This Week In MMO: We Have Zombies, Yo!

Written by: (@Shaddoe) | May 18, 2012 1:30 pm

29 Comments

Zombies, zombies, and more zombies make appearances in our favorite online games, starting with Funcom’s newest step into the genre: The Secret World. GAMEBREAKER’s own Gary Gannon and Quintlyn Bowsers have played the hell out of that game. (Get it? Zombies, undead, hell? Nevermind.) Both of these hosts explain what’s so great, and unfortunately, not-so-great about this modern-day MMO.

Have you heard about DayZ? Neither had we until a couple of days ago. Now, we cannot get enough of it. Granted, this isn’t exactly an MMO, but it is multiplayer; the map is huge; there’s crafting; and woah, your character can permanently die. Needless to say, Gary was all over this zombie-apocalyptic game.

If you cannot get enough of MMORPGs, then you will love the show we have for you. Gary Gannon has gathered multiple media personalities to let you in on the secrets of these games. Mike Schaffnit from ZAM and Quintlyn Bowers from GAMEBREAKER join us on this round-table discussion about This Week In MMO!

This Week In MMO: We Have Zombies, Yo!

  • scottsummer

    I am all for silent protagonist. Look how VO limited the story of DA2 compare to DA:O.
     

    • Old Ben

      Silent PCs help players identify more with their character, but make it less interesting to play alts. Since TSW doesn’t have classes (and I assume players will be able to reset their skills and pick different ones), it makes sense.

      It’s also interesting that Q had the least problems with it here, since the general rule is that women prefer 3rd person view / voiced characters (because they want to “get to know the character”) and men prefer 1st person view / silent characters (because they want to “be the character”).

      Maybe this just shows that Gary is really in touch with his feminine side.

      • http://quintlyn.com/ QuintLyn Bowers

         I’ve never liked hearing my character talk, because then it’s scripted and the character isn’t me but just someone reading lines.  Or, I get a limited set of options SWTOR style, most of which probably don’t have anything to do with what I’m thinking. 

        I suppose I’d just rather view my character as an extension of me, if I’m dealing with story aspects.  Sitting and listening to back and forth dialog makes me feel like I’m watching a movie, not playing a character.

        As for first-person view.. Well.. I’m typically out on that. But mostly due to motion sickness.

        • Old Ben

          > I’ve never liked hearing my character talk, because then it’s
          > scripted and the character isn’t me but just someone reading lines.  

          Well, you’re always limited to the dialog options that the game’s writers decided to put in (both for “you” and for the NPCs). 

          And it doesn’t necessarily get better if they don’t put in any options. For example, one of the things that really annoyed me in GW2′s “personal story” was that I didn’t have an option to tell the NPCs calling me “the Hero of Shaemoor” or “the Slayer of Issormir” that I had actually just been lying on the ground the whole time. So my only options at that point were to keep playing that character (who was now a liar – or at least a fraud) or just completely abandon the story.

          If a game is going to have a predetermined storyline (or one with very limited branching), then I’d rather just treat my character as someone else, with his or her own personality. If they want to make me part of the story (or if they want me to shape the character’s personality), then they need to give me a lot of options. And games with recorded voice tend to be very limited when it comes to that.

          Maybe we need to wait until voice synth becomes a lot better to see the return of those huge (and very varied) dialog trees that were common in the early 90s (ex., Ultima 7).

  • http://www.facebook.com/people/John-Sardella/1422784105 John Sardella

    Hey Quintlyn, glad you finally got your starring appearance. You did great and hope to see you on some future stuff.

  • http://twitter.com/Fuzzy_Fenix Fuzzy

    If your still not convinced this is an awesome game check out this video
    http://www.youtube.com/watch?v=nAJfaqFrAD0 

  • Old Ben

    Q seems to be missing Gary’s point. In other games you can search Google to find solutions, but most games aren’t _designed_ to make you search Google for clues to a quest, and the problem is that, as more people create pages with the solution, it will be impossible to search for clues without finding those pages. And once you open a page and see the final solution, there’s no way to unsee it.

    Mike pointed out a pretty good solution, though. It’s not hard to have an in-game browser that simply adds [-"secret world" -tsw -funcom] to Google searches, so that it will filter out any page with a direct reference to the game, while still showing any pages that mention the actual search subject.

    Try googling this:

     kingsmouth code

    And then this:

     kingsmouth code -”secret world” -tsw -funcom

    Quite a difference, eh? And pretty trivial to do. They could also add names of specific “walkthrough” websites, to filter those out.

    • http://quintlyn.com/ QuintLyn Bowers

      No.. I understood Gary’s point.  And like we agreed, we’re not certain it’s worth the effort to try to filter the browser. 

