Showing posts with label multiplayer. Show all posts
Showing posts with label multiplayer. Show all posts

Wednesday, September 2, 2020

Adventures on the Pride - Furry Edition

It's been over a year since we last adventured upon the high seas. Rusty I may be, the ocean nonetheless calls to me. And I was not the only one to hear the call. The crew may be different (and fuzzier) than before, but no less prideful. 

The SS Pride is no worse for wear. Hoist the Rainbow flag and shove off for fortune and glory!


Sunday, June 14, 2020

The Spooky Bois Play - Resident Evil 3 - Resistance

Since we wrapped up Resident Evil 3's campaign last week, David and I thought it might be fun to play the other game that came packaged in with it: A co-op multiplayer game titled "Resident Evil: Resistance".

It was certainly... an experience.



Sunday, March 3, 2019

Adventures of the Pride - Sea of Thieves

I didn't think I would play much of Sea of Thieves when I gave it a go using my free trial of Microsoft's game pass. Though I enjoyed my time with it then, I anticipated setting it aside like a do with so many other games.

And yet, here I am, getting a group together to explore the high seas: Digging for treasure and combating the undead hoards of those who came before us and failed in their own journeys.

Welcome aboard The Pride. Let us regale you with a tale of magnificent adventures.




Sunday, September 6, 2015

#97: Game Invaders: Dark Souls vs. Watch_Dogs


As many of you know, I have been working on a Let's Play series with my friend, Sam Callahan. Together, we have been trudging through Watch_Dogs. One of the more heavily advertised features in Watch_Dogs was the ability for players to invade the game of another in order to sabotage them. Fans of the Dark Souls games might recognize this feature, since it also uses player invasion as a game mechanic. Having played both Watch_Dogs and Dark Souls, I realized that I was extremely annoyed by the invasions in Watch_Dogs. On the other hand, that same general idea worked for me in Dark Souls, adding to the game. This is when I began to ponder why this might be the case.

One of the fundamental reasons why player invasions irritated me in Watch_Dogs was that they were almost divorced from the rest of the game. As a player wanders about the city of Chicago, outside of a mission or side-activity, another player may choose to enter their game at any time. Until the outsider is either dealt with or succeeds in their mission to hack the host player, the host is unable to continue the main story or do any side-quests. Even if the host dies while being invaded, the event continues uninterrupted and the invader is able to continue with their objective. In other words, to someone who is looking to complete the game's story and/or side missions, an invasion is just a needless distraction, rather than a core part of the game. They have to put their game on hold in order to deal with this new problem. Sam and I encountered this ourselves a few times in our Let's Play. Though we eventually remember that we could turn off player invasions, that further speaks to how separate they are from everything else. With invasions turned off, the game is improved because players can get to the rest of the content without wasting time killing an invader.
This is in stark contrast to Dark Souls, where the invasions are more nicely integrated into the whole experience. Normally, players won't be in danger of invasions. However, in order to invite other people to join their game and help them take down many of the game's bosses, they also have to spend a Humanity point and open themselves up to invasions in exchange. Invasions aren't so much a dedicated feature as much as they are a necessary drawback in order to balance out the act of asking for help. Even if the player is offline, there are NPCs in the world that can take the place of both co-op companions and invaders. In other words, this feature is so core to the game's fundamental design that From Software saw fit to include an NPC equivalent for those who, for whatever reason, cannot or will not play online. Opening oneself up to the aid of others will in turn open up the possibility that others will attack.
The difference between allowing oneself to be invaded in Dark Souls and the incidental invasion in Watch_Dogs is a very important one. Whenever I was invaded in Watch_Dogs, it was almost always at an inopportune time. Often, I would be about to accept a story mission, when the game informed me that someone had stepped into my play session, locking me out of the mission. It was an irritation that I had no interest in and gained nothing from. While an invasion in Dark Souls can be inconvenient, players must make a deliberate choice to spend Humanity and make them possible. This opting-in subtly prepares the player for the potential threat, which means they aren't surprised if and when it happens. In Watch_Dogs, player invasions are always surprising because they can happen at anytime. As a result, they will always mess up the player's plan and cause undue irritation.

