Showing posts with label getting started. Show all posts
Showing posts with label getting started. Show all posts

Saturday, January 9, 2016

Full Steam Ahead: Project:Gorgon

As I may have mentioned about a thousand times before, I don't much like tutorials in my MMOs. I've always been a big in media res fan. I like stories that begin with a conversation between people you don't know talking about things you don't understand and movies that start in the middle of the plot and don't go back to explain what happened before you arrived.

In essence, I like creators who trust me to work things out for myself. In that context, if in no other, I prefer not to take the easiest path. And, of course, for me it's not that hard a path anyway. I've read a lot of stories; I've seen a lot of films; I already have a rough map to the territory, coming in.
I feel a plot coming on.

When I step into a new MMO, then, I really don't need to be told which keys to press for forward or back, how to open my inventory (let alone that I have one and what it's for) nor all the rest of that crucial stuff (although some indication of which arcane combination of keys you expect me to press to hide the UI and take a screenshot? That would be nice...) but I understand that other people do. Every MMO is someone's first and, by many accounts, where most fail is in those opening minutes.

While you and I are tutting and head-shaking and feeling patronized, all around us new players are throwing up their hands in frustration, logging out and uninstalling. Or so the story goes.
Anyone got a torch?

Well, that's not a narrative that fits any more. In the lost days of Big Budget MMORPGs chasing the WoW dollar every launch hoped to open the floodgates to a fresh demographic. Or at least grab a chunk of the one that believed the genre started and ended in Azeroth.

Old school, Kickstarted MMOs like Project Gorgon don't need to worry so much about things like that. No-one's going to be uninstalling after the first session there because the game didn't explain how to get a quest or click a hotbar. We hope...

And yet, first impressions still matter. Just because you can trust your customers to work out which end of the sword is pointy all by themselves doesn't mean they won't still be making snap decisions based on what there is to see and do in the first few minutes. Which is why Project Gorgon's original opening in a dark, claustrophobic cave was always going to be a problem.
Head towards the light...

It seems odd that the experienced Elder Game team needed this pointing out to them but they did. As Eric explains in the latest Kickstarter update, " we've created an all new tutorial area, because lots of people told us that our old tutorial cave was distractingly ugly". Well, duh...

Now it's gone and good riddance. "The new tutorial is outdoors, on an island. The island is in-game now, so if you're interested in seeing it, just hop in and make a new character" says Eric. Which is just what I did.

Eric and the team have plumped for the genre-traditional "You wake up on a beach with no memory of who you are or how you got there" opening. It may not be original - okay, it may be the oldest cliche in the RPG book - but it's a classic for good reason. Starting as an amnesiac on an island simultaneously provides motivation, structure, boundaries and freedom of expression. You'll want to explore but you won't want to stay. You'll know what you need to do but be free to make your own choices.

I'll just hang around here until the sun comes up if that's okay with you.

To a degree, that is. There's a narrative structure rumbling, reassuringly, along in the background. There probably always was although I don't remember it from my previous and only run through character creation almost exactly two years ago. There's even a hint that the much-derided title, "Project:Gorgon" (something else Eric must have heard plenty of criticism about, criticism that he has, so far at least, chosen to ignore) might actually mean something.

I won't go over the entire starting experience. It will be familiar to anyone who's ever played an MMORPG before. Kill skeleton, loot skeleton, wear skeleton's pants, repeat until fully dressed. See NPC, talk to NPC, follow simple instructions, profit, progress. It's an MMORPG starting zone after all.

Okay, now you're just taking the mick.

It's also compulsive, entertaining and paced just right. There's a straightforward questline that needs to be completed before you earn the ability to leave the island for the great, wide world. Again, it's not in the least original but it's smart, fun and satisfying. I'm not quite convinced that Eric's as funny as he thinks he is and there may be tonal issues down the line if this is all heading where it looks as though it could be, but those are small problems, easily overlooked, when the gameplay itself is so satisfying.

The game as a whole seems to be progressing furiously even without the great, unwashed hordes from Steam. The general chat channel was scrolling too fast to follow at times. The starter island was heaving with badly-dressed, confused adventurers picking their way between the hundreds of tombstones of their fallen comrades. The channels echoed to the eternal, plaintive question, repeated so often it rarely received a reply: "How do I get off this island"?
Can't imagine why but I just get the feeling there's something significant about this place...

It wasn't that hard. It took me about an hour and a half, most of which was exploring and getting lost. The map's not much help. The island looks great, at least in terms of art design, which is one P:G's many strengths. We may be back in the early 2000s when it comes to graphical quality but good art design is timeless.

Overall, the new island starting area is a vast improvement on the old cave. Some of the more interesting content has been retained, transplanted whole to a fresh home in the open air. A lot more is brand new.

