Showing posts with label voice chat. Show all posts
Showing posts with label voice chat. Show all posts

Friday, March 8, 2019

Talking To Strangers

This corner of the blogosphere seems to be passing through some kind of reflexive wavefront right now. Everywhere I look I see thoughtful, analytical, detailed discussions. Mechanics, metaphysics, motive, all the tropes of academia - or at least a lively student bar - directed at dissecting, discussing and determining what makes an MMORPG.

There's more to react to than there is time to react, which is both frustrating and energizing. I note with pleasure the long comment threads (and the long comments) that trail many of these thought-provoking posts. Blogging dead? Doesn't seem like it right now.

One of the recent wave of posts that particularly struck a note with me was Naithin's commentary on the Transition from Social to Solo in MMORPG gameplay. We've been round this track more than a few times but there's always more nuance to tease out.

For one thing, I hadn't ever really thought about the provenance of the term "Pick Up Group" before. I tried to think back to when I first heard it. I'm not at all sure it was in use back when I was joining - or recruiting - pick up groups most evenings and every weekend. Google, for once, doesn't have an awful lot to contribute. The earliest reference I could find only went back to 2006. There's a very interesting and detailed game-by-game rundown of usage at TVTropes , which strongly implies a much older heritage, but it sheds little light on provenance.

As far as I recall, we used simply to refer to "groups", without any need for further definition or clarification. I'd probably played MMORPGs for several years before I ever heard the term "Guild Group". People often used to speak of their guild responsibilities and it was commonplace for people to have to leave to "help a guildie" or go on a guild raid, but I can't recall anyone ever leaving a group I was in because they preferred to join an exclusive group of people from their guild just for regular, everyday play.

When I was in a cross-guild chat channel in EverQuest that satisfied most of my grouping requirements, we would fill spots from outside the channel by asking if anyone had friends or guildmates who wanted to run with us. If those people fitted in to our culture we'd invite them to join the channel.


We prided ourselves on being competent and capable but there was a wide variety of skill and experience. We had some very casual players who were great company but needed a degree of direction and some top-end raiders who were there just to chill and relax. We liked to get things done and we liked to challenge ourselves but clearly what was cutting edge content for some of us was slippers and cocoa for others.

In twenty years of playing MMORPGs, the couple of years I spent with the people in that chat channel represent the zenith of my grouping experience. It offered the flexibility and variety of pick up grouping but with the familiarity and structure of a guild or static group. In some ways it prefigured, in social terms if not mechanics, the kind of open group play that eventually grew out of Warhammer's Public Quests.

While, as I said, the members of that chat channel liked to get things done, the real reason we were all there was to chat. Okay, not everyone would have listed their priorities in exactly that order, but fitting in socially was the defining factor on whether guests ended up getting an invite and the way we assessed social suitability had much more to do with affability or snappy repartee than whether you mistimed the odd heal.

In the comment thread that follows Naithin's post there's a discussion about the changing role of text and voice. Jeromai has a theory, to which I also cleave:

"...the design of action-focused games has steadily made it physically impossible or inconvenient to maintain a good typed conversation. Typed conversation has more stately pauses, and takes your fingers away from WASD, causing your characters to pause in whatever they are doing. Given that most people want very much to be actually playing during their game time, every potential sentence is briefly weighed (subconsciously or otherwise) for whether it’s worth utterance."

When I was googling "pick up groups" I came across a fascinating piece of academic research at Wiley's Online Library, entitled "Where Everybody Knows Your Name". It's a dense and very heavily referenced paper and I haven't even begun to dig into the detail, but just on a quick scan some paragraphs positively jump out:

"Text‐based interaction in such worlds is incessant and ubiquitous. There is not just one chat channel but multiple simultaneous ones: public, private, and various group channels. Together, these function as both a one‐to‐many and one‐to‐one communicative space..."
Despite the encroachment of voice chat, that seems to me still to be the case, at least in the MMORPGs I play. In Guild Wars 2, for example, voice communications are almost de rigeur in many World vs World squads but that doesn't mean no-one talks in type. Quite the opposite, in fact. It just adds yet another layer.

It's become a truism to state that the exponential growth of social media and the mainstreaming of instantaneous global communication has stripped the magic and mystique from talking in real-time to strangers on the other side of the world. And it most likely has.

Whether that has very much to do with the changing attitudes to running dungeons with strangers, I'm becoming less certain every time I think about it. As for the accepted narrative that people no longer want to talk to strangers in MMOs these days, the more I think about that, the less convincing I find it.

I talk to strangers every day, in GW2 and EverQuest II and pretty much in whatever MMORPG I happen to find myself. Not, as I once did, in group chat seen by no more then five or six other people, but in open channels where the conversations bounce between dozens of participants in front of an unknowable audience, any of whom might join in at any moment.


It's entirely commonplace for me to be calling out scouting information in Map chat, arguing with someone in Team, making sarcastic comments to Mrs Bhagpuss about other players in Guild and bantering in Squad, all while I'm on auto-run across the map in the middle of the Zerg. It's much the same as I've been doing in a variety of channels in  a multiplicity of MMOs for two decades.

