Archive for May, 2012

Wish List for Elder Scrolls Online

Posted in Blog Entry, Commentary on May 27, 2012 by troublmaker

Dear Zenimax Studios Online,

Yes, I’m writing you a letter on my blog Zenimax.  Yes you developer of Elder Scrolls Online.  The announcement of Elder Scrolls Online sent chills down my spine.  The demands on this game must be high and to you Zenimax I want to send you a wish list.  I’m not expecting all of these things but it would be nice to have some of this in the game.

#1: High Customization

In the modern market when people think of “high customization” they are thinking of a character creator screen.  To me customization in an MMORPG does not simply mean a visual appearance with a class limitation.

To me the height of customization in an MMO is the talent tree, your story, and your gear.

The talent tree should not be too hard Elder Scrolls series already has one of the best talent systems in any game.. but I understand if this is a bit much.  What I ask is that you don’t ‘carebear up’ your talent trees.  I don’t care if they’re highly complicated and min-maxing is hard to figure out.  I’d rather have the option of being a melee hunter than having three identical ranged hunter trees (I’M LOOKING AT YOU BLIZZARD!)

With a story I’d like people to recognize your greatness.  It’d be great if people would say “hey isn’t that the hero who killed Bandit Leader #9″ when I walk by a little town.  Having ONE progressing story is good but I’d like side quests.  Not only that but I’d like side quests that are found randomly.  It’s great being the first person on the server to figure out if explore the forests.

With gear I’d like a vanity tab.  If I want to look like a hobo that should be an option.  I shouldn’t be forced to have to look ‘epic.’  I think everyone wearing the same homogenous gear takes away from the roleplaying elements of the game.  Even though I don’t roleplay I do get a sense of epicness (IT’S A WORD SHUT IT) when I’m a part of it though.  In SWTOR I had this awesome green chest that looked amazing.  Low and behold the game launched with no vanity tab… and suddenly I’m forced to look like some turtle neck wearing Smuggler….

#2: No Classes

Set classes is a failed game design.  If you try to make all of your classes look awesome people will mostly choose the one that looks the best.  It happens in every single MMO launch.  Everyone picks the most badass class… then that class never gets into guilds or raids and you also end up having a huge shortage of one class.

I know this because in every MMO launch I always end up picking the least popular race and getting into top tier raiding guilds.

I think you should make everyone start off as a “hero.”  Now keep with me here.  You can set a ‘hero class’ or ‘advanced class’ level that they can hit.

As an example everyone should be able to heal, dps, and tank.  As people level they will continue to do all of these things equally well.  Let’s say around Level 30 you are given the choice to do one of these things really well.  If you want the classes to have names, that’s fine have different classes for every race… but make them all mirrors.

Now suddenly a “Nord Cleric” can do more healing than a DPS who heals.  It also means that if you’re short on healers you can make two DPS heal (as opposed to one healer).

Pretend for a second that your gaming audience is intelligent and can understand a complicated no-class system.

3. Advanced Professions

In most MMOs most professions are really stupid and really unfun.  In World of Warcraft professions was just something you power leveled to get some end game bonus.  In Aion professions were just completing profession quests over and over and over.

Professions should not only be something that you use to raid with but also something you make money off of.  And with that, making money should be fun.  No one wants to fantasize working in a factory production line stamping every second red box of chocolates.  But that’s how all MMO developers really think of us.

I want the ability to have every single profession.  Setting limits on what professions you can do is stupid.  My favorite is ‘unlearning a profession’ as if a retired person was just incapable of still doing Accounting because he retired from that career.

I don’t mind locking you into certain profession groupings at a time.  For example a Blacksmith should also be a miner, a Clother should be a Sheep Herder, a Tanner should also have skills in Skinning.

That’s fine.  Now when I’m making these pieces I should be able to improve them and customize them.  And even better it wouldn’t hurt if this was all done by discovery.  For example a build description for Iron Armor might be:

4 iron bars.

Simple right?  Then you have three slots…. or four or five or two.  Who cares.  You put generic items in there (or ingredients) and you discover what items grant what stats.

