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Wizard 101 Minigame Fairegrounds – a Design Critique July 19, 2009

Posted by jennahoffstein in Games.
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Disclaimer! I think Wizard 101 is overall a very well-designed game, and as a player I enjoy it very much.  This post is meant as a critique of only one aspect of the game in particular – the Minigame Fairegrounds.

Players in Wizard 101 have, as in many RPGs and MMORPGs, health and mana.  While health regenerates when wizards are in enemy-free areas (rather conveniently), mana does not (less convenient).  Wizard 101 has put together a few unique and creative ways for players to gain mana on top of the customary potions, including blue wisps that float around and give players mana when they run into them, and the Minigame Fairegrounds.  The Fairegrounds are an area off of the Commons in Wizard 101 where players can, as the name suggests, play Minigames for mana and gold (and possibly other things I have not discovered, my wizard is only level 12).  As a lower-level wizard, I found myself resorting to playing Minigames quite frequently as I burned through mana fighting fairies and other myriads of magical creatures.

The Minigame Fairegrounds do not fit into the otherwise quite self-consistent world within Wizard 101.  The array of Minigames are more or less tenuously tied to the wizarding theme, and some of them are just wizard-skinned near-clones of popular Flash games.  The overall impression is that the mini-games feel tacked-on instead of well-integrated into the rest of the game.  While this in and of itself is not necessarily a huge problem, it became detrimental to the game in my playing experience because it was the most economic means (in terms of time and money) for my wizard at lower levels to gain mana.  Switching between battling Cyclops and playing a variant of Bejeweled broke my sense of immersion as I repeatedly found myself in need of a quick and cheap mana fix.

The solution to this is to integrate the mini-games better into the Wizard 101 world.  What better way to do this than in a manner that strengthens the premise of the game – that you are a young wizard at a wizarding school?  Not surprisingly, classes don’t play any part in the game and young wizards are instead sent off on missions to save the school (perhaps the world?) from the evil wizard Malistaire.  The closest that players get to the “school” premise of the game is learning new spells from teachers.

Why not be more literal?  Why not integrate the mini-games into “classes”?  Players low on Mana could go to a classroom and play mini-games that are thematically linked more to learning magic (for example, a mini-game about creating potions).  If the existing classrooms are used (there is currently a classroom for each type of magic) then the minigames could also play off the different schools.  For example, the minigame in the Storm classroom could be about harnessing the power of (surprise surprise) storms.  This would strengthen the theme of the game while at the same time roping the minigames back into the core of the game where they will not cause players a loss of immersion.

What has your experience been playing Wizard 101?  Have you found that the Fairegrounds broke your sense of immersion or did you have a better experience with them?

Yay for Originality – Wizard 101 July 17, 2009

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I have been playing a fair amount of Wizard 101 recently and overall the experience has been like a breath of fresh air.  It’s not my favorite game in the entire world but it’s just simple plain fun.  Sometimes I think that game developers lose sight of this why someone is playing a game and end up creating situations that are too punishing to player mistakes or just outright frustrating.  Wizard 101 just feels gentler to me, though I’m sure that this has to do with it’s target demographic, which I’m guessing is far younger than my 24 years (recently prompting my youngest brother to call me a 10-year-old girl.  Hazard of the trade!)

The other reason that I’ve found Wizard 101 refreshing is that they have a combat system different from any MMO I’ve seen.  The best way to describe it is that they put traditional RPG turn-based combat into a virtual world.  When you fight a bad guy you stand across a circle from it and chuck spells at each other in a turn-based manner.  The best part, however, is that other players can jump in (up to four players and four baddies in one fight) at any time and help you take down the bad guys.  The system ends up encouraging a lot of cooperation, and for the first time in my MMO career I’m actually enjoying fighting alongside other people.  There’s no commitment, there’s no kill-stealing, players can just hop in and help out others whenever they want.  While many other aspects of W101 are quite standard, it’s great to see a combat model so different from what I’m used to in MMOs creating such a great experience.

If you’ve played Wizard 101, what have your experiences with it been like?

Evony advertising debacle July 12, 2009

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If you are a frequent blog reader, odds are good that you have seen some ads for Evony recently.

To refresh your memory, Coding Horror has compiled them all in an article titled “How Not to Advertise on the Internet” , which may give you a clue as to the general response that I’ve seen to these ads.

I personally think that the whole thing is extremely hilarious.  One of my favorite things to do with situations like this is imagine the meetings that spawned them.  I think it went something like this:

Employee number 1: “We need to advertise for our game!  Let’s have the marketing team and the art team put together some imagery that conveys the spirit of our game, the true beauty and depth of the experience.”

