp of the crafting system allowed for individual artisans to build all their own components as well as assembling the final item.  Of course, your crafter needed to get additional training in the form of manuals from trainers, but once done they could construct an item from its raw materials to its final product.  Sadly, while the mechanics of the crafting community was left intact, this change rendered it superfluous.  It was no longer necessary (and not very cost-effective) to collaborate.&lt;br /&gt;&lt;br /&gt;Two problems arose from the new system within a short time.  First, it was still relatively complicated.  To build an item, one needed to assemble components, which were themselves built of raw materials.  That's a fair number of steps.  Further, the quality of the final product depended largely on the quality of the primary component.  Statistically speaking, this limited the number of pristine final products.  Secondly, the entire point of using a middle stage (components) was to stimulate collaboration.  If there is no collaboration, why have the middle step?&lt;br /&gt;&lt;br /&gt;This leads us to the final evolutionary stage.  To craft a standard item in &lt;span style="font-weight: bold;"&gt;EverQuest II,&lt;/span&gt; the artisan collects all the necessary raw materials, goes to his crafting station and assembles the final product.  Just like that.  Now, there are some bells and whistles to actually assemble the thing, but in a nutshell, that's that.  There is no reason (nor any way) for artisans to work together, and large numbers of items can and are put together all the time (often to provide needed experience for the artisan to advance his craft).  So crafted items are generally very inexpensive, depending upon the vagaries of the market.&lt;br /&gt;&lt;br /&gt;Next time we'll look at some of the strong points of EQ2, from the standpoint of my so-called biases.  Thank you for reading.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-971413016546681968?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/971413016546681968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=971413016546681968' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/971413016546681968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/971413016546681968'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/anatomy-of-legend_25.html' title='Anatomy of a Legend'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-5940808490984100631</id><published>2007-07-23T22:18:00.000-07:00</published><updated>2007-07-23T22:34:34.123-07:00</updated><title type='text'>Into Norrath... Again</title><content type='html'>&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;EverQuest II.&lt;/span&gt;&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;I can honestly say I have never looked forward to anything outside my family life as much as I have the opening of &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;.&lt;span style=""&gt;  &lt;/span&gt;To illustrate, the computer from which I am posting this blog was purpose-built to run that game.&lt;span style=""&gt;  &lt;/span&gt;Yes, I was looking forward to it.&lt;span style=""&gt;  &lt;/span&gt;A bit.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;Somewhere between the character sculpting tools, the rich and cinematic musical score and the remarkable &lt;span style="font-style: italic;"&gt;EQ2Players&lt;/span&gt; website, I fell in love with a game.&lt;span style=""&gt;  &lt;/span&gt;Almost every feature on my "want list" in a massively-multiplayer online game is present in EverQuest II.&lt;span style=""&gt;  &lt;/span&gt;It takes very little effort to become immersed in the new world of Norrath (a world 500 years after the events of the original &lt;span style="font-weight: bold;"&gt;EverQuest&lt;/span&gt;).&lt;span style=""&gt;  &lt;/span&gt;Roleplay in such a richly detailed and sumptuous world are as close to effortless as it gets, and with such a panoply of interesting races it truly feels as though there are no "cookie-cutter characters".&lt;/span&gt;&lt;span style=""&gt;&lt;span style="font-size:78%;"&gt; &lt;/span&gt; &lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p style="font-family: verdana;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;I was able to create my characters well in advance of launch, thanks to Sony's wise decision to release the character generation tools to those who had pre-ordered the game.&lt;span style=""&gt;  &lt;/span&gt;I will say, there was no greater ally to me than to have friends over to pl&lt;span style=""&gt;&lt;/span&gt;ay with the character tools.&lt;span style=""&gt;  &lt;/span&gt;It sold more copies of EQ2, and gave me a local group to game with.&lt;span style=""&gt;  &lt;/span&gt;Playing with character creation was a fun and engaging actity which raised a huge amount of interest.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p style="font-family: verdana;"&gt;&lt;/o:p&gt;&lt;span style="font-family: verdana;"&gt;Once in-game, however, all that was forgotten.  From the gorgeous terrain to the beautiful lighting effects, sounds and music, it was breathtaking.  And that says nothing about the game play, which is itself impressive.  The mechanics are innovative enough to make gameplay engaging and interesting, while being easy and accessible enough for younger and casual players.  And it's only gotten better as new expansions have been released.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family: verdana;"&gt;Please forgive the effusiveness of this post, but what I tell you is the truth.  I enjoyed (and continue to enjoy) the experience, artistry and community of EQ2, and hope to do so for a long time to come.  