Friday, October 11, 2013

DFUW: A couple of videos...

This is a pretty clever Darkfall video that I thought was worth a re-share.  I'm still playing DFUW very regularly - which is surprising since I've been playing since beta and expected to be bored with it a few months after release at most.


On the subject of Darkfall itself, I find that the game is best suited for people who like to play FPS games and want to evolve their gaming to an MMO.  If that describes you, I think you'll love the game.

The above video doesn't really describe the gameplay.  The below video is a better example of how combat plays out in DFUW.   It's not the most exciting video ever made (that's not why I chose it) but it's a good example of how you need to squirm and aim.


You will notice that after someone is downed, they aren't actually out of it until someone takes the time to stop and gank them.  This forces them to release and anything they were carrying is lootable.

For the most part, I hate DF videos because they really don't represent the game well.  That combat is vastly more immersive than anything you'll experience in any other MMO.   You don't have visibility behind you, you have to aim to hit, it's easy to miss a shot or overlook something, you need to be aware of  friendly fire, and if you die and get ganked -- you lose something very tangible.  

That said, you don't lose so much that you couldn't recover from it in a few hours or even a single encounter when if you kill/gank/loot someone. 

Saturday, April 27, 2013

Darkfall Unholy Wars: The MMO that shouldn't be compared to other MMOs

Darkfall: Unholy Wars launched on Steam recently and I understand that a lot of the poster comments have been less than favorable.  Many of which say things like "don't buy it, this game takes MMOs backwards" or some such nonsense.

Unfortunately for AV, Darkfall Unholy Wars is suffering from the reputation of the original Darkfall.  The irony is that the thing that made DF1 so grindy was the progression system and that's actually part of what is making the game extremely fun in Unholy Wars.

Darkfall is NOT an MMO
OK, well it is an MMO. But my point is that if you are thinking of trying Darkfall, you shouldn't think of it as an MMO. I wrote this on Syncaine's blog tonight in the comments of his review:

If you like FPS games, if you like MMOs, if you like PvP, and if you like banding together with others — there isn’t a better game that combines all of these things that exists.

Darkfall is a misunderstood beast because people want to label it as just an MMO and then hold it up for comparison against other MMOs.

Honestly, that’s just a very small part of the appeal. Many of the people actually playing Darkfall come from more skill-based games like FPS shooters. That’s why bloggers like Tobold don’t “get” the Darkfall concept — they compare it to WoW and EvE when they should also be comparing it to entirely different games (like Tribes and WWII Online).

To be honest, Syncaine doesn’t really help the cause because he draws a lot of his own comparisons to other MMOs including EvE. This game has almost nothing in common with EvE — it’s so NOT EvE that I find the comparison ludicrous.

It’s a shame because you have a lot of DF haters posting on Steam because they are thinking of this game entirely in the context of an MMO. It’s that, for sure, but it’s also these other things. 
Adding on to what I wrote in his comments, there are things that exist (and work!) in a game like Darkfall that wouldn't work in other games because the game is designed around certain PvP concepts.  It's simply not accurate to say, "well, we can compare this feature to other MMOs and know it doesn't work" -- because it DOES work in Darkfall because the game is DESIGNED FOR IT TO WORK.

The best example of this is "full loot" PvP.  Scary stuff, right?  Nope.  The game is designed to be easy to lose and easy to gain.  I've farmed a few sets a gear, lost a few sets of gear, and battle looted a few sets of gear.  That's simply how the game is designed.  And it simply wouldn't work right if it wasn't designed that way.

Why Darkfall is the MMO that isn't like other MMOs
If you have read any of my blog postings over the years, you'll know that one of the things I despise is when people place labels on games to attempt to put them in a box.

Darkfall can't be placed in a single box.

WoW is it's own box.  EvE is it's own box.  Darkfall is neither -- it's something different and deserves it's own box.  Sure, it has some familiar MMO parts, but it also has parts from completely other genres.  It has just as much in common with skill-based first person shooters as it does with any other MMO.

Combat is far faster paced than a normal MMO and it's not easy.  But it's not always about the individual skill level, it's often about the skill level of the group.  It's a very dynamic game where the objectives and goals are more oriented at PvP.

A game built for PvP
If you don't enjoy the PvP experience, don't unfairly toss your opinions on a game whose entire design is built around making a fun PvP experience.  Shame on you for casting disparaging remarks about a game that's simply not meant for you.

That's really my point of this blog post.  Darkfall is for people who enjoy PvP, who enjoy MMOs, who enjoy fast and skill-based FPS combat, and who enjoy grouping with others to form a common cause.

In this way, the game is unique and as an MMO community we should be fostering the development of these types of games rather than trying to criticize a game that's not entirely in the MMO genre.