Employee number 2: “Boobs sir?”

Employee number 1: “BRILLIANT!”

On the other hand, I wonder how effective this advertising campaign has been for them.  Are the type of people who are going to click on boobs also the type of people that are interesting in playing a Civilization-like (from what I’ve heard) game?  Regardless, I would love to be a fly on the wall in that company right now to see how they’re dealing with the whole public mockery thing.

Wii Help Cat June 13, 2009

Posted by jennahoffstein in Musings.
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Not exactly a new topic, but I’ve brushed the dust off my Wii and started playing again (EA Sports Active, more on that at a later date) and was delighted to run into the help cat again.
There is a wonderful article at Lost Garden that sums up why I love this little feature.  What are your thoughts?

Getting around in Virtual Worlds June 11, 2009

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I have a bad sense of direction.  It is truly, truly horrible.  To the extent that my childhood friends go into shock when I arrive at some new meeting point without driving around in circles for hours first (granted, the gps in my car helps quite a bit.)

Unfortunately this extends into virtual worlds, and I have to pay extra-close attention to get anywhere that I want to go.  I am, oddly enough, pretty good with maps (the benefit of being a visual person) and I make heavy use of the mini maps in virtual worlds.  There are certain implementations of mini maps that are particularly helpful / not helpful, and these are a few things that I have found to help me get around:

- Many different levels of zoom.  If all I can see is in close and way way zoomed out, I have a hard time fitting the two together in one geographical space.  Having several levels of zoom help me do this better.

- Option to keep the map north-up.  I can’t even begin to describe to you how helplessly lost I get if the map keeps twirling around to keep my avatar pointing up.

- Labels / icons for landmarks and NPCs.  This one sort of goes without saying and seems to be implemented in most mini-maps that I’ve seen.

I don’t know whether these would be as helpful for other people as they are for me, what do you find to be particularly helpful in a mini-map?

Also worth mentioning is that Free Realms gives players the option to show trails that will lead them to where they’re supposed to go for a particular quest (shows up as green dotted line on the ground for the player to follow), this certainly helps me get to quests but doesn’t help me learn the geography of the place.  I’m undecided on whether I like this feature or not.

Project Natal – Milo Demo June 9, 2009

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Last post on this subject for a while, I promise :)

Have you seen the video of Milo, one of the demos of Project Natal?  The video is of a woman interacting (supposedly unscriptedly) with this virtual little boy.  She asks him about his homework, they explore the pond together, overall it rates pretty high on my personal cool-o-meter.  But it also makes me think … why?  Yes, this technology would be very cool in an NPC within a larger game, but I don’t know if I want a virtual character to interact with for the sake of interacting with them.  I don’t want to become emotionally involved with a virtual character outside the context of the game, and the thought of doing so is a bit creepy to me.  What do you think?  Would you want a virtual friend?

How will Project Natal change the face of games? June 4, 2009

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If you have not already read about Project Natal, do yourself a favor and check out the post at CrunchGear with a bunch of demo videos.  Seriously, go check it out.  Shoo.

Ok, we all back?  First, I think we can all agree that this has the potential to be amazing.  Kind of goes without saying.  But besides raising the levels of awesome in my life, what kind of affect will this have on gaming?

Any time that there is a change in input devices in video games, it will have an affect on what type of games get built.  The Wiimote for example, lends itself beautifully to golf and bowling in a way that the PS3 controller simply does not.  Project Natal is revolutionary in a way that both builds off of the Wiimote and simultaneously completely blows it out of the water.  So how could this change gaming?  Specifically, what types of games will lend themselves to this input system, and what won’t?

First, for the types of games that will be enhanced by an input system like Project Natal – I think fighting games are the obvious ones to first come to mind.  Any game that employs complex physics systems could also have a heyday with this, with the player having exponentially more control over the movements of their character/avatar.  Building off of that thought, games that are heavily exploration-based could also be significantly enhanced.  Imagine a film noir detective game in which you could actually rifle through someone’s drawers!

What types of games will not flourish under this type of input device?  I think that puzzle games might have a difficult time – I could imagine punching bad guys for half an hour but I could not imagine holding my hand up to switch gems in Bejeweled for half an hour.  I was also mildly appalled when I saw the racing demo in the Project Vision video – this to me looks much more difficult that simply using a controller, and I would miss the tactile feedback of holding something.  Holding up my arms as if I was driving a car is no more real to me than pressing a joystick as if I was driving a car.

