Showing posts with label decorating. Show all posts
Showing posts with label decorating. Show all posts

Monday, June 18, 2018

Keeping Myself Occupied : OWW

I am still playing Occupy White Walls. More accurately, I am still playing around with Occupy White Walls. Cautiously. It has that indefinable "just one more" factor that makes for addiction.

It's something I'm quite wary of. Landmark had it in spades and I imagine it's the reason Minecraft is the global success it is. There's something about construction kits...

Even as I was writing this, just tabbing back in to take another screenshot, I found myself buying more art, placing it, framing it and then buying lighting as well. I lost half an hour in a blink.

What happened to the metallic avatar I used to have?
OWW is a curious pastime. It's all about art but the tidal pull for me is the clicking together of pieces. Other building and decorating software I've used has required either a great deal of technical knowledge, considerable creative ability or, more commonly, both. This is much more forgiving.

For a start it comes with the aesthetic baked in. DAISY (now 35% faster and 50% more accurate, apparently) doesn't merely offer thousands upon thousands of artworks (including a fresh consignment of two thousand just in from Washington’s National Gallery of Art). She works with you to give your picks a coherency that will probably surprise you.

The building materials also come conveniently categorized by style - Art Deco, Art Nouveau, Industrial, Baroque and so on. You're on your own to make the right choice, but if you stick to a category or two it's fairly difficult to come up with the kind of clashing mish-mash that's all too easy in other building MMOs.

Never mind. Bought myself this fine brass job instead.

My own first gallery is surprisingly convincing as a space. Well, it surprises me. Considering I began by plonking things down to see how the controls worked and let everything happen from there, it does look oddly like somewhere you might imagine visiting.

It's also getting bigger. When I logged in today I saw a loading screen tip about the option to extend. I already had a staircase that went nowhere so I took the opportunity to build out from that into a small, upper annexe.

That led to my putting in a ceiling, meaning the whole gallery no longer ressembles some crazed alfresco dream thought up by Escher and Dali after a night on the absinthe.  With the ceiling came a floor and my gallery is now two storeys proud.

Surprisingly dark in here, isn't it? Especially given all these windows. I wonder if there's a day/night cycle?

I kept the view although there's nothing much to see except clouds and sky. I have more windows than walls. I wish there were some skylights. It got a little gloomy when I put the ceilings in, compared to the blue skies and sunlight I'd been used to, so I bought a lot of lights. With all the tiled floors the reflections are awesome. And blinding.

The decor is so powerful it doesn't really leave a lot of attention for the art. And so much of the art is...well, tiny. Miniscule. The pictures come in - presumably - the correct relative scale to their real-life versions and there doesn't seem to be an option to scale them. Most of mine look like postcards stuck to the walls.

There are also bugs. It's only alpha after all. I managed to make two of my small end-rooms upstairs inaccessible. I think it happened when I deleted some doors. Nothing seems to fix it but I can jump over the railing from the top of the stairs to get in if I really want to.

Think the tiles could maybe be a tad bit busy?

The controls are going to need some fine-tuning. It's clunky to have to delete things every time you place them incorrectly. And expensive. It would be a lot better to be able to move them properly before you place them and to be able to pick them up and re-position them without having to destroy and re-buy them.

Even so, for such early days there's a huge amount of playability. And playing is the goal here, it seems. A recentish interview at Rock, Paper, Shotgun implies that the finished product will very much be a game, not just an educational toy or a shop-window.

I do love me a little Mondrian. Goes with the flooring, too.


I hadn't realized until I read that interview that players will be able to upload their own art into the game. That does begin to make things sound disturbingly like some kind of unholy hybrid of Second Life and Deviant Art. When asked, repeatedly, about the software's possibilities as a marketplace and marketing tool for living artists, the StikiPixels representative was reassuringly definite:

We don’t want the game to become a marketplace at this stage. We want to be more of a game than Minecraft... We’re not in the business of selling art and we don’t want to take any commission from art sales. We’ll do what we’re best at, making games!

"More of a game than Minecraft" might be a bit of an ask. More of a game than Landmark, though? I think they're there already.

Tuesday, May 8, 2018

Picture This: Occupy White Walls

Not content with hooking me back up with an old addiction, yesterday my MMO dealer, Massively OP, turned me on to something new. Something different and strange.

I'd seen the name Occupy White Walls a couple of times before but it hadn't stuck. Some kind of gameified art project, wasn't it? In closed alpha, I think? The sort of thing you file away for future reference to look at when there's something there to see, then promptly forget about.

I would have left it at that but the latest MOP piece came with a video and for some reason I watched it. I can't say why but it was definitely a moment.