Monday, April 15, 2013

Darkfall Unholy Wars: Prowess & Character Progression

I am a big believer that RPGs are largely driven by character progression.  In MMOs, the dial gets turned up even further because the shared world experience breeds competition between players. This won't hold true for everyone, but I do believe it holds true for the vast majority.  In the PvP game, character progression also leads to an advantage in PvP and the "reward" for progressing your character is more tangible in that it allows you to vanquish your enemies more easily.

In other words, in a game like Darkfall, the motivation dial to make your character as powerful as quickly as possible is set to a very high setting.  The more effective you are at character development, the more viable you are at PvP.


The problem with original Darkfall Online (DF1)
Not to be confused with Darkfall Unholy Wars, DF1 is the original Darkfall that was launched back in 2009 and closed it's servers in 2012 in preparation for it's successor, Darkfall: Unholy Wars (DF:UW).

In the original, characters were progressed by "skilling up" an ability by actually using that ability. If you wanted to be better at melee combat, you needed to get out there and swing that sword. Pretty much everything could be skilled up -- even mundane things like Swimming and Sprinting.

In addition to skill gains, there were stat gains. Unlike other games, wearing armor only provided better protection, it didn't provide more stats.  In fact, without the stats for it -- you simply couldn't wear the armor.

You will hear other reasons why people may not have played DF1 but many of those reasons will be opinions about a style of gaming that player simply doesn't like to play.  Ultimately, the problem with DF1 came down to two major flaws:
  • It's exploitable through macros. Players quickly learned that if they just setup a script or macro to have themselves swim in a circle, it would yield them stat gains.  The more hardcore players would "blood wall" and set up macros where they attacked each other without delivering a killing blow.  Looped endlessly overnight, these macros would progress players without them doing any actual work.
  • Exacerbating the above problem, the grind was incredible. I am not a casual player and I played for 3 solid hardcore months and still barely progressed my character.  It simply wasn't worth the effort to continue playing particularly if the only way to "catch up" was to use macros.
The problems I am describing here are deeply rooted and linked to why players who otherwise enjoyed the game quit.  They simply didn't want to keep a computer logged in macro'ing for 8 hours a night in order to be competitive. 


The early beta solution in Darkfall Unholy Wars (DF:UW)
At the start of Unholy Wars beta in December, the above system still existed but the developers had taken some steps to mitigate the problem.  Aventurine had eliminated skill-ups for things like Swimming and Sprinting but it still existed for things like combat swings.  Since this was "on use" skill-ups, you absolutely could still "blood wall' with another player for easy gains.

Aventurine further mitigated the macro problem by reducing the grind.  Since the number of skills needed to max was reduced and the speed at which those skills level was increased -- such macro'ing was believed to only provide a short-term gain and casuals could eventually catch up with normal play.

They also introduced a new system called Prowess.  As you completed certain things, you gained Prowess.  This Prowess could be used to buy things like a "booster" which increased your stats for your class.  Maximizing your character progression in the early beta took a combination of Prowess and skill-ups.

Feedback was VERY positive on the Prowess system but continued to be very negative regarding the ability to continue to be able to macro and blood wall.  It was suggested in the beta forums that this Prowess system be the primary method of developing your character -- not the old skill-up "on use" system from DF1.


The new Prowess system in Darkfall Unholy Wars (DF:UW)
And Aventurine listened. Based on the beta feedback, they revised the whole system to be entirely based on Prowess rather than the old DF1 system of skill-ups based "on use" of that particular skill.  In that one act, they completely eliminated the macro'ing problem from DF1.  This was a big change and in fairness to AV, a big contributing factor to why the beta lasted as long as it did.  

Under the new system, you must "earn" Prowess by completing meaningful actions (harvesting, crafting, killing creatures, and completing feats).  These points, once earned, can be used to purchase your skill (or stat) gains.

Unlike Syncaine, I don't think it's a brand new idea. The feats, in particular, bear a striking resemblance to Achievements and even Quests.  You can argue how it's different until you are blue in the face but it doesn't change the fact that attempting to kill X creatures feels exactly the same.  Likewise, we have seen point allocation systems in other games.  I am reminded or the Renown Points in Warhammer Online and how they  are used to buy Renown Rewards to increase Strength and Weapon skill from the trainer.  

That said, I think what is perhaps unique about this progression system is the depth to which it is implemented throughout the game.  It's also a very tidy "sandboxy" solution to a significant problem.

My biggest criticism about the new system is that I felt the progression went, ironically, too quickly.  In turns out that some of my concern may have been related to circumstances that only existed in beta.  Specfically, for much of the beta, "resistances" were not in on the creatures so they effectively were wearing no armor.  Shortly before end of beta, all the resistances went back in -- and the difficulty level scaled up as a result.

So -- progression will be slower as a result.  How slow?  That's hard to say and it may still be too fast.  But almost assuredly, players will speed past whatever expectations Aventurine has on the progression.  As I said at the top of the blog post, in a PvP centric game like Darkfall - the dial doesn't get any higher in the "race" for progression.  

Let the Prowess race begin.