      But I did understand what he was getting and and the point still stands that for players who really want to play the game, we’re going to know what to avoid in google if we want to figure it out ourselves.

      I already do that with args – which ARE designed to make you search google or other resources. It’s not hard.

      You are also not “required” to use google. You can use any other of a number of sources.  It’s just that most people are going to go to a search engine first.

      • Old Ben

        > for players who really want to play the game,
        > we’re going to know what to avoid in google
        > if we want to figure it out ourselves.

        I think you’re vastly overestimating the capabilities (or underestimating the laziness) of most gamers. ;-)

        You can make any game harder by adding your own hurdles. But most people won’t (and, objectively, they shouldn’t have to). TSW’s “research quests” are going to be evaluated by the majority of players and reviewers by how they play “out of the box”. And if the first Google / Bing / whatever entry people find has the full solution to the quest, that’s going to have a negative impact on people’s experience and on the game’s reviews.

        That’s fine in a game like WoW or Portal (which isn’t designed to make players consult external references), but in TSW (and ARGs in general) it’s part of the game, and the game’s designers need to take it into account.

        I think it would definitely be in Funcom’s interest to give players a “filtered” research channel that would remove references to the game itself while letting through all (or nearly all) references to the quests’ subjects. And that’s technically not hard to do (just intercept search engine query strings and add a few extra switches).

        People who want to get walkthroughs will still be able to (by using a stand-alone browser), but players who just want to look for clues won’t have to constantly worry about what they might find when opening a link from a search engine.

        • http://quintlyn.com/ QuintLyn Bowers

           Oh no.. I understand that most players will take the easy route.  But of course… Even if a player is given the filtered experience the vast majority are going to opt for not having it in order to finish the quest easily. 

          I guess for me, it just came down to the fact that I assumed people would start cheating and I purposefully avoid sites that have a chance of just giving me the answer, like game forums.

          Again, this comes from the experience of being an ARG player rather than an MMO player.  For most ARG’s the answer is out there – and overly easy to find – once someone solves it.  I just have to make the conscious decision to not use those resources and play the way the game was intended.

          I guess the real difference is training MMO players to be ARG players.  That being said, I do feel that a lot of people who try this game will try it for the novel setting and not really enjoy or care about the ARG portion of the game. Gary did say there were people he saw complaining that they just wanted to kill things.

          And I don’t know… Funcom may have something like that in the works.  Or they might decide they need it.  But on a personal level, I simply don’t feel it’s something that will ruin my experience. 

          Although I do already use an external browser.  Compared to chrome or firefox… In game browsers always feel limited. I like having tabs and multiple windows, etc. So based on that alone, that kind of filtering wouldn’t be any good to me. XD

          • Old Ben

            > Even if a player is given the filtered experience
            > the vast majority are going to opt for not having
            > it in order to finish the quest easily. 

            I’m not so sure of that. I think laziness might trump the desire for instant gratification. They will at least try to do it with the clues before opening a full browser to search for the final solution (*). And the ones that don’t want to see final solution at all won’t be as wary to open links if they know they’re being filtered.

            > Although I do already use an external browser.
            > Compared to chrome or firefox… In game
            > browsers always feel limited.

            Well, there’s no reason why the in-game browser can’t be based on a regular browser. Chrome and Opera are integrated into a lot of stuff. I’m pretty sure Eve’s built-in browser lets you have tabs and so on (it just doesn’t support Flash or file downloads, for security reasons). I haven’t used it in ages, though, so maybe I’m imagining things.

            Another possibility would be for Funcom to make a deal with Google / Bing / etc., to add a preference option that would automatically filter out certain terms and websites (or hide them behind a big “TSW Spoiler” button).

            One advantage of an in-game browser, though, is that it would not only let them filter results out but also selectively replace or add new pages and websites (ex., add some completely fictitious Wikipedia entries, without having to vandalize the real Wikipedia). 

            (*) I don’t mean the nazi version.

  • http://www.facebook.com/people/Willi-Enderle/1668850948 Willi Enderle

    Lets be honest.
    The combat is horrible …

  • Old Ben

    How to make DayZ players even more paranoid about each other:

    - If you’re bitten by a zombie (but not killed), you start turning into a zombie. For the first 24 hours, there are no visible symptoms. Then you start to change.

    - When you turn into a zombie (ex., after 48 hours), you lose control of your character (it’s basically like dying, or being put into spectator mode – seeing the world through the eyes of your now AI-controlled character, until it finally dies).

    - However, if you eat a (non-infected) freshly killed corpse before the zombie transformation is complete, you set the transformation back by 24 hours.