Although the video was made by someone highly skeptical about the project, by his own admission not at all part of OWW's target demographic, it nevertheless turns out to be a very effective piece of promotion for the game. It's a considered, informative, thoughtful overview, well worth seven minutes of your time.



It was certainly enough to send me on to the official website. I thought I'd take a look at the application process for the closed alpha for which, according to Massively, sign-ups were being taken.

Only Massively is wrong. Sign-ups aren't being taken because the closed alpha isn't closed. To quote the appropriately arch statement on the front page of the site itself:

OWW is almost ready to go public and shake up everything you thought you knew about the world of art ... and frogs. So now we are releasing the Alpha version of OWW to the selected few individuals who have the courage, the audacity, the vision … or who just clicked our Ad. Alpha means that the game is mostly stable but under heavy development.

So I downloaded and installed the thing, which took maybe ten minutes. Then I made an account and "played" it for a couple of hours.

It's definitely an alpha. There's not much of a warm-up. It throws you right in. The Tutorial is tricky to navigate and the controls seem to be fighting the UI at times - windows overlap a little, you have to back up and come around now and again - but it works more than well enough already to give a clear idea of the potential.

For an MMO player the initial impression is something like a mash-up of Landmark and The Secret World's Museum of the Occult. There's an extensive bank of building pieces - walls, floors, ceilings, stairways, pillars, lighting and so on - which you can place in a way that feels very similar to how it was in Landmark.

It felt so familiar I'd already built my first room before the Tutorial prompted me to open the interface. I messed around with that for a while, changing my wooden avatar for a scarier shattered  glass model, topped off with a fedora.

The part I really wanted to try out was DAISY, the AI that supposedly learns from your choices and suggests art you'd find to your taste. Fevir, who made the video above, was very impressed by DAISY, to the point that he found the experience unsettling. He's not wrong.

I spent about half an hour letting DAISY learn my preferences. Within a few minutes the artworks she was suggesting were beginning to pique my interest and stimulate my pleasure centers. I was hard-put to pick even one of the first nine, random pictures she suggested for my walls. I didn't really like any of them. After a dozen or so iterations, and by the time I decided I'd spent enough of my $100K seed money for a first run, the problem was stopping myself from buying everything she put in front of me. I loved it all.

Although some of the pictures I ended up buying are mostly by artists entirely unfamiliar to me, while others are by established favorites, and though they hail from different countries, schools and centuries (although the time period is actually quite tight), the final grid of my initial acquisitions shows an astonishing degree of coherency. It's quite a weird, discomfitting experience, having one's thoughts, tastes and feelings second-guessed in this way.

With my purchases made, I was intending to stop as it was getting late but in that oh-so-familiar Landmark fashion I thought I'd just pop a couple of pictures on the wall. Half an hour later I was still fiddling around, changing frames, trying to get a couple of lights to go just where I wanted them.

As I was futzing about my tiny, one-room gallery began to fill. As you place art, it attracts visitors. NPC visitors, that is, although players can visit each other's galleries and comment on the works, the layout, whatever they choose, as well.

The more NPCs visit your gallery, the more money your gallery makes. You need the money to buy art and furnishings and gallery space. That, I guess, is the "game" part of this MMORPG. No doubt that aspect will be fleshed out in time and I note that the EULA (which, yes, I did read) contains all  the usual caveats and commands related to gameplay that you'd find in a traditional MMO.

Whether or not Occupy White Walls eventually turns into some kind of fully-functioning game or not it very clearly has a shining future in the MMO building/decorating sub-genre. It absolutely has that hook that Landmark had. I'm not saying it has the potential to be the hipster Minecraft but it might.

For now, it's free and open and it's well worth a look if you have any interest in either building stuff or looking at art. I will be working on my gallery in those quiet moments when I don't feel like killing monsters. Plus I'm really curious to see what I can learn about my own tastes and preferences, with DAISY's help. I just worry about what she might be learning about me...

Saturday, December 31, 2011

New Year, New Dungeon: EQ2


As I write this there are nine hundred and sixty one published player-made dungeons on the Freeport server. Really, who thought it would be this popular? Apart from EQ2 producer Smokejumper, of course. He loves the Dungeon Maker so much he was on the official forums answering threads about it on Christmas Day.

So, there are a lot of them already. Less than a month in and we have nearly a thousand on one server alone. We're down with quantity, how's quality? Well, that's the hard part, isn't it? In a way, your guess is as good as mine, because I can only tell you what I've seen and so far I've played through maybe a dozen.

