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Logfile

Spells Aren't Currency
May 3rd, 2002

I've had a lot of positive feedback from last week's column, which I'm glad to see. On some level, the Pancake Rabbit really resonated with you people. That or you're as deranged as I am. Either way, I'm happy with it!

I'm currently going through the middle of finals week. All of you in college know how much fun THAT is. Aside from that, I've been enjoying the recent bonanza of PC game releases - Jedi Knight 2 has some really, really fun multiplayer, despite a mediocre-at-best single player experience. Sort of like a fighting game in 3D, with guns. I'm going for the purist experience - largely avoiding the guns and doing that jedi lightsaber thang. Gotta go with the Dark Side, of course - you can't beat using a force grip to choke and throw someone into a bottomless pit, or zapping 'em with a barrage of lightning, right? Dungeon Siege is also diverting, sort of a Diablo meets Gauntlet meets Baldur's Gate experience. Legion and I have been playing a bit of multiplayer, and it's a good way to mix things up. Morrowind's also out, I'm hoping to get into that soon.

Onto this week's column, which features an extended news brief/commentary section!

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There's something amusing about an evil druid with a group of pet spiders, isn't there?
 
 
I'm pretty sure this isn't how Merlin did it
One good thing about the Turbine staff working on Asheron's Call is that they have monthly dev chats. This isn't entirely unusual in the industry, but it's nice to get a little bit a heads-up on the future direction of the game and what the upcoming patch will hold.

Eldreth over at AC Vault put up a log of the most recent developer chat. This one was particularly enlightening, but I'll point out the passage that really struck me. It's a bit long, but I'll clarify it.

PyroINC420 in AsheronsCall asks: What is the "Mage Love" you were talking about adding soon last time?
kentroop_turbine says: Ok, the magic changes
kentroop_turbine says: These are currently being planned for either June or July
kentroop_turbine says: There are 4 basic changes:
kentroop_turbine says: 1) No more spell research.
kentroop_turbine says: All spells will be learnable through scrolls that are purchasable
kentroop_turbine says: Except for Level 7s, which will drop directly from the Steel chests
kentroop_turbine says: 2) No more components
kentroop_turbine says: In order to cast a spell, you will need the appropriate level scarab, and a "spell backpack" associated with one of the 4 schools of magic
kentroop_turbine says: So if you want to cast spells from all 4 schools, you will need 4 backpacks, and the 7 different types of scarabs
kentroop_turbine says: This system is an option.
kentroop_turbine says: For those of you who wish to cast using components, that will still be available to you, or you can choose the scarab+backpack approach
kentroop_turbine says: Note that the "use scrolls to research spells" will not be an option
kentroop_turbine says: You will no longer be able to research spells.
kentroop_turbine says: 3) Buff times on level 1-5 will last 30 mins, level 6 will last 45 mins, and level 7s will last an hour
kentroop_turbine says: 4) The global spell economy will be removed
kentroop_turbine says: In its place, will be a modified version of a personal spell economy which takes into account the caster's given spell skill level vs. the difficulty of the spell
kentroop_turbine says: We know that these are huge changes
kentroop_turbine says: Affecting the game play and balance considerations of most every aspect of the game
kentroop_turbine says: We will be making additional changes to take these balance changes into account
kentroop_turbine says: And as we get closer to the actual implementation, we will sketch out some of these subsidiary changes as well
kentroop_turbine says: Ultimately, we are working on these changes because we feel it will make the magic system far more accessible to more players, and far more fun.
kentroop_turbine says: We are letting you know about these changes now, so that you have an opportunity to offer feedback and questions a month or two in advance
kentroop_turbine says: All of these changes are not set in stone
kentroop_turbine says: And some of these specifics may change as we get closer to actual implementation

...yes, I know you have no idea what he's talking about. I'll explain.

The whole idea of magic in Asheron's Call was that it would be rare, and you'd have to work to get it, but it would be a very useful thing to have. Magic would be unusable unless you'd put skill points into learning it in the first place, like some other skills (whereas some skills are always usable, you just can't improve them directly unless you've trained them).