The only element that's missing from the mix are those rambling group chats on personal and out-of-game topics we used to indulge in between pulls and those, it seems to me, were more a function of the specific combat mechanics of those games than any kind of end in themselves. If you have to sit down and do nothing for anything up to five minutes after every big fight you have to pass the time somehow...

I don't feel there's been quite as much of a move away from the old methods, either of communication or socialization in MMORPGs as has sometimes - often - been claimed. I'm not sure there will be, either. People do like to talk, and text is orders of magnitude more efficient than voice in the context of the shared "third spaces" of MMOs.

Which isn't to say that online games in general aren't travelling in a different direction. They are. The widely-praised non-text, non-speech communication system built into Apex Legends suggests that mainstream gaming is evolving away from the kind of personalized, intimate relationships we've so long taken for granted towards a more functional, gameplay-directed future.

Battle Royales aren't MMORPGs, though. Not hardly. MMORPG players like to chat. If they can't do it during fights they'll go sit somewhere safe and do it there instead. I don't see any sign of that ending any time soon.

Sunday, November 19, 2017

Playing In The Big Leagues : DCUO

If you run around in just about any MMO without a guild tag up you can expect to get unsolicited invites. Sometimes it's a whisper asking if you're looking for a guild. Sometimes it's a drive-by pop-up.

Occasionally you run into that annoying recruiter who hears "I'm not looking for a guild right now" as a challenge to his recruiting skills but usually all you have to do is make the right polite demurral or simply not respond at all and you're on your way. Which is what I always do.

Except last night, playing DCUO, I didn't. I was in a Metropolis Police Station shopping for clothes (as you do), when a League Invite window popped. Leagues, naturally, being how guilds are known in the game.

And I accepted it. I don't know why. I liked the name - DC Bombshells - and I also liked the name of the person who'd sent the invite, both of which are always positive indicators, but mostly I was just in a mellow, "it's a grouping kind of game" frame of mind.

I said "thanks" and no-one replied so I guessed it was going to be one of those "we recruit the entire server" kind of organizations. Which is fine. Being in one of those is like still playing solo only now you have a tag so you're more anonymous than ever.


With that ice broken I was in for more socializing. Since returning to the game I'd taken a minimal amount of trouble to read my skills, check my loadouts, spend my Trait Points and grab a couple of upgrades so I was about as ready as I was going to be.

The next step of the Episode story arc was a four-person instance. I queued it and it popped in a matter of seconds. The Episode instances so far have been role agnostic so queuing as DPS isn't the drag anchor you'd expect.

The instance went very well. In keeping with modern practice no-one spoke as we followed the quest tracker instructions, which could largely have been condensed to "Kill everything and go through the next door that opens".

As battle progressed it occurred to me that, as DCUO has one of those rare, welcome, native screenshot functions that auto-hides the UI, I might be able to get some decent combat shots. Getting screen grabs of fights involving your character that don't look like an explosion in a firework factory is hard enough but doing it without dying can be next to impossible so I was surprised and delighted with the results.


When I came to look them over, it wasn't just that I had a few nice pictures for the blog: I could actually see - for the first time ever - what my character does in a fight. I had no idea that when she uses her "Whirlwind" attack she flies around her enemies at ankle level, parallel to the floor, for example.

I'll be taking a lot more in-combat shots because they look great. I wouldn't go quite that far in describing what my character looks like but she certainly looks a lot better than she did in yesterday's illustrations. It was looking at the unseemly outfit she was embarrassing herself with in yesterday's post that made me open the Style tab and rethink.

DCUO may not match the legendary superhero fashion show that was City of Heroes but the Style system is a robust entry in the MMO appearance stakes. I don't have a whole lot of Styles earned and learned yet but I was able to put together something I'm a lot happier to be seen rescuing citizens in.

The instance proceeded efficiently and without drama until someone spoke up to question one member of the party who seemed to be in the wrong place doing nothing very much. There was no reply but a couple of minutes later I noticed the slacker had dropped from the group and been replaced by a new person. No "Vote to Kick" window popped so I guess he left of his own accord.


That was as awkward as it got. Well within my tolerance levels for pugging. We got to the final boss - Owlman - and knocked him around for a few minutes. Then we stood there like lemons while he and bad Commissioner Mayor Gordon played "pass the buck" for a while before Owlman pulled some trick from his Owlbelt (I'm guessing) and made his escape.

Fun times. The group broke up while I was reading my reviews in the window of shame that pops after an instance. I was, of course, lowest on every count - DPS, Healing, the other one. Well, I did beat the guy who left halfway through, but not his replacement. Still, no-one yelled at me and you could at least see I'd been doing something.

I went back to my Lair to go through my bags and sort out any upgrades that had dropped and I was standing around doing that when I heard voices. DCUO is a game with a lot of voiceover work so I just assumed it was Superman or someone nagging me to do more pro bono but gradually it dawned on me that DBG probably wouldn't pay voice actors to chat at length about their builds in some kind of simulated in-game version of a podcast.