    Now go out and enjoy meeting friends. ;-)

    • http://twitter.com/dularr Dularr

      That does sound like sweet (meat) gameplay.

  • http://twitter.com/dularr Dularr

    Long time ago, worked for a small family owned PC reseller.  When cash got short and couldnt make the payroll, they would direct the sales staff to sell PC at or below cost to cover payroll.

  • MMO_Doubter

    Stop saying “I know” when you don’t. Just because some dev said something doesn’t mean it is true.

    • MMO_Doubter

      As for the web searching – FC could solve the easy solutions with their own website pages,  but I am sure that is beyond their resources to do.

  • MMO_Doubter

    Survival horror absolutely needs serious death penalties to work right.

  • MMO_Doubter

    38 Studios’ employees should walk – right to a lawyer’s office. NOW.

  • Bluecewe

    Is it me, or is The Secret World’s combat heavily reminiscent of Star Trek Online’s ground combat? I thought that combat system had been put to bed.

  • http://www.facebook.com/people/Robert-Caliolo/100003765889295 Robert Caliolo

    The combat they feel is lacking needs to be stressed that with all the skills available the player should not pigeon hole themselves into say just a hammer user or chaos user or pistol user. You need to focus on 2 basic skill sets and look at some other skills in trees that you have no want to play. For example, right now every player should be taking the hammer skill brawler. It is a passive that adds crit, so every build can use it. Not to say you must but it is a nice 1 ap skill that allows you to add damage.

    Sound is another issue. Keep in mind that you are just starting and you have newbie weapons that will sound and look much cooler later on as you level them.

  • http://www.facebook.com/people/Robert-Caliolo/100003765889295 Robert Caliolo

    DayZ, I would play a Merchant… If it was safe to even play that. Imagine where money means nothing but trading does.

  • http://www.facebook.com/people/Robert-Caliolo/100003765889295 Robert Caliolo

    3 Faction pvp?… What if Dark Mellinium actually got back into business and has multifaction? Orc vs Eldar vs Chaos vs Imperial Guard vs Tau vs Various Marines vs Tyranids. not thats pvp.

  • http://www.facebook.com/people/James-Taylor/1098712948 James Taylor

    If only England Netflix was good I would actually use it :(

  • Old Ben

    Regarding TSW’s quests, and specifically the part where you click the paintings, I didn’t find that particularly “clever”, I found it pretty annoying and cheap. The quest goes more or less like this:

    First stage tells you to follow the Illuminati symbols. Easy enough, you just look around and follow them around town until you find a plaque. Not exactly very exciting (there’s a bit of fighting along the way), but it introduces the notion that each secret society leaves symbols around the world that its members instinctively recognize.

    The second stage, however, is where problems begin. The plaque has an image (showing a quill, a globe and a telescope, with a lighthouse in the middle) and text saying “In the Seat of Power, the Navigator immortalized illuminating the path to the sleeping priest and fletcher”. You’re supposed to “find the location the plaque refers to”.

    My first through was that the objects in the plaque represented something, so I opened the map looking for a library, a lighthouse, an observatory, or something like that. I found a couple of lighthouses / light beacons, a lot of places called “priest” and a lot of places called “fletcher”. There’s a priest house, a priest island, a fletcher bay, a fletcher island, a fletcher road, and so on. I also considered what “the seat of power” could be. The logical association would be “throne”. There’s no place called “throne” but there are lots of places called “king’s [something]“, and specifically a king’s court.

    There is no way to distinguish real clues from false ones, and the naming of places on the map is clearly deliberate to force players to investigate 10 or 20 different places before finding the “correct” one. Evidence of that is that nearly every logical (but wrong) place has a ton of zombies waiting for you.

    As it turned out, despite this being an ancient code, “the seat of power” referred simply to the town hall, which is on Main Street.

    The first thing I noticed at the town hall was that, all over the walls, there were black rectangles with red outlines (meaning you can interact with them). I clicked on one and got a message saying something like “There is nothing special about this painting.” Oh, so that’s a painting? Because on my screen it’s just a black rectangle. But okay, I’ll try clicking on another one, maybe that will show me the actual painting, and give me another clue.

    And it did. Except it was (as I later found), the “wrong” painting, and so the game decided to punish me by giving me a “wrong clue”, disabling all the other paintings (so I couldn’t click on them) and sending me across town to a shop where I was told “step completed”, but my quest didn’t actually advance. I assumed that was a bug, but eventually walked past the town hall again and noticed the red outlines were back. So I looked for some clue as to which one would be the “right” painting (or were they going to force me to follow 12 “wrong clues”?). There were no usable light switches anywhere in the room, and the paintings were completely black. Eventually I found that, by going to the game’s menu, I could crank up the brightness and make the paintings visible (I hadn’t lowered it before; the paintings were black with the default “ultra quality” setting).