Moreover, you wouldn't be handed your spells, aside from a token few that you knew for training the skill. You'd have to research them. Each spell required a specific set of components, used in a certain order. This is where the research came into play. You'd have to experiment with different combinations of herbs, scarabs, potions, and so forth. You could be told these combinations by another mage, or deduced from them casting the spells (via figuring out which component matched up with each syllable of the spell), but you had to work at it. This became even more of a problem when learning higher level spells. See, no matter what level of Acid Blast you're casting, the basic components will be the same.

However, with higher level spells, the tapers (candles) needed were randomized. This meant that you could have as many as 144 different combinations of tapers to try for a single spell. This was compounded by the fact that the game didn't differentiate between you fizzling the spell because of incorrect tapers, or simply a random failure on the spell even if you were correct!

Does trying 144 random combinations per spell sound fun to you? I hope not.

There was nothing stopping a mage from sharing spell component information with fellow players - they'd still have to do their own taper research. To further make magic a rare and powerful thing, though, the "spell economy" was put in place. Basically, each spell had a baseline level - if Heal Self 2 healed 20 HP, you'd always get 20 HP from it. If less people were casting that spell at any given time, however, it would do more - you might get 25 HP instead because fewer people were casting it. The incentive was to only share knowledge with a few trusted people, because it would weaken magic for everyone if it was common knowledge. (On a side note, I really like the thought process here - players were rewarded for keeping the secret, not punished if the horse got out the barn door. Bravo!)

This system worked for a while. Then people made discoveries. First off, it was discovered that the tapers weren't 100% random - certain spells shared tapers, so you could more accurately guess what was needed. Then the bombshell came through - the algorithm for the random tapers was broken entirely. You could download a program, input a basic piece of information about your AC account (your MSN Zone Name), and you'd have a full and exact list of all spell components.

Needless to say, this blew the spell economy out of the water. Sure, you still had to put the components into the research window, but the guesswork was out of it. Mages became commonplace, and the game balance was thrown out of the window. It's been commonly accepted for a while that mages are the most powerful characters in AC, and only recently has the balance been somewhat restored.

Another big problem with magic has been buffing. Pretty much any character in AC these days uses some form of magic - whether to weaken opponents, improve yourself, or travel around. These beneficial spells (buffs) have typically lasted for very brief periods of time, meaning that a fairly large part of playtime involved stopping to buff. Not fun at all.

Lastly, stocking up on components is a bit annoying. It became much easier when a component buyer was put into the game last year - you could specify how much of each you wanted, and a single command at the store would fill you up. Still, it's one more thing to micromanage that's just not fun.

So these changes, while they may need to be tweaked, sound really, really beneficial. Even with the guesswork taken out of spell research, it's time consuming and still a pain. I'd much rather go to the store, buy a few scrolls, learn my magic, and get back to playing the game. Similarly, the new component packs - I'll use them on my characters simply because I don't like micromanaging a bunch of spell components - I can buy a bunch of scarabs and not worry about it for the next month. The increase in buff times is even better - at best my current character's buffs last 15 minutes. I'll have to stop playing to go through the hassle of buffing half as often, and I'll be less in danger of my spells dropping in the middle of a heated battle.

Now I've never played a pure mage character in AC. Quite frankly, the combined annoyances of the spell system kept me away from it. I didn't like learning my spells for one school of magic, let alone three or four. I didn't want to micromanage a crapload of components. Heck, a 3 or 4 spell buff cycle annoys me, I'd hate to go through some 15-20 spell buff cycle to survive as a mage. Now I have to admit that I'm seriously considering making a mage character.

Now I have nothing against the idea of making a mage work for his spells. Magic tends to be powerful in games, that's just the nature of the beast. If you're going to go for some sort of alternate learning system, though, make it fun. When I imagine "spell research", I get the image of Harry Potter blowing up his friends in classrooms or such. Make it into minigames. Make player skill involved in it. You can even make it dangerous for more powerful spells. Just don't make me put more effort into it than I did for my foreign language homework, because I'm here to play a game, not write a thesis on the intracasies of the Derethian Mages.

...which I suppose I just did, ironically enough.

How do you like your magic in games? Should you quest for it? Buy scrolls? Do you like the idea of spell research as it currently exists in AC? Let me know.

 
News Briefs
With the announcement of Everquest 2, it was only inevitable that there'd be Everquest 2 press releases.