After building this piece you can polish your armor with polish types to make it higher armor (you know kind of like enchanting except without gay magic).

I think adding a discovery aspect to the work is fun.  In real life a chef will get a lot of fun out of mixing spices, sweets, and vegetables in with meats to create a unique and fun concoction.  By treating professions like this it is a fun learning process.

Since you are presumably leveling up while you are doing this you will discover most ingredients anyway.

Just an idea guys.  If you come up with something better hat off to you guys.  I just want a fun profession that has something that makes me actually want to do it… other than “end game stats.”

#4: More Leveling Paths

I think one of the amazing things you will find in Skyrim is how many leveling paths there are.  There are ridiculous people who have hit the level cap without having to kill anything.  There are people who duel wield daggers with magic.  There are people who have leveled with only trade.  And then there are people like me who have leveled with a powerful mixture.

What Skyrim gave us was high expectations on leveling paths.  In an Elder Scrolls MMO  I expect more leveling paths than the average MMO.

In World of Warcraft you can level from battlegrounds, quests, killing enemy NPCs, group dungeons, and exploration.

Zenimax, I expect you to do one better.

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Review: Port Royale 3

Posted in Reviews, Simulator Reviews with tags , on May 20, 2012 by troublmaker

Well it’s time for some seafaring action with Port Royale 3!

The Brief: Port Royale

In the 15th century Columbus “discovered” America and 10 years later Giovanni Cabotto started mapping it.  The settling of America would not take place until the late 16th century when the first missionary settlers felt they should bring God to the natives.  The natives of course rejected this and the first encounters between natives and Europeans was notoriously bad.

The Europeans saw the Chinese as an ancient and advanced culture (which gave them gunpowder) and had parallel technology.  The Chinese and the Indians had proven to be a civilized educated culture worthy of their praise.  The Africans had proven to be a weak and backwards culture willing to sell its own people into slavery for weaponry to control the lands and become local warlords.

So when the Europeans arrived in North America they saw neither the civilized culture of the orient nor the “gorilla” slave culture of Africa.  What they saw was something far simpler, a simple nomadic people who had no sense of property or ownership.  First attempts at slaving the local native people’s failed because Europeans lacked an understanding of what these people wanted.

The Port Royale system (royal ports) was setup in such a way that they would settle along the coast and leave the interior to the natives.  Slowly they would offer natives advanced weaponry, cheap goods, and slowly co-opt the natives on their side.  The natives who were very communalistic accepted this and so slowly they started importing more and more Europeans to these ports.

Port Royale (located in Jamaica) became the centre point of trade for the entire Caribbean and often shifted between control of the Dutch, French, British, and Spanish (the four major powers at the time).  Because these were all largely island nations all of the Tropics often switched hands based on what power the local population was supporting.

This lead to privateering with private trade fleets and private pirate fleets in which they would often switch loyalties based on who controlled the precious resource they were after.  A coffee merchant for example may have shifted from British to Spanish in the 1730s when St. Kitts switched hands (and then back to British control).

Port Royale: Gold, Power and Pirates was a massive flop.  When it released in 2003 the simulator market was largely dominated by EA owned Maxis which gave us Spore, The Sims and Sim City 4000.  At that time it was inconceivable to release a simulator in a market that was demanding more shooters and RPGs.  Ascaron Entertainment went against the status quo anyway and released Port Royale… which flopped.

It was a chance at bad luck.    The hope was that the Hollywood blockbuster “Master and Commander” would bring a new interest into seafaring… it did not.  Master and Commander despite being a rich and historically accurate film was not one that captivated audiences.  In fact people found interest in sword fights and pirating because of Disney’s successful Pirates of the Caribbean film.  Port Royale offered neither of these options.

Port Royale 2 would be released one year later.  Reviewers felt this game was worth a playthrough but even while you are playing you get bored.  The problem most felt was that Port Royale lacked a story line or a campaign.