This is what I know. First you have to decide who you want to be because you can't be you. You choose from a list of "Adventurers" who appear to have been drawn from the dregs of the Norrathian underworld. The default selection offers a Drolvarg, a Drachnid, a Siren and a couple more ne'er-do-wells that you're more familiar with seeing on the other end of your sword. You can add to this selection with Adventurers that drop in chests around Norrath. (That's a sentence almost devoid of semantic content in the outside world). Mrs Bhagpuss got a very nice Ettin in The Feerrott and he seemed significantly more powerful than the regular tank adventurer.

Each of the Adventurers fills a traditional role - tank, healer, dps, utility and so on. They each have four abilities and autoattack. They are all level 50. It takes about 30 seconds at the most to get the hang of any of them. Once everyone's pressed the big "Ready" button, off you go.

What happens next varies wildly. Players made these things, you know!. Every one is different. Well, kinda. I didn't mention layout yet. Makers only get a relatively small number of set layouts to work with. Something like four or five subsets of each of four themes - Crushbone, Mistmoore, Chardok and Lair of Scale. Some people don't seem to be doing much more than throwing down some mobs and calling it a day, but in most of the ones I've done, even the least ambitious, there's been some creativity on show.

Did I leave my umbrella somewhere?













I've already seen several really impressive decorative efforts. I was expecting that, given the astonishing work that's been done over the years in EQ2's housing instances. Almost anything you can place in a house you can place in a dungeon and it really is about time SoE added a Kitchen Sink recipe for Carpenters because some people are already using everything but.

What's apparent already, though, is that the Dungeon Maker is attracting people whose creativity lies in areas other than decorating. Like comedy. More specifically, puns and satire (I use the term loosely. Very loosely). You can name all the mobs you place and give them a number of different things to say. It's been a surprise to me to discover just how many Norrathian creatures watched 1970s sitcoms and know the lyrics of hits from the Golden Age of Doo-Wop.... Tells you something about the age profile of the average EQ2 player...

The family that slays together...
So, some of the dungeons look good and some of them raise a laugh (or the hackles on a roleplayer) but how do they play as dungeons? Again, they're made by players, remember. Some play wonderfully smoothly, a joy to fight through. Others maybe not so much.




The Dungeon Maker is designed to scale with the number of players in the group. If you go in solo then the dungeon is automatically a solo dungeon. If there are six of you it's the full Heroic. The way this scaling happens is very basic. The mobs just get tougher according to how many players there are. So far I've only done them solo and duo and the difficulty setting of the mobs has been the same in both: even-level "No Arrows" mobs with a smattering of "One Arrow" and the occasional yellow-con boss. I usually play the Drolvarg, who I think might be a Guardian (hard to tell with only four combat arts to look at) and he easily ploughs through anything up to four mobs at a time.

I was having a small discussion with Stargrace over at MMOQuests  about this. It seems to me that all dungeons are all soloable by default. There is no penalty at all for dying and you are often back in the fight faster after a death than you might have been if you'd won and had to heal up (although that only takes a few seconds). Consequently you can wear down by attrition anything the creator throws at you simply because your Adventurer respawns and his mobs don't.

/shout Derv 2 is CAMPED !!!
Whether a dungeon is enjoyable to solo is another matter entirely. That's down to the player who made it. Another Dungeon Maker surprise has been what a huge difference placement and pacing makes to otherwise identical dungeon layouts. It should be obvious but it's very clear that some people get it and others don't. I played one last night where the creator had chosen to put the word "solo" in brackets at the end of the name on the Leaderboard. It's just as well I was doing it in a duo, because about eight mobs attacked us before we could step off the zone-in point and both of our Adventurers were almost dead before we dispatched the final rat.

Enough with the minutiae already! Are the damn things any good? Are they fun? Are they worthwhile? Are you enjoying them?

Yes, yes, yes and yes.

Some of the dungeons are just laugh-out-loud funny. I really enjoyed "Everquest 1999", unsurprisingly and the T.V. and Dr Seuss themed ones had me loling. Some have been well-paced, fast hack-and-slash romps that have kept my attention focused and left me satisfied. Some have handed me a whole AA and a thick purse of Dungeon Marks (the currency that buys you some very nice stuff for your regular character) and some have had me exploring and taking screenshots after the mobs were cleared just because the set design was so impressive.

I'm guessing the one on the right is winning.
Dungeon Maker dungeons are a Lucky Dip. There are hundreds to choose from, you can do one in anything from ten minutes to an hour and a half, you can go alone or with friends and anyone can group regardless of level. The quality varies wildly but the Like system will winnow the chaff. In the end we should be left with the gems that combine excellent playability with great art direction, witty dialog and a compelling plot. I've played one or two that are almost there already.

Build them and we will come.



Wider Two Column Modification courtesy of The Blogger Guide