Not only are the invasions in Watch_Dogs separate from the other gameplay elements, but they are also removed from the normal character progression. As players complete missions in Watch_Dogs, they acquire skill points which can be spent on skills in the various categories, like Hacking, Driving, and Combat. There is also another category called "Notoriety". Unlike the other skill trees, players can't use skill points to advance it. Instead, they accumulate "Notoriety" through strong performances in the various online multiplayer activities, including the invasions. Out of the 6 available skills in this tree, only two could be considered useful to players who don't play with others. The other 4 skills only affect elements of the online component, by raising the rewards or making it easier to detect an invading player. To put it plainly, almost nothing the player unlocks in the online mode affects them in the main story.
Dark Souls works differently. In order to gain Humanity points, players can enter another's game and help them defeat an area boss. Even if they fail in the attempt, they can still keep the Souls that they earned while in working with the host. Alternatively, the enter invade another player's game, gaining Humanity and souls by killing the host. Since they do not lose Souls in the attempt, they are incentivized to take advantage of this ability to gain Humanity. In turn, this Humanity can be spend to allow other players to join their game and hopefully gain an advantage in fighting many of the game's bosses. Both the aid of other players and the Souls obtained in these multiplayer events have a direct, positive influence on one's progression in the game.
Again, observe the difference between these two games. To the player who is only looking to complete the main story of the game, the invasions in Watch_Dogs are a waste of time. If they perform well, the rewards they provide won't help them in their ultimate goal, designed only to be used in online challenges. Dark Souls goes in a different direction. Even if a player only wants to beat the game, there is still a strong incentive to partake in the online invasions, or at least make oneself open to them. The aid of cooperative partners can greatly increase one's odds of successfully defeating a boss. Furthermore, there is a chance to earn more Souls and Humanity, which are used to further tip the odds in their favor. As someone who rarely participates in a game's online component, I still found myself making use of it in my journey through Lordran.


When Watch_Dogs was in development, Ubisoft said that while players could disable the option for others to invade their game, they considered leaving them on to be the "best" way to play. Unfortunately, the facts aren't in their favor. Without a way to prepare for them, or a strong reason to keep them enabled in the first place, it makes more sense for players to not even bother. As Dark Souls demonstrates, it didn't have to be this way. As rudimentary as they are, if Ubisoft had been a little smarter about the implementation, they could have been a seamlessly integrated and enjoyable aspect of the final product.

Wednesday, September 5, 2012

#37: Mass Effect 3: The Problem With its Multiplayer Microtransactions


By now, people are well aware of the many failings of the third Mass Effect game: It had Day 1, On-Disc DLC that seemed far too integrated with the game to be anything but an obvious cash grab, most of the game failed to acknowledge the player's choices from previous games and made them feel irrelevent, and the ending was a failure in more ways than one. However, there is one area of Mass Effect 3 that people tend to ignore, the cooperative multiplayer. I am not here to talk ill of the multiplayer mode in its entirety. In fact, I enjoyed my brief time with the mode. They used the core mechanics of the game in a very clever way to produce an enjoyable and coheasive experience. However, I have one big gripe with the cooperative mode. That would be its use of microtransactions and how they affect the overall experience.

Theoretically, I am not against the concept of microtransactions. It is fine for developers to charge for unlock codes to things players can get by just playing the game normally. From a business standpoint, it makes sense and is a good way to increase the income generated by the game. It also allows players with less free time to compete with players who play constantly by using money to gain the rewards normally obtained through gaining experience. Both parties, the creators and the consumers, stand to benefit from offering this option. Considering the state of the AAA industry, it makes sense for a publisher to try to make as much money as they can off an investment while maintaining the good will of the fanbase, and this is one of the best ways to do that.

It is not the fact that Mass Effect 3 had microtransactions that bothered me. What bothered me is the fact that they allowed microtransactions to negatively affect the design of how the game progresses in another obvious attempt and jarring cash grab. Allow me to explain. The way progression in Mass Effect 3's cooperative mode works is that the when the player finishes a match, they gain experience towards the class they played as for that match as well as in-game credits which can be used to purchase weapons, characters, upgrades, and items. Here is where things get interesting. It is impossible to directly purchase the these items. Instead, the player must purchase packs which have a random chance of dropping the item wanted. As icing on the cake, the player does not need to use in-game credits to make these purchases. If they do not wish to go through match after match to build up credit to buy packs, they can always use real world money to purchase them. I can only assume that the reason they chose to handle microtransactions in this manner is to maximize profits. However, handling it in this manner ruined the player experience in a few ways.

The biggest way this ruins the experience is that it can potentially negate any advantage one might gain through microtransactions. The draw of using microtransactions, at least on the player's end of the bargain, is that it allows a player to earn rewards for a small fee that would require time on their part to unlock normally. It is paying for expedience. This is lessened through the use of packs. The developer cannot guarentee that someone paying via microtransactions will receive the item they wish to buy, which defeats the purpose of having the option. (Again, from the consumer standpoint, not the standpoint of the publisher, whose goal is to make money.) Rather than give customers a guarenteed payoff for spending hard-earned money on the game, they give them the chance to waste their money by purchasing packs without getting anything of value out of it. The only reason I can see to use this model is to capitalize on people's inability to gauge purcahses and hope that they spend tons of money on the store before realizing exactly how much they spent. While part of me thinks that this is sheer genius on the part of EA, the other part sees nothing but a slimy and unrewarding business model surrounding an otherwise enjoyable game mode.