In the past simulator games could get away with having no real story because they were simply management processes.  However in the modern age most gamers want a story dangled in front of them every 30 minutes or so to keep them playing.  It is not enough to simply have good gameplay but one must also have great story.

The gameplay of Port Royale 2 was nothing bold either.  Ship to ship combat had nothing more complicated than turning your ship and shooting at the proper angle.

Ascaron went on to make Sacred and another Patrician game.  The reception of these games was just awful and the company declared bankruptcy.

Kalypso Media was becoming a hot shot developer having developed the very popular Sins of a Solar Empire.  Kalypso moved in and bought most of the properties from Ascaron including Patrician Tropico Disciples Darkstar One and Port Royale.

Kalypso created a new studio to make Patrician IV which was a whopping success.  They created Tropico 3 and 4 both of which were big successes.  They also had in the back of their mind making a seafaring, business simulator with the option of being a pirate…. Port Royale 3.

Their promise was simple, unlike previous Port Royale’s this one would have a campaign. Although the gentlemen at Kalypso can barely speak English, Simon Heilwig and Stefan Marcinek said all the right things.

Synopsis

Port Royale continues in the great tradition of the 17th century nautical game.  There are two nautical professions at this time, pirate and trader.

It’s becoming better known by the large majority of people that empires at this time did not have massive fleets and could not patrol any of the seas.  Because of this pirates were charted to attack other nation’s fleets and some were given a Letter of Marque to attack.  The Letter of Marque allowed privateers to attack ships on behalf of The Crown without being under the command of a main body… they were legal pirates.

The other profession was that of the ship trader.  Traders could be split into two types, international traders and local traders.  A local trader’s job was to maintain the day to day lives of colonial tenants.  International traders would trade resources from India, Africa and/or America to their home country in Europe.  The international traders were often sponsored by The Crown and profits were earned for the Crown.  The local trader was a private businessman trying to do the job that a transport truck driver does today.

The game primarily focuses around Southern America, Mexico, and the Tropics.  Although today these are not the wealthiest regions at this time the great climate made people want to live there and the local stores of gold, silver, coal, tropical fruit, tobacco saw this become one of the most sought after economic zones in the world.

The map stretches as far south as Montevideo and as far North as Savannah.  The game features all of the original names of ports of the time and so it might be odd seeing Jacksonville named St. Ville Marie.

Each historical port creates four resources.  A port that builds cigarettes needs a supply of tobacco.  A port that builds rum needs a supply of sugar.  A talented trader will be able to make these trades and give every port a supply of everything (except what they make).

As an alternative a person can just make a large trade route and the game will automatically make the profitable choices.

These ships can be raided by pirates (or you).  In this there is a battle which is entirely mouse based.  You click on the location of the ship and the ship moves there.  You click on a cannon button and the cannon fires off one side.  The best ships are those that can zigzag their movements properly to inter-mittedly fire.  There are four types of cannonballs.  One is standard, one hits sails  (chainball), one hits hull (sinker), and one hits people (scatterball).

The combat system sounds easy but it’s not.  It is very fast paced and you are making a lot of micro decisions very quickly.  You also have the option if you are very slow at movement that you can just automate the battle.

The game features two conflicting story arches.  The first is of a trader who is competing with an adventurer for the grace of a woman and the second is of an adventurer competing with a trader for the grace of a woman.  These campaigns act as a tutorial for the main game mode, sandbox.

In each town you can build a number of infrastructure pieces including homes to rent, structures to produce trade materials and large lush estates.

As you perform actions your rank will go up.  Rank will permit you to build more buildings in an area and build favor with that nation.  This allows you to play a middle man between all of the world powers.

You can also take control of territories.  You can do this through trade in which you have to attain certain amounts of friendliness towards them and make it into a prosperous state.  The other way of doing this is directly conquering the town.  This brings the town out of control of a nation and makes it into your personal private enterprise.  In this the end game allows you to conquer the entire world and bring it all under your control.