Hope you like pink
The key indicator that this revamp has worked exceptionally well is that, having made a new character and got him off the island, that's now the character I feel motivated to progress. Somehow I feel more connected to him after just these two, short sessions than I do to my original catgirl, even though she's racked up many more hours in game and has history (not to mention much better gear and skills...hmm, maybe I need to rethink this).

The one barrier I used to worry would put people off - starting in the cave - has been removed and along with it any slight hesitation I ever had in recommending curious parties try it for themselves. Just be aware that P:G does have something Syp will approve of: a relativedly convincing day/night cycle. If you happen to log in for the first time at around midnight game-time, as I did, you might think you're still in a cave after all!

School's out. Forever.
With that in mind, if anyone's still on the fence about Project: Gorgon, now would be a good time to jump down and kick the wheels. Eric had said they were going to close the doors after the successful Kickstarter, when the whole affair moved to Steam, but for a while yet it's still in open alpha and free to all-comers.

That's not going to last forever. The New Player Experience is part of the final polish push to get the game up to Early Access specs that will satisfy even the Jesse Rapczaks of this world, or so it's hoped. As Eric explains, "The Steam early access launch is probably our last major opportunity to earn money to improve our art. (The Kickstarter money is more than enough to get the game to the finish line, but $75k can only buy so much art, no matter how cleverly we spend it. So the Steam launch will help determine how good the game can look.)"

Which begs one question: how come, visually, the game looks so much less spiffy now than it did when I first saw it, two years ago? Look back at those screenshots in the linked post above from 2013. It doesn't even begin to look like the same game. The textures seem far more detailed, the colors deeper and richer. And that's not all.
Keyword: gorgon.

The town of Serbule, as I observed back then, looked so convincing I felt someone might be using photo-reference. "The walled, medieval village is one of the best I've seen in a game as far as spurious authenticity goes. I've been in that village several times, in France, in Spain, in Portugal" I said. It doesn't look like that now. It doesn't look anything like that. What happened?

And so we say farewell to the island. Anagoge.
Wait.. is that its name or is that the day of the week?
Put it down to another of those "better in beta" things, I guess. Or, in this case," better in pre-alpha". I'm not expecting any amount of Steam money to put things back to how they were. I'm just grateful I was able to see Serbule in its glory days and take some photos to remember it by.

No matter how well it turns out, how good it looks and how well it plays, I guess, being realistic, it isn't all that likely that Project: Gorgon will ever end up being my main MMO. That said, I think it has a very good chance of remaining one of the MMOs I play, for a long time to come. It's quirky, fun, satisfying and full of potential.

I still don't want to play as a cow though. Even if they do get their own town.

Tuesday, October 15, 2013

I Wouldn't Start From Here : WoW

The return from holiday (yes, we really did go to the Costa del Sol, albeit only for as long as it took us to put our backs to the sea and head for the mountains) brings with it a blog backlog of impressive size. Working my way through it I came across a Tobold post in which he bounces off something Syp wrote for Massively about recommending MMOs.

Tobold moves the discussion on to recommendations specifically for people new to the genre and focuses on World of Warcraft as an example of a particularly newbie-friendly game. That, of course, is its reputation. Mrs Bhagpuss and I were actively put off trying it for years because of the stories we'd heard about just how over-simplified it was.

Boots: zombies for the burning of
When we finally came to play WoW our experience turned out to be very different from what we'd expected. The world was complex and detailed, the mechanics were solid and had depth and the quests and other activities were thoughtful and entertaining. It was, in other words, a solid, satisfying MMO.

What it wasn't was fall-off-a-log easy, even in the starter areas. There was a lot of traveling to do and not all of it was safe. It was entirely possible to jump the rails right from the start, set off in a random direction and explore the world at your own pace. Even at the time (which was somewhere around 2009 I believe) I wouldn't have said it was the easiest of MMOs for a complete newcomer. Indeed someone I worked with, an experienced console gamer new to MMOs, started playing WoW around the same time and made quite heavy weather of it, giving up around level seventeen and never going back.

He did start as a blood elf, which might have had something to do with it. WoW, in common with many MMOs, doesn't offer anything remotely resembling a uniform experience for the new player. The starting areas vary wildly, in color palette, emotional tone, layout and visibility. The forest where the blood elves lurk is dark and difficult to navigate whereas dwarfs start in snowfields bright enough to cause snow-blindness.

One of the things that struck me as I played through the Goblin islands recently was just how newbie-unfriendly WoW seems to have become. Bearing in mind that I was playing the introductory free version designed to lead new players on to permanent residence, the whole experience, while highly enjoyable, seemed almost designed to confuse.

For a start I was level twelve before I saw another player. The entirety of the Goblin storyline prior to reaching Oggrimar seems to take place not just on islands geographically isolated from the rest of playable Azeroth but in some kind of private instance. I did quite literally see no other players at all. Someone must have been able to see me, or at least find my name, because I received one very polite tell inviting me to join a guild. Other than that I appeared to be playing a single-player RPG.

