View Article  It's Not Easy Being Evil

My WoW addiction aside, my console gaming time of late has been going towards Knights of the Old Republic 2.  Created by a fairly new studio (Obsidian), albeit one with a pretty good pedigree of talent, it is quite an impressive game.  It's the first game I can think of in a long time where I was really as interested in interpersonal relationships as a core gameplay element.  Not that the lightsaber hacking and slashing and looting isn't fun, it is, though in the same semi-broken way that the original KOTOR was.  But the character building is where this game really shines.

On the surface, the conversation system is the same basic conversation tree system seen since time immemorial.  But dig a little deeper, and there are some fine polish elements that really come together for a compelling system.

First off, the production quality is stellar. Excellent voice acting, and some well-written lines.  This is hardly unique to KOTOR (though still generally lacking in the industry).  High production values here make me really listen to the delivery of the lines and draw me in to the characters.  The voice actors for the main characters (esp. Kreia) do such a good job that they add tremendous depth.

But what is much more compelling to me is the way it integrates game mechanics into the system.  As you make conversation choices, you are scoring light & dark side points (which are usually pretty obvious) but more importantly, influence points.  As you gain influence with characters they turn more towards your alignment, and also unlock some new conversation options.  Determining what options will gain or lose influence is a far more subtle analysis that really involves understanding the character.  When this is working well, it goes a long way towards taking the characters of KOTOR far beyond the simple cardboard cutouts that usually pass for characters in a game.  This goes beyond just conversations with that character too -- how your treat other characters in and out of the party can make a difference. 

On top of all of that, there are often multiple phrasings of the same basic concepts that can (sometimes) make changes in influence.  Whether you are disdainful of advice, foolhardy, simplistic, or conniving can be expressed through your choices, and there is enough complexity in the system that they maintain the illusion that those nuances in expression actually matter. 

I love language and the art of conversation, and this is really the first game I've played that even begins to capture the "vibe" of a real spoken conversation.  We've come a long, long way from trees that are just "choose every option in order".  It's going to be very painful to go back to those in the next RPG I play.

Even though it isn't really the main point of game, I find myself primarily judging my "progress" by how much influence I can garner with my various party members.  I played a Light Jedi in the original KOTOR, and the evil "dark side" dialogue options always sounded so much more interesting.   One of the neat mechanics in KOTOR 2 is that the more influence I can gain with my party members, the more I can turn them to the path of the dark side! So this time around, I'm playing as evil as I can. 

Which, as it turns out, is not evil enough.  I keep taking the power hungry, psychotic choices, and sure enough, lots of times I can just strike people down remorselessly in my quest for the dark side.  But when it comes to gaining influence, it becomes a much more complex matter.  I'm always trying to make dialogue choices to increase my influence, and I guess my real life lessons learned seep through too much -- I keep saying nice things and accidentally getting light side points!

KOTOR 2 is the first game I've played in a long time where I really think of the other characters in terms of their personalities and motivations, not just as cool character designs in a cinematic or in terms of their stats.  I hope Obsidian will pave the way for more of this in the future!


One side note on KOTOR 2, the difficulty curve is kind of all over the place.  I ran into one boss battle about halfway through that was just a brick wall -- even on easiest difficulty it took me hours of trying to find every possible exploit to beat him.  It's too bad when balance & polish issues like this really get in the way of the game, but for the most part it's been decent.


Also... Happy New Year (imminently)!  If you are partying, please remember to drink responsibly and don't drink and drive.

2004 was a pretty great year for the Fermier family, with some fanatastic developments at work and the birth of our second child, Alexander.  2005 is going to have to work pretty hard to keep up!

View Article  A Tale of Two Servers
Has there ever been a year as good for games as 2004?  I don't think so.  It's been so good I haven't been able to pry myself away from playing to post, sorry.  :)

I did finally break down and play a bit of HL2 -- fun, and polished, but hasn't quite recaptured the magic of HL1 for me.  Of course, it is still an incredible game with some of the best production values I've seen.  My Steam pre-install of HL2 worked flawlessly and I played it with basically no waiting.  I do miss having a box for the shelves, though.  I'll ramble about it some other day but I think Steam (or something like it) is a powerful, disruptive technology in the games industry that is really going to shake things up.

The game that has sucked me in more than any other this season has proved to be World of Warcraft.  Yep, even more than my beloved San Andreas (which sadly, I am only at 60% on and not quite done with the main story missions).  World of Warcraft has really taken everything I love about online RPGs, stripped out all the not-fun stuff, and wrapped it all up with the polish and sheer fun-factor that Blizzard is well known for.   Some friends of mine described it as Diablo 3, only massively multiplayer, and that's not too far off a description.

You can read a ton of reviews out there that go into a lot more detail of why WoW is so great, so I won't bother with that here.

Instead, let me discuss my peculiar dilemma with WoW.  I like it so much I can't stick to just one character.  Seriously, I have some kind of character Attention Deficit Disorder, or something.  I've leveled a Hunter to 14, a Shaman to 15, a Druid to 17, a Priest to 18, and a Mage to 32.  All of this after having played through the starting areas a ton of times in the beta.

Aside from some specific characters I keep around only to play with friends, I've finally mostly stabilized on two characters, on two separate servers.  The usual "server dance" to try and be in the same place with one's buddies is even worse for me in WoW because there are not only server separations, but Alliance vs Horde separations, and PvP vs PvE vs RP separations!  Agh!

I'm primarily playing on Earthen Ring, an RP server.  That's where most of the characters listed above are, including my "main", a level 32 Mage ("Vyrian").  I had some doubts about going to an RP server, but that's where my DAOC guild (composed mostly of old MIT friends) decided to move to.  I was concerned it would be a lot of "prithee, sirrah, coudst thou casteth a buffe spelle?" but it hasn't been so bad.  It certainly helps cut down on the "killa999" type of players.  While I have had to sit through some painful "roleplaying" of people discussing the philosophy of various characters from the Warcraft backstory, for the most part it has been a surprisingly pleasant experience.

But the big problem with it, in my book, is that it isn't PvP.  I'm not a big fan of totally unlimited PvP, but even without rewards I find Blizzards system of Horde vs Alliance very compelling.  The few times I've engaged in PvP on Earthen Ring I enjoyed it a great deal.  Also, I wanted to see the Horde side of things more, so I jumped in with a bunch of friends from work on the Dethecus server, where I have Soulbinder, a level 18 Undead Priest.  I can't wait to cast Mind Control on someone and have them do the chicken dance before they jump off a cliff.  That alone will make any pains of being killed randomly ("ganked") on the PvP server worthwhile.

Of course, it's killing me to level all these characters and constantly be behind.  There are only so many hours in the day, even when I'm on vacation.  Eventually I suppose I might settle on one or the other, but with WoW's excellent "rest" system I'm always encouraged to come back for a little high-efficiency play time on whichever I'm not actively playing.  Yet another of the many excellent design decisions they've made. 

So, if you're on either of those servers, send me a tell!



WoW hasn't left a lot of time for other gaming, but I've managed to sneak in a little time on Knights of the Old Republic 2 as well.  What an incredible depth of content.  Like the original KotoR I'm really going to be tempted to go through and play a second time.  More thoughts on KotoR later, but I highly recommend it to anyone who likes RPGs with an interesting character and inter-personal dimension.



My postings may continue to be sporadic for a while as holidays, vacations, and general "getting back to work" chaos ramps up.  Merry Christmas to all, I hope you all have the time to play some of this unbelievable bumper crop of games!