Strength

  • Great Campaign
  • Small
The greatest single weakness of the simulator has always been the inability to transition from gameplay simulation elements to a story arch that will keep us interested.  Because of this weakness people have had a vast inability to understand simulators work until after hundreds of hours of gameplay.
Port Royale 3 does a great job in introducing you to the game through an interesting story that makes you work towards advancing it by doing game relevant actions.
There are rarely times when “Small” is a good thing, but in the case of this game small is good.  Nautical games often have fleets treking across the globe in a highly unrealistic fashion.  You see these massive trade routes that over-simplify the markets of the world.  ”Really?” You might ask.    ”Goa only produces tea?”  How the world worked in the 17th century isn’t too different from today.  People still have needs and there is still a need to trade with local populations.  Most games are really weak on this.
Port Royale operating on such a small part of the world allows you to realistically trade in a local setting all of the basic needs of people.

Weaknesses

  • Too Easy… or Too Hard
  • No Depth
  • No Town Defense
  • Uniformity

There is an eminent design flaw that persists in the game… that it is too easy… or too hard.

Manually trading is insanely hard.  You might go to one port and have 100 tobacco available.  As you slide up the bar to purchase the more you want the more each individual tobacco will cost.  When you sell tobacco the more you sell the lower the price is.  This means with every single sale you have to find a comfortable level where you are selling a portion of what you own at each port.

Now I understand this is realistic but it is particularly tedious and unfun.  The ending result to this is that you end up using Trade Routes instead… which actually make the game too easy and too unengaging.

Similarly with pirating you can choose to fight with an insanely complicated high action super hard super precise battle system or click the Auto Fight button.  In the combat system you manually control the directions and flanking patterns of three ships.  You can choose to board but it is very very hard to do.  Also while choosing the ships you have to shift between various ammo types that have various functions.  The difference in results between manually firing perfectly and auto deciding battles. The difference between a bad battle and an autobattle is huge though.  So you are always inclined to do autobattles.

Having the ungodly hard difficulty or the choice of a cop out makes for a poor design flaw.  I understand combat in these types of games is hard to make but this is something else.

The major problem with the game is a total lack of depth.  After you finish both campaigns you really do not feel like playing the Free Roam mode because of how insanely simple they are.  Their other game (Tropico) has free roam replay value because of the humorous setting, the large number of buildings a person can make and the constant missions you will get.

This game doesn’t really have an ‘end game’ which you are constantly working towards.  It sort of just pointlessly goes on forever with no real conception of a score or something to work towards.  I hate to say that gamers need to have a bell dingled in their face… but they do.

This leads into another point. lack of town defense.  In the game you can attack towns and take them over.  However, unlike most games you have no ability to build stationary defenses to defend them with… and so they can be swiped back with relative ease.  This leaves the game kind of blank.  This could have very well been a great end game point, the development of towns and owning them all.  However it is not.  With towns you capture being taken back instantly some time you are often plagued with the problem of going nowhere.

Another major problem that plagues this game is how everything is so uniform.  All the ships look exactly the same.  There is really no UI to manage all of your fleets effectively.  All of the buildings in town look almost identical.  In a town of over 200 buildings it becomes impossible to tell which buildings do which and what buildings are even yours.  This is a pretty serious UI/customization problem the game features.

Concluding Thoughts

Kalypso Entertainment took a chance on this franchise.  The risk may not have been worthwhile considering that Port Royale was the series that sank Acharon.

What Kalypso has done is made the game simpler and far more fun.  However, Kalypso did not make a great game (like Tropico).  Instead it is just another seafaring adventure game that goes nowhere.  It is average at best and unfortunately not worth more than five hours of play.

In truth this feels like a dead franchise and honestly Kalypso should drop it before they go any further in debt withi t.

Steam Sales Review: L.A. Noire

Posted in Adventure Reviews, Reviews, Steam Sales Series with tags , , on May 17, 2012 by troublmaker

I picked this bad boy up 50% off  ($10) as part of a Christmas sale.  I imagine this game will go on sale cheaper sooner rather than later.  It should also be noted that the studio that developed this game (Team Bondi) fell apart less than a two months before game launch so this means there is little-to-no bug fixing and there will be no future DLC support… despite the 2 minute login screen looking for DLC.