There's always been a certain trend in the industry. Basically, taking a good idea and cloning it. Nothing new, but it should hardly be suprising given the industry (or press's) emphasis on every new title being a "killer", which is a hype-filled way of saying "We'll do the same things, but better".

So, with that in mind, I'll look at the new features and improvements of EQ2 and point out just why they seem familiar.

A brand new 3D engine which takes full advantage of a wide variety of recent technological advances in 3D hardware/software such as per pixel lighting, dynamic environment mapping, and a fully programmable surface shader system

Pick a FPS, any FPS.
More intuitive gameplay features appeal to both new and seasoned players
I can't tell. Until details are released, it's all PR.
New branching class structure that players define as they advance through the game
Not really a normal MMORPG feature here. Not unheard of, though. Half a point.
Vast world of Norrath revisits familiar locations and introduces a variety of newly discovered areas in the Age of Destiny, a time period in the future of the original EverQuest.
"We're taking existing areas and adding to them."
Increased character customization capabilities allow players to customize characters' faces, hair, and body types to create truly unique avatars
Name your MMORPG, it's there. Only difference is possible number of combinations.
Deeper character development offering pacing options that cater to game players new to the role-playing genre as well as experienced role-players
"We have n00b quests and tutorials."
Non-confrontational means of character advancement that including a completely new tradesman character class
Ultima Online.
Rideable mounts and vehicles to own and control, including horses and boats, make traversing the massive world of Norrath faster than before
Ultima Online. And EQ, to a degree.
Norrathian real estate for players to call their own
Ultima Online, Anarchy Online, Asheron's Call.
All-new tradeskill/crafting system
Details. Still, crafting has been done before, it will be done again.
Completely new and tactically rich combat, spell and skill systems
"We don't know yet."
A completely revised and enhanced quest system
"We don't know that either."
Dynamic world environment shaped by player events
You could argue that a person buying a house in-game is shaping the world. Specifics.

So it's early. So it's just a press release. It's still fun to poke fun at. It's almost like they're going for Ultima Online 3D. Since Ultima Online 2 was cancelled, it's their chance!

In Dark Age of Camelot news, Arthur and the gang is going to Korea! No word yet on the massive Lord British vs Arthur deathmatch for supremacy of the game cafes.

Also in Mythic's camp, word has come forth of a "Strike Team".

Yes, a strike team. I'm not making this up. Camelot meets Counterstrike?

The Strike Team will report word of bugs, game inbalances, allow character respecialization, and also save kitties from trees. No word what happens when you get another arrow up the ass from that stealthed scout, but presumably they'll make that all better too.

 
Letters - The Reviews Are In!
The Sushi Rabbit


Hey there,

Re: your Pancake Rabbit, I think you shoulda been looking for fish........;)

azan11

Tortolia:
I asked Pancake Rabbit if he wanted to go to the Shoushi Market to pick up some fish.

He's still recovering from the last vacation he had in Dereth. Those torch burns are nasty, and he got a bit of infection from that arrow. He also misses his pie.

I'll talk him into it one of these days, I'm sure!

 
Mawwidge

I loved that damned article on the Pancake rabbit, and i think you should do one on Ragnarok Online. Do something on those damned RO weddings, those ones were people spend all their time earning money for a damned wedding ring, then they all gather at a church to acctually have the wedding. Its totaly insane, and i think you should do a column on it. Nice job so far, and im loking forward to reading other columns you put out in the future. The pancake rabbit column was the only column ive ever laughed at, and because of you, my day has been made.

Thanx a bunch,

Joshua "The Rock" Stone

Tortolia:
Ragnarok Online's one of those games I've been meaning to get around to. Still, your point is an interesting one - why exactly DO these games offer marriage?

My offhand guess: To add a little of that 'ol "RP" to "MMORPG". Basically, people can role-play their characters - give them emotions, backgrounds, and so forth, instead of just sending their avatars to go kill a_newbie_mob_01 over and over again. Marriage is a natural extension of this fact - it's an indicator that there's more to the world than whack-a-mole.

I know that marriage is available in Asheron's Call and Anarchy Online as well through in-game means, and other MMORPGs have had player marriages for a long time now. It's not common, but it's not unheard of either.

 
Closing Thoughts

Next time on Logfile: Level treadmills, and how they're the tools of the Devil. And lazy game designers.

-Tort (tortolia@rpgfan.com)



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