It is true, I have played other games during my stay in Norrath (notably &lt;span style="font-weight: bold;"&gt;Star Wars Galaxies&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;EVE Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Anarchy Online, RF Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;The Matrix Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;World of Warcraft&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Dungeons &amp; Dragons Online&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Lord of the Rings Online&lt;/span&gt; and, most recently, &lt;span style="font-weight: bold;"&gt;Vanguard: Saga of Heroes&lt;/span&gt;), but I keep returning to EQ2.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family: verdana;"&gt;I will write more about these other games and my experiences there, and I will attempt to curb my... shall we say, robust praise.  My future entries will provide more detailed and critical looks at these games with a frank look at my biases (not everyone shares the same tastes, and many will disagree with my views -- I feel it best to be open about &lt;span style="font-style: italic;"&gt;why&lt;/span&gt; I feel as I do).&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family: verdana;"&gt;&lt;span style="font-family: verdana;"&gt;My next entry will discuss the nuts-and-bolts details of &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt; and why it remains a solid choice for those seeking good value for their gaming dollar. &lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-family: verdana;"&gt;Your forbearance is greatly appreciated.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 10pt; font-family: Arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family: verdana;"&gt;&lt;span style="font-family: verdana;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-5940808490984100631?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/5940808490984100631/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=5940808490984100631' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5940808490984100631'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/5940808490984100631'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/into-norrath-again.html' title='Into Norrath... Again'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-4964522832941676790</id><published>2007-07-22T18:22:00.000-07:00</published><updated>2007-07-22T18:52:48.529-07:00</updated><title type='text'>When last we spoke...</title><content type='html'>&lt;span style="font-family: verdana;"&gt;... I was talking about Dark Ages, an isometric 2D MMO.  It was the first non-text game I'd ever played that had a tight-knit community, one which had a long history of roleplay.  I enjoyed my time there.  One of the unique aspects of the game was that new players could only go so far without the aid of a mentor, a more experienced character who would intervene with the gods and priests to assign a character class and beginning set of gear for the new adventurer.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;This was a role I relished.  It was a way of introducing new players to the sometimes confusing game mechanics, while at the same time being a sort of classroom for roleplaying.  As time went on, however, I found that even my students had outstripped me by many levels before long.  Add to that the traditional politics of roleplayers, and it began to be a real chore to spend time online.  Between being bombarded with questions and calls for aid from students and new players, the High Drama and the everpresent semi-literate beggars ("ru a rouge?"), I felt it was time to move on.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: verdana;"&gt;By this time a new game had just been released, called &lt;/span&gt;&lt;span style="font-weight: bold; font-family: verdana;"&gt;Dark Age of Camelot&lt;/span&gt;&lt;span style="font-family: verdana;"&gt;.  Having been an avid student of the Arthurian myths and legends over the years, the opportunity to play a British knight after Arthur's fall seemed like a dream come true.  I created a paladin named Gryphon Foehammer on the Morgan le Fay server and was thrilled to explore the lands of Albion. &lt;br /&gt;&lt;br /&gt;Now, if you have read my first blog, you may recall me saying that I am not a fan of PvP (player versus player).  This is true.  And if you know &lt;span style="font-weight: bold;"&gt;DAoC&lt;/span&gt; (as it is known), then you know that a big part of the mid and end game is faction-based combat against other players.  You may therefore be wondering... why would Burtimus join such a game?  Wasn't it a poor fit?&lt;br /&gt;&lt;br /&gt;Sadly, it was.  For two reasons, one of which was my lack of skill and interest in PvP.  The other, related to it, was the utter lack of roleplay in what should have been (in my opinion) a roleplaying wonderland.  Instead, developing an "uber" character, trash-talk, spec-speak and minimaxing were the sole topics of discussion, in-game, in-guild or on the forums.  Despite the gorgeous job the Mythic art department had done to craft the unique and colorful lands of dark age Britain, Ireland and Norway, no amount of visual poetry could overshadow the banal and callous players.  And so it was time to move on.&lt;br /&gt;&lt;br /&gt;By this time, I had made some tentative steps into the world of Norrath in the Sony game &lt;span style="font-weight: bold;"&gt;EverQuest&lt;/span&gt;.  Lured by the reputation and the community, I had perhaps made the switch a little late.  Most of the big roleplaying guilds were well-established, and being &lt;span style="font-style: italic;"&gt;much&lt;/span&gt; lower level than the vast majority of players made it hard to find adventuring groups.  I stuck with it, though, because I loved the richness, the texture and the lore of the place.  I knew I was only biding my time, though, because even then, the new game was being completed.