The closure was an odd one full of controversy.  The game took seven years to make and had over 200 developers working on it that were not credited in the game credits.  These were employees who were forced to work 12 hour days/7 days a week.  The studio was also losing tones of money and Rockstar Games fed them enough money to finish the game.  When Rockstar took the game for distribution and cut off Team Bondi the studio closed.

So that’s something.

Anyway.

The Brief: Noire Crime Flicks

One of the weird things in movies is how all at once there is a boom of similar movies.  In the 90s it was “teen” movies and disaster movies.  In the new millennium it is schtick comedies and superhero movies.  As you go further and further back you can see more and more odd fads.  My favorite odd fad was the influx of musicals and dancing movies (Dirty Dancing/Saturday Night Fever).  Out of these eras you usually only hear about a single big movie out of all of them.

Movies in the the noir film genre are around 1940-1950 and pretty much for this period every second movie was a crime drama.  You can see a resurgence of crime themes today with the massive number of cop comedy movies and massive number of crime drama television shows.

My father, who grew up during this era fondly remembers the film noire crime dramas and it is from him that I use as a primary source for this.

The film noir crime movies start off innocently enough as part of the ‘old format’ of cinema.  When you went to see a movie you were not just going to see a movie, you were going for an experience.  For your ticket price of five cents you did not just get one movie, you got a movie and a bunch of television shows.

During World War 2 (of which my father would have been 12 during) he fondly remembers going to the movies every week in hopes of seeing his father at the theater on the screen shown in one of the war updates that showed in the theater.

Following the war update was a 10-15 minute short film.  These short films would not be seen anywhere but in the theater for a one time show.  There were no repeats and no re-runs.  A lot of the allure of going to the theater was finishing the story from the last time.

Probably the most famous one was Flash Gordan which was re-made into a full feature motion picture (which no one liked), a cartoon in the 90s (which was great), a live action TV show in the 2000s (which sucked) and may be re-booted once again.

The other very popular short was criminal cases.  The name of the short was usually the name of the case and often had “The” in front of it such as “The Missing Van.”  At the end of each short was a cliffhanger.

It came to realization that people were going to movies not to watch the feature films but instead to watch the pre-show.  The pre-show today would be the same thing as commercials.  The only movie I can think of that people went to to watch a trailer was Wing Commander… for the life of me I can’t remember what amazing movie it was they had a trailer for.

In the late 40s to early 50s every second movie released was a detective black and white movie.  They were all thematically the same thing.  There is a very simple crime and upon further investigation it ends up not being as simple as one might see it.

It turns out too many of these movies came out.  People grew to hate these movies and suddenly you saw a total removal of the “movie experience” and the replacement of “a movie.”  The noire crime drama was replaced by the summer beach fad and crime would not return as a major theme until modern times.

But the modern crime drama is all DNA evidence and science and less about real police work.

Synopsis

Ever played Grand Theft Auto 4?  Of course you have, everyone has.  Ever thought to yourself “man I wish I wasn’t a criminal and instead of maxing a giant criminal empire I could be a good guy.”  Well no you probably haven’t thought that.  You probably haven’t thought that because that ‘niche’ is already adjusted by the majority of games.

The similarities between this game and Grand Theft Aura 4 are pretty clear and before I go into what makes this game great we’ll look at them.

Driving in this game is the same as Grand Theft Auto.  The only major difference is that cars follow traffic laws now so it is a little easier to navigate traffic.  In GTA4 when you broke traffic laws you had a bounty put on your head and crime levels escalating.  In this game it is a tax on your level experience an overall rating.

The combat system is roughly the same as GTA4.  The only major difference is that you can now use cover based combat.  Everything moves slower so you’re almost forced to use cover based combat.

There is also a melee combat system.  Unlike GTA4 instead of just swinging around a baseball bat you have to block, punch and grapple.