Vents. They're vents. Not holes.

Doing the first dozen levels not just solo but alone would be off-putting enough to a would-be MMO initiate but then we come to the mechanics. They may have been state-of-the-art in 2004 but things have moved on a little since then. There's some great, intuitive connectivity between the quest journal, quest tracker and the map, but the choice of brown-black against brown-orange for the quest window looks idiosyncratic, putting it politely, and the font is...odd. It seems to use a mix of upper and lower case in the headings. The quest text itself is dense and oddly formal. The whole effect is strangely old-fashioned.

The map goes one better (or worse) with an orange on orange theme. It looks weary, somehow, as if the game itself is feeling tired. Apart from major geographical features all you can really see are places you've already opened up and any quest objectives you're tracking. There's absolutely no sign of the kind of hand-holding now common in MMOs; no glowy trails or arrows on the ground let alone an auto-route feature that runs you like a robot from quest-giver to target and back.

In the Goblin starting town, the first place a new player playing a Goblin would ever see, getting to anything by following the map requires a good deal of luck. It's an amazing, fascinating, hysterical place but Goblins built it and they don't abide by zoning regulations. Just because you have a quest marker on your map don't think you can walk in a straight line to get to it. It's probably behind a barbed-wire-topped wall with a gate on the far side below the loop of sky-hanging freeway.

One rocket-propelled shark with laser attachments, hold the irony.
As in many MMOs I spent a good few minutes at the start of most quests taking wrong turnings, doubling back, climbing up things and dropping off and ending up back where I started before I found my objective. Once found a new game began - figuring out which clever trick the quest wanted to teach me this time.
Whoever did the quests for the Goblin isles clearly wanted to show off every tool in the kit. Drive a car, pilot a mechanical shark, ride a wolf, use an exoskeleton, ride on a rocket, fly with rocket boots, place bombs, throw bananas...a seemingly endless succession of new ways to click on things in a certain order or a certain place, never to be repeated exactly the same way again.

Even for someone steeped in arcane clickery it was confusing. For a genuine first-timer it could be overwhelming, especially with the island shaking and rumbling and fiery meteors landing all around. And with no-one there to ask I ended up tabbing out to look things up several times.
Aaaarggghhhh!

As long-term, committed,  highly experienced MMO players we almost certainly underplay the complexity of the systems and processes we take for granted. Tobold pooh-poohs the idea that you need to be an intellectual to play MMOs and he's right as far as that goes but you do need to be both literate and able to interpret poor or partial instructions because most MMOs require you not only to read a lot but also to read between the lines. A good sense of direction, a good visual memory and some better-than-basic map-reading skills are important, too.

When it comes to recommending an MMO to someone who's interested but completely inexperienced I think the most important factor is who is going to be playing it with them. If there's someone patient around, willing to answer questions without getting frustrated at the apparent obviousness of the answers, then which MMO probably doesn't matter all that much. If the newcomer is planning on flying solo from the start then I'd look for an MMO with an open, non-judgmental, co-operative ethos where players like to be helpful.

On that basis both The Secret World or GW2 would indeed probably be a better place to start than WoW. The mechanics and the jargon are going to be tough enough to come to grips with no matter what the game.

Tuesday, May 1, 2012

Newbie Blogger Initiative

So, I get this email a few weeks back from Syp of Bio Break and Massively fame and since I don't get so many emails from other bloggers straight out of the blue I am naturally intrigued and reply right away. It turns out he has this project going to bring bloggers and would-be bloggers together in a species of kaffeeklatsch only without the coffee, sad to say.

Well, I am flattered to be asked which goes without saying, and all the more when I see who else is in the gang. Around sixty, which is a lot of bloggers and in that three score there are plenty of names I know and plenty of blogs I read, too. Some time this month we are all going to write about how we came to this blogging game, which is a story I am looking forward to hearing from some of the names on that list and that is for sure. There's a list right down at the bottom (borrowed from  MMOQuests without permission! Thanks Stargrace!). If you haven't visited any of these fine sites before then here's your chance!.

Anyway, it seems the point of all this hard work on Syp's part is to encourage anyone that has  been thinking of starting their own blog to take the plunge and to set up some place where they can get advice and feedback and bounce ideas around. On that account he has set up a forum and invited anyone that is interested to take a look-see and maybe throw in their hat.

Until then, if anyone has any questions, other than why I seem to be channeling the ghost of Damon Runyon or maybe Bill Kotzwinkle, the  

Newbie Blogger Initiative is over here

So if you are wondering whether this blogging thing could be for you come over and hang out! Ask questions, get advice, share ideas.There's never going to be a better time to get started. Just remember, there is no coffee. Or cake.


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