I'd completely forgotten that DCUO has inbuilt VOIP. What I was hearing was a couple of people in my new League, chatting away. That was freaky. They sounded quite pleasant though so I turned the sound down a little and left them on like a radio station in the background.


That got me looking at the League tab. I don't think I've ever opened it before. I discovered that I've joined a League that only accepts female characters. Googling the League's name makes it clear why that is. Once upon a time I'd have known that without having to look it up but my obsessively detailed knowledge of the DC Universe stops dead in its tracks around 1989.

I don't know what counts as big in DCUO terms but DC Bombshells has over 400 members and there were twenty or twenty-five on the whole time I was playing. It looks as though I've joined an active organization at least.

Whether that's going to encourage me to log in more often or make me find something altogether different to do remains to be seen. Joining guilds has had both effects on me in the past. Whatever, it makes a change.

I'm not a fan of "getting out of your comfort zone" in principle. I've always held comfort to be aspirational not problematic. I do need reminding sometimes, though, that a comfort zone can stretch a fair old way and still stay pretty comfy.

I think I might be able to push this one a little further yet.


Saturday, June 2, 2012

So Emo. No, Wait! SOEmote : EQ2

Hands up who saw this one coming. Anyone? Anyone? Thought not. Sometimes an idea starts so far out in left field you have to turn your head to the right to see it coming.

Go on, turn your head. Your froglok head.

Would you like to see your character yawn when you yawn? I think I can say with complete honesty it's never crossed my mind. Must have been itching away at someone, though because yesterday Dave "Smokejumper" Georgeson gave us the benefit of a long close-up of his ever-smiling face as he enthused his way through a promo for SoE's Big New Idea. If you haven't seen it yet, go watch this.

To sum up if you didn't care to click through, EQ2 is getting both real-time facial tracking and voice fonts. Your character will be able to look more like you and sound less.

Trying to digest that news gobbet, I must have looked pretty much like Froggie the Imaginatively-Named Froglok. Let it settle a while, though and things begin to clarify. This tech was developed for something else and adapted but it's a good fit for EQ2.

Added value is what it's all about. EQ2 is becoming a portmanteau MMO. So much to do there these days the undertow is hard to fight. I keep getting sucked back in and something like this isn't fluff on the upholstery any more, it's the stuffing in the seats that's making it such a comfortable ride. (Yes, I do mix my metaphors with a blender).

"I'm not sure officer. He sounded like a froglok"


















In his lengthy PCGamer interview Smokejumper says "All games should have this" and he would, wouldn't he? He's never knowingly under-enthused. But SoE have the very worst history of innovation. They spit out ideas like the old woman at the back of the bus spitting sunflower husks into a paper cup and they pay about as much attention to them afterwards, too. The question's not "should we have it?" but "will you remember we've got it after you've given it to us?"

He says "Once you get used to other people’s faces moving realistically and intuitively, characters in other games start to feel really plastic and mannequin-like". If I was charged with boosting EQ2 I'd be chary of putting the plastic dollface image back into anyone's mental field of view but that aside, he may have a point. If, that is, you habitually stare at the faces of other people's characters when you play.

Does anyone do that? Well, yes. Roleplayers do. Or at least they sit in groups facing each other, talking in /say and emoting til their fingers bleed. This I know not from EQ2 but from Rift, where in both Sanctum and Meridian I would frequently push through knots of them deep in the kind of conversation I remember from all yesterday's parties.

I don't envy them the emotional commitment and I won't be joining them but I can see how strongly something like this could play to that crowd. No, while I'm looking forward a lot to playing around with the facial imaging, it's the voice fonts that really interest me.

I ams so a troll pirates! Can't you hear my deeps troll voice?













Georgeson says of the integration of voice chat within EQ2: "Once players revealed their real voices to each other, it suddenly started feeling awkward to pretend to be a big gruff troll or a high elf princess… and roleplay took a serious nosedive". I don't know how badly it impacted roleplay but it's the main reason I've never used voice chat. I play in a really small room and the thought of filling it with a babel of Dutch, Texan and Aussie voices creeps me out more than somewhat. Imagining being surrounded by a gabbling menagerie of Kerrans, Iksars and Ratongas, on the other hand, has the opposite effect.

If you have the kind of awkward memory I do, you may recall that we were told years ago in the original PR release for EQ2's voice chat that it would include "voice masks". In typical SOE fashion, once mentioned this idea was left by the side of the road somewhere to wither up and die. There are third-party apps around already that will do what we were promised but at last we can just change a couple of settings in-game and squeak properly.

How much use am I going to make of this? Who knows? It's not in-game yet and I'll reserve judgment until I see it working. Smokejumper talks a good game and I am broadly happy with the direction he's taken EQ2 since he took control (I still think of him as being in charge of EQ2 with Windstalker as his sock-puppet) but the game he talks is sometimes better than the game we get to play.

It has possibilities, though. Enough that I'm going to buy a webcam tomorrow. An idea for an all-ratonga podcast just popped into my head...












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