All of this stuff is just sort of the programming platform for the game.  The real game is in the criminal investigations.  The game uses real voice actors and real acting…Yeah that’s right, real acting.  It was a little weird to see Jeff Lewis from The Guild playing a drunker.

People actually LOOK like the actors who play them.  Team Bandi used facial recording techniques to get the actor gestures in performing the lines.

This allows for the main system of the game.  You will look around a crime scene for clues.  There are musical hints telling you if you are in proximity to clues or not.  After finding all the clues you have to interrogate witnesses to find extra information.  While in the examination there are facial and tone based clues to tell you whether a person is telling the truth, isn’t telling you everything (Doubt) or Lying.

Every right choice will help you in solving the case and also give you experience.  If you get too many wrong you will be brought down a totally different path and wrongfully accuse someone.

There are also side missions that will randomly appear.  These are optional but they will increase your experience… which in turn will give you more chances of ‘cheating’ cases.

The result of any incident will always bring you to a chase, a fight, a gunfight, or a car chase.  These are all linear encounters in which multiple tries will inevitably lead to the right result.

There are also some polish problems with traffic.  Instead of driving around cars will travel a short distance and then just vanish.

Strengths

  • Unique Gameplay
  • Amazing Cinematography
  • Tight Controls

The most potent part of this game is the fact that there is nothing else out there like it.  There are tones of criminal games out there and all of them could take a few tips from how this game does it.+  When you look at a crime scene you are putting together a picture of what happened and the main character will make comments to help you.  When you get to the witness you use the objects you find to try and get a statement out of a witness.

Every other crime game out there makes you rub objects together or has odd DNA based evidence.  That’s really boring.  Having people in a crime is great.

The real actors in the game paid off.  All of the interview scenes look amazing.  Even when the actor is trying to look suspicious you can tell it is acted well.  The settings are all amazing and every time you pass by a famous Los Angeles building you are given an opportunity to look at it close up.  If you are a mystery fan you are going to love the story style and how you are often tricked by good actors.

I think one of the greatest weaknesses of GTA series was controls.  GTA played off as like a really weak shooter or a really weak racing game.  LA Noire makes shooting accurate, driving less inconveniencing and conversations interactive.

Weaknesses

  • Cover Based Combat
  • Bad Pacing
  • No Further DLC

I can’t tell you how much I detest cover based combat.  It is the most boring thing in any game.  I know it’s supposed to be the new thing that they called “strategic combat.”  But honestly it is just boring.  You spend all of your time hiding behind a car and shooting.  I know this is realistic… but honestly who cares about realism in games?  I want the bullet to go where I target… that’s about it.

On the other hand I’m sure there is some jackass reviewer out there who would say “where is the cover based combat in a police game.”

A great game in the 90s was a pure game.  There was no need for a story it was just pure action.  As the ‘art of storytelling’ unfolded in games you saw games that did it well and games that did it poorly.  Final Fantasy 10 and Metal Gear Solid are great examples of games that did it poorly.

Story pacing in a game is important.  You want to keep your audience hooked in a story but you also want the audience to have something to do.  It is interactive media at its best.

This game has bad pacing.  You spend too much time watching and not enough time doing.  Most of the time when you are ‘doing’ it is just driving around the city.

A lot of times when you buy a game you want there to be support for it.  DLC doesn’t just mean paid DLC it also means support for the game.  You can get technical support from Rockstar Games but I will guarantee you that falling through the world six months after launch is something they will never fix.

To date the only DLC for the game is the Day 1 DLC released with the game.  It is unfortunate because this Day 1 DLC came with nine cases which kind of just went to show how great DLC could be for this game.  We also know that this day 1 DLC was originally apart of the game and was sliced off to make extra cash.  The studio that made this game vanished.

Concluding Thoughts

At $19.99 the game is a great deal.  But it is so cheap because you have to spend another $10 (putting it at $29.99).  It is my honest opinion even at the Team Bandi is dead liquidation price it is still a good deal.  But if this game ever goes on sale again definitely consider picking it up.

The sad truth about this game is that it acts as a reminder of simpler times.  It was a time when screen writers actually required talent in crafting a story.

