On Sylvari Biology

Since the sylvari were first introduced – or re-introduced – in detail, Guild Wars 2 fans have had what developers and writers have occasionally noted seems like an unhealthy obsession with the race’s sexuality. We know that they can’t reproduce sexually with each other; sylvari only come from the Pale Tree. That leaves plenty of questions, though: do they have sex organs? To what extent? Can they have intercourse, even if they can’t reproduce through it? Players wanted to know, and threw around a lot of theories on the matter.

Sylvari anatomy

Warning: parts of this post discuss intimate biology frankly. It’s not obscene or anything, but if the word ‘penis’ makes you uncomfortable you should probably stop reading.

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MORE Assassin’s Creed

I recently got a look at the trailer for Assassin’s Creed IV: Black Flag, due out this October apparently – just a year after AC3 which, as others have said, was pretty disappointing on a number of levels. Well, AC4 is going to feature pirates, apparently, in your typical East Indies setting and with AC3 hero Connor’s grandfather as the playable assassin. As long as he’s more like Haytham than Connor, I will try not to hold that against him.

 

What I’d like to see in AC4:

Pirates – yeah, that could work! Continue reading

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The end of an unofficial hiatus

Anyone who pays some attention to this blog will have noticed that I haven’t posted anything on it for a long time. The reason for this is that I’ve been working on my master’s thesis (in cultural anthropology), and the good news is that I finished and submitted it a couple of days ago. In the end it was just over 40,000 words and titled Game Balance: designed structure and consumer agency in an online game.

I plan on posting a summary of this thesis, and a link to the full text, once it has been marked and accepted and everything in it is confirmed (also after I’ve sent similar summaries to the people who participated in the research). In the meantime, I should now have plenty of free time to get back to posting here occasionally. I’ve got a number of things saved up to write about, including my least favourite Guild Wars 2 mission and a potential side project, so watch this space.

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Employment and the Lack Thereof

Something made me really angry today. A friend of mine has been looking for work for some time – months. I sympathise; I was unemployed and job-hunting for around eight months before I returned to university to tutor and, eventually, start a masters thesis. It wasn’t my original plan, but I needed a job, and the truth was that people weren’t very willing to give me any kind of chance. I was fresh out of university, had minimal work experience, and a degree in the arts (forgive me for treating three years at university as something other than a corporate training course).

So this friend of mine, he went to an interview for a job he would be great at, which applied skills he uses in his everyday life even if it wasn’t related to what he studied. He was told:

“How can I hire you if you’ve been unemployed for a year? You will have forgotten how to work!”

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Story Hooks in Guild Wars 2

gw482

In my last post I mentioned how I get the strong feeling that ArenaNet is planning for the long term with Guild Wars 2. There’s an awful lot there that’s not explained or used yet, and I don’t think that’s neglect, I think that’s very deliberate. Particularly if they keep up this schedule of an event-update every month, it serves them well to leave a few story hooks open to use when they’re ready.

Here are some which I would expect to be picked up again in future updates or expansions. If you have more that you’ve encountered, feel free to add them in the comments!

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And they say Americans won’t like visual novels…

I’m watching BlueJay play through the early stages of Assassin’s Creed III, and although my experience is naturally coloured by his own (low) opinion of the game, I must say I’m disappointed so far. There are certainly things which are good – visually it has some great details (even if some faces have become odd in the graphics transition), the free-running looks amazingly fluid, and they’ve gone to a lot of effort to include Native American language and cultural details where they can.

Unfortunately, the free-running looks fantastic because the game does it all for you, as far as I can tell. You can leap through the trees and swing gracefully from branches or up ledges in a stone cliff face, but I don’t think I’d feel much sense of achievement doing it. You barely even have to jump any more – just hold the “kickass parkour” button down and point yourself in the desired direction. Ratonhnhaké:ton (aka Connor – or whoever you’re playing as) does everything on his own. This experience extends to many parts of the game – most of the beginning that I watched seemed to involve running a character between cutscene trigger points. Watch a video, run to the next video. A button will ‘analyse clue’, but not tell you anything about what you’ve found or what it means – just give you a mark on the mini-map. The dreaded quicktime events make a strong showing; I can only hope that’s less true later in the game, but the first few hours of play suggest that they play a big part.

The problem with things like quicktime events is that they reduce playing the game to pushing the right button. I know that video games boil down to that anyway, but part of the fun is disguising that behind the simulation. If I know that this button makes me jump, and this button makes me drop down, I feel like that’s what I’m doing – what I’m doing. When everything is arbitrary buttons, or arbitrary steps in a quest, there’s no immersion. I don’t feel any motivation to keep playing when I feel like I’m just being led by the nose through a series of entirely arbitrary steps.

And one more thing on that note: quest objectives! The Assassin’s Creed games have been going in this direction for a while, but watching AC3 has made me realise just how much I dislike it. The main objective at any given time is a simple task required to get to the next step – usually as simple as ‘get here’ (i.e. ‘point the stick in this direction until we give you a cutscene’). The only challenges to bring variety to this are ‘optional objectives’. These are, again, entirely arbitrary and transparently game elements, such as “don’t lose more than x health”. That has nothing to do with what our hero is doing. It’s not something I contribute to the story, or a required challenge to overcome, it’s just a further complication to…what? Stop the game from getting boring?

If you’re having to design in optional extras to stop your game being a boring slog from one video to another, you have a problem with your game. And if you just wanted to tell a story through a series of cutscenes, you should have made a visual novel.

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In Defence of One-Off Events

In the wake of the Lost Shores event in Guild Wars 2, there’s been some interesting discussion of the wisdom or otherwise of one-off events in MMOs. The problem should be fairly obvious: in a game accessed by people in different time-zones across the world, most of whom have to fit their gaming in around work, school and other commitments, some people are just not going to have the option of logging in to be present for a single, set time event. Is it fair to exclude these people, just because their real lives come before the game? Does it encourage unhealthy play habits (i.e. putting the game before real life)? Is it just bad design, when a portion of your playerbase can’t enjoy certain content even if they want to?

I’m going to argue that it’s worth it to hold one-off events now and then. They bring a sense of life to a persistent world which over-instancing threatens to destroy. Even if we can’t all participate in every update because of it, I’d like to see ArenaNet continue to mix these in with other event content. Continue reading

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