The other reason this negatively impacts the cooperative mode is the fact that it completely randomizes the reward system. A big problem with the system Mass Effect 3 has in place is that there is no way to reduce the pool from which you draw items from. The same list of items can drop from all of the packs in the game. The only difference between packs is the likelihood of obtaining rare items. Many players have bought hundreds of packs and only obtained a few items in the same category of equipment they will actually use. Countless stories on the internet exist where a player who mainly uses Generic Weapon Type X gets nothing but Type Y from the packs they are buying. This results in being unable to upgrade their equipment to more powerful weapons for several experience levels worth of matches, meaning that they are farther behind than other players who have been favored by the random number gods. When designing this system, they should have taken into account how it could and would affect the overall progression of the players of this cooperative mode.

Now, I have come down very harshly on the microtransaction system included in Mass Effect 3. However, I do believe it could have worked. There are alternatives the team at Bioware could have used to include microtransactions while preventing, or at least alleviating, the progression problem that belies the current method of inducing them. The first of my proposals involves scrapping the trading card game-like system we have now in favor of one of direct purchases using either in-game credits or cash. In this system, every weapon, character, and item is unlockable from the start. Each of them will be assigned a price in both cash and real world credits. To unlock an item, the player will need to either save up the credits through playing matches or by outright purchasing them with money. Upgrading weapons would also cost credits or money. Since we are no longer using random draw and are allowing people to pick out and save up for items, the prices would need to be elevated in order to compensate. I would advocate this system because it would place player progression more in their own control. This way, they do not feel like they are not getting anything out of playing the game or spending money because they know exactly what they are saving up for or buying. There is complete transparacy and no one will come out angry or disappointed. While I personally consider this to be the ideal, I can see why a publisher might not like it. It does reduce the ammount of money they can earn through microtransactions and it reduces the Skinner Box style enjoyment a player might feel when buying packs.

With that in mind, I have another proposal. My next plan would be to shamelessly rip off the microtransaction/drop system for a very successful free-to-play game: Team Fortress 2. I am sure the vast majority of the ones reading this are already familiar with the system in place with Team Fortress 2, though I will do my best to explain it for those who are not familiar with it. In Team Fortress 2, the player is allowed to equip items that have positive and/or negative effects on the player character. These items are available for sale from the in-game store for real-world currency. However, players do not have to spend money to obtain these items. It is possible, through playing the game, to obtain these items through random item drops. They occur semi-randomly in the game and often enough that the player will obtain them at a steady rate. The positive of this system is that it keeps the Skinner Box manipulation of players, giving them the satisfaction of getting great items after enough tries, yet allows players who do not like this style of play to purchase the items they want directly. This provides an outlet for those who dislike random number generators while maintaining the option to just keep playing for a chance at getting the item. I would advocate more frequent drops then Team Fortress 2 has when going this route, as their drop rates are a little low for my tastes and doing so would make drop hunting less annoying. However, as an option in general, this style is very appealing.

But let us once again assume that EA is not sold on that style of handling microtransactions. Let us go further in our assumption by saying that they are insistant on using the trading card game-like booster pack system that takes both in-game credits and real world currency. It is possible to make a few minor tweaks to the system already in place in order to improve it. The biggest problem with the system is how it can give the player a really long run of bad luck by giving them weapons they have no desire to use. This is caused by the fact that every pack purchased draws from the collective pool of every item in the cooperative mode while only affecting the spawn rates of rarer items. What we can do to make this less luck-based is to divide packs into different categories. It should be possible to split up the weapons between packs so that there are dedicated packs for SMGs, Assasult Rifles, Sniper Rifles, Shotguns, and Pistols. Doing this gives the player the ability to control the general type of the items dropped while maintaining the random element inherent in the system. It is similarly possible to do this with new characters by giving them a dedicated pack. Of course prices for these packs would need to be adjusted. If they wanted to, they could still have the option to buy those packs that can contain anything, but they would need to be cheap to encourage that pack's purcahse over others. By giving players a slight control over drops (by affecting which type of item drops), the possibility that the player is negatively impacted by random draw is minimized, if not outright eliminated. It also preserves the Skinner Box that can encourage players to continuously play the game or spend money on it.

This addition to the Mass Effect franchise, the cooperative mode, is a fun extra added to the game. It has all of the ingredients of a good time. To me, it is good verging on being great. The mode was marred, however, by the way it handled microtransactions. They could have been done well and served as more than just another cheap attempt to make more money. (Though that would have always been a motive, there is no avoiding it.) It could have added to the accessibility of the game, but it has to be done in a more intelligent way. The system in place with Mass Effect 3 feels sloppily done and hamfisted into the mode, giving players the impression that they are being exploited by corporate. Since it seems like free-to-play is becoming a bigger part of the industry, it will be even more important going forward to master the inclusion of microtransactions and their affect on the game. Hopefully, developers and publishers alike can learn from this game's failures and move forward.