Today we have Crime Scene Investigation (CSI), Law and Order (SPECIAL VICTIMS UNIT YO), Criminal Minds, and 90000 other crime investigation shows.  All of these involve simple protagonists who solve all murders in a lab.  It takes absolutely no skill as an author to write a crime show today because the plot will have nothing at all to do with the conclusion.

In a modern crime show the enemy can randomly show up at the end having never been introduced at all… and that’s mostly what happened.    In film noire all of the characters are thoroughly introduced and are designed in such a way that you (as an audience) are looking at faces and trying to figure out

It is a shame that nothing on TV or in the theater is good anymore and it is a crying shame that LA Noire has to remind us of that.

New Anno 2070 Event: The Nordamark Border Dispute

Posted in Anno 2070 Guides, Guides with tags on May 15, 2012 by troublmaker

A new event has arrived for Anno 2070.  The DLC is entirely S.A.A.T. but this event is uniquely tied to both factions.

The Nordamark Border has become a demarcation line for two emerging superpowers.

During the Scorpio Crisis The Eden Initiative and The Global Trust came together to fight Scorpio’s large pirate fleets in order to avert total nuclear destruction.  After this crisis however both sides have been trying to inche ahead of the other.

The Eden Initiative came up with new “Formers” technology capable of generating immense power far greater than anything the Global Trust could come up with.  The Formers were also green technology meaning that people were more likely to ask for them.

As a response The Global Trust started developing high economy projects in projected low economy areas.  The continued success of their business model across thousands of islands showed that the Global Trust was still a bastion of economy.

The two sides developing lands has lead to a border dispute at Nordamark.  Each side has a claim to more and more land.  As a neutral party it is your responsibility to facilitate a neutral ground for the two to negotiate peace.

In this opening mission you have to develop Diplomats by having 150 workers from each side.  Over an 8 minute timer you will develop diplomats from your population.  The goal is to have both sides like you and trust you so they will sit down at your table for negotiations.

The above video shows very quickly how to do this first part of the event.

Alternative Marketing Tactics (That I Hate)

Posted in Blog Entry, Commentary with tags , on May 15, 2012 by troublmaker

I think nothing gets under my skin like when I realize that I’m not buying something because of a conscious and educated decision… but because some fat cat advertising jockey programmed a campaign to convince me to buy it.  It feels… wronged.  In this article I will go over many methods that advertisers are now using to ‘trick’ consumers into buying stuff.  I’ll try to keep it in reference to the massive gaming industry.

The Viral Campaign

Something that is viral spreads through contact with other people.  Hence a viral campaign is one that spreads as people talk about it.  The viral campaign is an attempt to create ‘word of mouth.’  Basically in the 90s the gaming market was really undeveloped and only 1-2 games saw commercials.  The games that had commercials were not to sell the game, but to sell the console they were played on.  This meant that for a game to be successful it had to be a great game so that people would tell all of their friends to buy it and hence you had cult classics.

Today advertising gurus are constantly attempting to create viral campaigns.  Some succeed and some fail.

I was really turned off by TERA when they created the Facebook and Twitter viral campaign called “MMOFO.”  It was weird being in SWTOR and my guild leader asking “hey have you heard about MMOFO?”  ”Yeah the guy is really lame but if you want harder MMOs you should sign up.”  So everyone signed up because this was looking like a petition and community to encourage developers to make harder games.

But it wasn’t.

It ended up being a massive advertising campaign for Tera.  In the final video for MMOFO the muscle bound idiot who was asking for harder MMOs and beating up people to prove it told everyone to play Tera because it is a hard combat based game!

It is for that reason I won’t play Tera.  It’s not that it is a bad game (or a good game).  It is that I feel if I actually bought it, it would be an admittance to being fooled again.

A similar strategy is now deployed by Wendy’s (in Canada) and have started a petition to make poutine the national dish of Canada.  All the while it is Wendy’s who is championing it.  But this petition also comes in with another type of marketing.