What types of games do you think are going to be made amazing by Project Natal, and what types of games might we see made less (or require add-ons like a steering wheel?)

Project Natal June 1, 2009

Posted by jennahoffstein in Musings.
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Every once in a while I see something that turns me into a 5 year old girl, complete with hand clapping and lots of squealing.

Right now, Project Natal is that thing.  Project Natal is a “hands-free motion-sensitive controller system” from Microsoft that will purportedly work with current XBox 360’s.  Announced today at E3, the premise is that your body is the controller.  In the “Product vision” video on CrunchGear, a girl holds her hands up as if on a steering wheel to play a racing game.  A little boy stomps around his living room, controlling a Godzilla-like creature on the screen.  Seriously, you just need to see the video.  Check out articles with videos ar CrunchGear and cnet .

So the big question seems to be – can it live up to what it has promised?  Quite frankly, for Microsoft to make a promise like that and not deliver in a big way would, I imagine, produce some serious backlash.  At least from me.  I would be very sad.  The potential for this is just amazing, it’s time for me to run around squealing like a 5 year old some more :)

Legos + Star Wars = Awesome June 1, 2009

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This is, without a doubt, the most adorable Stormtrooper I have ever seen!

There’s a whole collection of Star Wars images by waihey on Flickr, they are absolutely hilarious and incredibly well done (and if you’re not moved by the cute images I may or may not have also seen in the collection one of Princess Leia with a stripper pole..)

What is the purpose of a tutorial? May 29, 2009

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I went to a very liberal private school.  From the descriptions I’ve heard of other high schools, my school was actually more like college.  We could leave campus whenever we wanted to walk downtown, and generally were expected to take responsibility for our own educations.  There wasn’t a lot of room for teenage angst :)

My mom used to recount one story from a time she was on campus that really encapsulated the experience for her.  She was walking by two students talking about (I believe) what they had to do to sign up for classes that semester.  As they passed my mom, one of them said “I have no idea how to do this, but I can figure it out.”

This for me sums up what I got out of my high school.  Yes, I learned alot (A LOT), and got one of the best educations I could possibly get for a high school, but more importantly I learned how to learned.  I came out of high school with a healthy work ethic, great analytical reading and critical thinking skills, great organizational abilities, and a love for learning.  I was, it suffices to say, rather over-prepared for college.

How does this relate to tutorials?

At face value, the purpose of a tutorial is to teach players about a game.  For smaller and simpler games, this suffices.  What we need more than this, however, is to give the players tools to learn how to learn about the game.  Particularly for MMOs, we can never possibly teach users everything that they need to know about the game in a simple tutorial.  What we should teach users are things that they can extrapolate from.  We can’t teach users the in-depth workings of entire systems, so we need to teach them smaller parts of that system in a way that helps them understand the entire system.  For example, in “A Tale of the Desert”, you quickly learn that when a sand icon pops up in the upper-left corner of your screen you can click on it to collect sand.  Users can quickly extrapolate from there that the same thing can be done with slate, mud, grass, and any other resource that can be collected.  Clearly, organized and intuitive GUI can play a large role in this.

The second half of teaching players how to learn about a game is teaching them where to turn when they’re not sure about something.  In “A Tale of the Desert”, there were several times in the tutorial area that I was unsure of what to do.  Thanks to previous prompting from the game and clear GUI I could find the information I was looking for, and the helpfulness of the other players also played an extremely important role.  Instead of despairing and feeling stuck, my feelings were more along the lines of “well I’m not sure how to do this but I know I can figure it out.”  And that, my friends, is what we want our players to be feeling when they’re stuck.

One reason I mention all of this is that I recently tried EVE Online.  As a disclaimer, let me just say that the experience I had clearly is not the experience that everyone had as they have been very successful as a virtual world.  While playing through the tutorial, I was simultaneously overwhelmed and bored.  I was immediately confronted with a lot of GUI elements, but my understanding of how they worked never got very deep because the tutorial told me what to do, and not always how or why I was doing it.  Following directions along the lines of “Open GUI A and press button B to open subpanel C and then press button D” quickly bored me.  Progressing through the tutorial, I didn’t really feel like I was grokking anything and put it down after about 45 minutes.  Perhaps at some point I will give it another try, but there’s only so much effort I’m willing to put into something that does not feel intuitive to me.

What have been the best and the worst tutorials that you have tried?  What do you think is the most important thing in teaching players about a game?