    And one of the paintings happened to show a quill, a globe and a telescope. Clicking that one advanced the quest to the next step. So there was really nothing to “interpret” about the plaque or the text (except “seat of power”), the puzzle boiled down to using the video options to make the paintings visible, and then clicking on the one that showed those objects.

    Sigh…

    The next part (step #3) makes a bit more sense, but again has a couple of red herrings (one of which will make you click on up to 112 different objects – I’m not kidding) and doesn’t really fit in with the quest line (the answer is related to King Solomon, but you’re on an Illuminati quest, not a Templar quest – why would the Illuminati use a Templar reference to hide their password?).

    I like the game’s atmosphere, and I think the voice acting and storytelling are excellent (light years ahead of GW2), but the excessive use of red herrings is a cheap way to make quests seem harder, and forcing players to change their video options to solve a quest step is just terrible game design.

  • http://www.facebook.com/profile.php?id=1611098379 Robert Mikre

    Amazon has ArmA II: Combined Operations on sale for $15. Everything you need to play DayZ.
    http://tinyurl.com/6p7uuc8

  • DerTefan

    To Gamedesign i wont disagree, but for me the ‘Riddles Hints’ change with the Fraction you choose. And as illuminati originally fouded by some Philosiphers in Hamburg, which also see Solomon as the first ‘enlkightned’, the reffering is ok, also the questhints look very simple to me, Illuminati hide things obviously in front of you. F.E. if there is a referring to an Oak in the Woods, then go to the Forest and look there, merely not the middle than at the outer border (say, an special Oak will stand in the middle, on the gloomy Center, arent? Wrong for Illuminati, but right for Templar). The Dragon would be more than an Oak in an industrial Plant or smthg. chaotic.

    But thats only my opinion, cause this Game looks very similar to the good ol’ “Mage-The Awakening”-Pen&Paper (not the actual which is Reckoning-referred).

    So, me has no probs with the Quest-’Logic’, eccept theyre to easy with thus Graphic-Hints (The changing Mousepointer, the glooming effect if you can interact etc….). Put em Away or at least fill in an ‘No Hinints, no names above Heads and only selfmade-Mapmarkers’-Mode. Force the Player to interact, not to grind around (theres no difference between grinding Quests or killing Mobs to grind, boring and amience-killing is both of them).

    This Game has possibility to be a real Concurrence to GW2, it has better idea of a Skillsystem in  the freedom, just the actionswapping of the class is a bit….welll….odd? Woooo, now i pull out a Greatsword for an attack, next second im using a Sniperrifle and change to rangedd… Make a hard-Setup which can be choosen in ‘your Crib’ and only be changed there. Then fill in some more People runnin around, some more #normal living# as counterpart for the weird an mad ones you interact with. I feel like im the normal Guy and everyone is like me. Where is the Mob, hunting the #Witch#? With this lil changes TSW will be te alternative Game to GW2.

    Still, after this ‘mourniong-around’, its a great Game and a godd idea, keep up with the Art of Gamedesingn, use the marketing as Tool to pay the fees for expressing your art, then i will see a great future of yours *making some weired actings while rollin’ eyes oddly*

    The chaos Within may Guide you through the static outside.

  • http://www.facebook.com/kevin.nokes Kevin D Nokes

    loving the secret world going to pre-order from Amazon to get the wolf pet. where r u going to pre-order  from

  • jayremy

    I think this is a prime example of why people like and have liked sandbox MMOs on Day Z. The sense of exploration a raw start open world to do it how you wish and it lets the players determine the flow of gameplay. There is no standardized anything, random spawns, a legit death penalty, but one that isn’t really a turn off to play in general, no linear paths or typical experience hand holding.

    I just don’t get why this wasn’t done sooner, there have been many games trying to cash out on zombies and apocalypses. They all have tend to used the same formula of fighting waves with point A to point B goals with rather a narrow scope of events.

    In TSW I myself couldn’t get into the combat, it wasn’t just about animations and sound, though I did notice it lacking as well. It was for me just a feeling of a auto-attacking targets without the convenience of auto attacking. It was for the most part just spamming a (same) sequence of abilities on nearly every mob. It really didn’t feel like much though as the player was being put into what your choice of abilities did.

    Its a shame because all the weapons look as great alternatives to each other, not one feels crappy or overpowering to all others, each having intriguing abilities. That, on top of being a non-class and non-level based game just seemed like such a great progressive step in MMO design and innovation. It may have been poorly executed but behind it was a great concept.

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