The Good Guy

One of the big short falls of the really really big corporations is that they have these scary images as the evil boogie men of the world.  In truth it is only the small few evil corporations that make all of the other evil corporations look bad.  But this doesn’t stop a second type of marketing, the clean and shiny good guy.

I have two examples to illustrate this.  I’ll start with the one that is least likely to get me lynched by Guild Wars 2 fans.

So probably one of the most bloated issues in the gamer community was called “SOPA.”  As we all remember SOPA was the bill set to destroy America… well sort of.  There was nothing in the bill that was wrong.  It gave power to the government to shut down kiddie porn websites and people pirating video games and movies.  It was a power they never had before because foreign powers protected such people.

But Red 5 Studios used various gaming websites and cultures to hype up this bill as the bill to end the world.  We were lead to believe that SOPA is the devil.

Only 24 hours after SOPA was defeated The United States government gained the ability through diplomacy to shut down MegaUpload.Com.  It was shocking to most people.  As it turned out America had actually already had the power that they feared giving them.  It turns out SOPA was just a bill to extend their arms to the global community and moderate Internet like 95% of the countries in the world were already doing.

But Red 5 Studios was successful in demonizing this bill.  It came to the point that if you were for it you were a bad man and if you were against it you were a hero.  All studios that were against the bill saw hikes in activity towards their games.  The studios that were against piracy were punished by the market and had significantly reduced sales.

What consumers do not realize is that this was a tactic by Red 5 Studios to market their game… Firefall.

Firefall is a game I have spoken about in the past.  Before the whole SOPA charade I was really excited about this game and wanted to play it.  After the SOPA charade and Red 5 showed their obvious attempts at marketing I was less attracted to it.

This tactic is a character attack.  You must love these guys because they are heroes and hate others because they are the enemies of man kind.

Okay, so what is the Guild Wars 2 connection you may ask.

Quite simple.

Just before Guild Wars 2 entered closed beta the developers came out and stated that you can maintain servers, do updates and patching all from box sales.  They felt that corporations (as opposed to studios) which were charging subscription fees were only doing so to line their pockets.

The marketing attempt was there.  We love ArenaNet because they are the good guys.  We hate Blizzard Entertainment, FunCom, Bioware-Mythic, Trion worlds, and CCP because they are all money loving evil corporate scum bags!

To this day there are thousands of forum posters will talk about how good of people ArenaNet is… instead of how good of a game Guild Wars 2 might be.

For this reason I have ruled out Firefall and Guild Wars 2 as games I’ll play.

The Non-Spokesperson

When a studio comes out and says their game is great, it really comes off as being kind of empty.  You’re trying to sell it… of course you will think it is awesome.  This was the problem Mythic had as their main developer constantly called everything great… eventually his opinion was invalidated as just personal hype.

A new attempt was for developers to tell gamers what to say.  The ending result was a firm of forum posters who would post on various major forums (like Reddit) and hype up a game by talking about how excited they are for it, how much they enjoy it and how much other games suck.

These forum posters would try and redirect existing anti-game threads and post new ones to try and create discussion for the game.

What this has done (for me) is invalidated forum opinions on games.  I find reviewers to lack authenticity and are often lying because they got a free copy of the game.  To me forum posters were the last voice I could trust.  If 100 people said a game sucked… it probably sucked.

Now with the knowledge that forum posting firms exist it has really ruined the forum process for me.  How can I know that a person giving an opinion is authentic?  How do I not know this person has been paid off by X Game to hype that game?

It sounds odd.  It has moved from the point that I am accusing the reviewers of being corrupted to the point that I am accusing the gamers themselves of this.  Any time I see a person with a relatively new forum account who only seems to post on one game I just almost automatically presume this person is paid off by some gaming corporation.

The crime of all of these new marketing attempts is that I have lost all faith in the gaming community.  Whereas before I was seeing honesty and sincerity I am now seeing corruption and manipulation.

It’s a sad day indeed.

PS: IGN is a big evil corporation and The Game Guru is a good guy, forum posters confirm this please spread this on YouTubes and have that shared to your friends.

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