&lt;br /&gt;&lt;br /&gt;Yes, it was the biggest, the best, the most visually stunning: &lt;span style="font-weight: bold;"&gt;EverQuest II&lt;/span&gt;.  It was to be my new home on the Web for some years to come.&lt;br /&gt;&lt;br /&gt;I'll write more soon.  After I have explained my own journey, I hope to share some useful tips and hints for these games, as well as stories, essays and mechanics.  As always, if you have a comment or request, please contact me.&lt;br /&gt;&lt;br /&gt;Thanks for reading!&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-4964522832941676790?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/4964522832941676790/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=4964522832941676790' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4964522832941676790'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/4964522832941676790'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/when-last-we-spoke.html' title='When last we spoke...'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4329767801307232020.post-2267234565254149610</id><published>2007-07-21T09:59:00.000-07:00</published><updated>2007-07-21T10:26:08.480-07:00</updated><title type='text'>Introduction</title><content type='html'>&lt;span style="font-family: verdana;"&gt;Welcome to Virtual Journeys, a blog of my experiences (good, bad and faintly irritating) as a member of the online gaming community.  I hope to share some useful information, some raw opinions and a little (probably &lt;span style="font-style: italic;"&gt;very&lt;/span&gt; little) humor about some of the massively multiplayer online games out there.&lt;br /&gt;&lt;br /&gt;Allow me to introduce myself.  I go by the name Burtimus, and in this guise I've wandered around the various worlds I'll be discussing.  The name Burtimus derives from an ancient high-school nickname, and is pronounced "BERT-ih-mus", not Burt Imus.  I don't wear a cowboy hat, and I don't have a face that looks like badly aged shoe leather.  Oh, and I don't have a couple million dollars.&lt;br /&gt;&lt;br /&gt;I started gaming back in high school with the advent of &lt;span style="font-weight: bold;"&gt;Dungeons &amp; Dragons&lt;/span&gt;, and I've played many (many, many) other role-playing games of that kind since.  I've mostly acted in the role of Game Master over the years, probably due to a strong streak of masochism.  The good news is that due to this early life experience, I have become a better father and teacher... mostly because I &lt;span style="font-style: italic;"&gt;know&lt;/span&gt; no one listens to me.  It's a thing.&lt;br /&gt;&lt;br /&gt;When Arpanet became the Interweb-thing, I started text games of various sorts. MUDs, MOOs, MUSHes and all that kind of thing.  Very absorbing, very enthralling.  Here was a forum in which I could roleplay in my underwear, which was a huge thing for me.  And I could do it at 3 AM.  How cool was this?  But wait, it gets better.&lt;br /&gt;&lt;br /&gt;There was this thing about something called an MMO, which (back in the day) meant Ultima Online.  I'll be honest with you, I never played it.  Nor EverQuest, when it was released and became a gaming phenomenon.  Why, you ask?  Well, I'll tell you.&lt;br /&gt;&lt;br /&gt;See, early on I read reviews  by some of the earliest entrants in the MMO field.  One of the items that interested me (in a negative way) was something called "griefing", where a new player would be jumped, killed, and (in some cases) robbed by a more experienced player.  Who would hang around and do it again, and again, and again.  Maybe one or two more times to make a point.  Perhaps three.&lt;br /&gt;&lt;br /&gt;See, I kinda saw myself more on the receiving end of this treatment, rather than the predatory end.  That thought did not comfort me much.  So I figured that the world of MUDs looked mighty inviting, and I could choose not to participate in those that condoned that kind of behavior.&lt;br /&gt;&lt;br /&gt;As you may discover, I'm not much of a fan of PvP (player versus player) play.  I have no objection to team play, but the free-for-all style leaves me cold.  And usually dead.&lt;br /&gt;&lt;br /&gt;So it was that I discovered a little company called Nexon, who hosted a little game called Dark Ages.  It's still out there somewhere, a 2D pint-sized MMO with a lot of innovative features and a very dedicated community.  It was my first taste of the so-called "graphical MUD", and one which sucked me in.  There was a lot of good roleplaying there, and an awful lot of barely literate 12-year-olds begging for cash.  It was to be a pattern we'd see more of as time went by.&lt;br /&gt;&lt;br /&gt;Well, this is my first installment, and it's been fun to write.  If you've made it this far, you have my condolences.  I meant thanks.  I'll give you a little more backstory in my next installment (but I'll try to keep it a bit more concise next time, I promise).  Following that I'll do my best to offer some reviews, observations and community information about some of the big MMOs out there.&lt;br /&gt;&lt;br /&gt;In the meantime, you watch your tail, cowboy.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4329767801307232020-2267234565254149610?l=burtimus.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://burtimus.blogspot.com/feeds/2267234565254149610/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4329767801307232020&amp;postID=2267234565254149610' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/2267234565254149610'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4329767801307232020/posts/default/2267234565254149610'/><link rel='alternate' type='text/html' href='http://burtimus.blogspot.com/2007/07/introduction.html' title='Introduction'/><author><name>Burt</name><uri>http://www.blogger.com/profile/17170406974551162527</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
