A week without heroes

Sunset for superheroes? Probably not, but possibly for me. Or it may be just another of my fads. (Archive picture.)

I think this past week was the first week I have not played City of Heroes since the game came out, more than 7 years ago. Yes, that includes vacations, the Holiday season, the flu, NaNoWriMo, everything I can think of.

At first I just skipped it a couple days because I had gotten two expansion packs (cheap) for The Sims 3, and I only had so much time for gaming after all. After those couple days, the urge to play it has not yet return, as it always did before. For now at least, it suddenly just does not interest me anymore.

One thing that may have influenced me is the announcement, which happened just after those first couple days, that the game is changing payment model. This fall it will become free to play, but with a lot of restrictions that you can only get around by buying the advantages you want piecemeal, or continue to subscribe. This should draw in a number of cheapskates, I suppose, and it is not like the subscribers lose anything. New content is being developed as usual, at least for now. It seems likely that some of the oldtimers are also going to drop their subscription and play the reduced version.

I don’t know if I am going to do either. Probably. It is a good game. In fact, on a scale of good versus evil, it is probably the best I have seen. It casts you as a hero fighting to protect the innocent and punish the guilty. But still fighting. I am currently not in the mood to fight imaginary characters.

You’d think that this would be the ideal way to get out some aggression after losing my beautiful home. But instead I have been playing the Sims 3. My self-sim, the best representation of myself in the game, has worked his way up from a broke high-school student living alone in a small home, to a famous scientist. He has mastered the skills of gardening, painting and sculpting and raised his adoptive daughter from a toddler to a smart and successful teenager. I really enjoyed that, more so than fighting giant robots.

It’s not like I’m growing up or anything, don’t worry. But whether it is a lasting change or just a pause, I thought it was worth documenting.

Sims 3 & EA Origin Direct Download

In Japan, personal computer games is also an euphemism for games with explicit content. That was not at all the reason why I had a stack about as high as this one, though. They were strategy games, various simulators, and sword & sorcery roleplaying games. And expansion packs for The Sims, The Sims 2 and The Sims 3.

As I have told before, after my two moves there are no longer a couple hundred computer games in my home, but only a handful. However, the Sims franchise – pretty much my only games now besides City of Heroes – comes with a new expansion pack twice a year, as reliable as the seasons. I generally don’t buy them until the bugs are ironed out, as this disturbingly lifelike life simulator either has poor quality control (EA tries to save a penny where they can) or is just too complex to test.

This week, I had installed The Sims 3 again on the quad-core machine and found that with Windows 7 and a Solid State Drive instead of the main hard disk, it ran amazingly smoothly.  So I decided to throw at it one of the largest user-made worlds out there, Los Aniegos.  (Yes, that is a pun on Los Angeles, and the overall structure of the neighborhood is inspired by that area. Of course it is 10 000 times smaller or so.) This neighborhood needs the Ambitions expansion which I already had, but also the World Adventures and Late Night expansions, which I saw no reason to buy before. Also, they have now come down in price. Way down.

(A new expansion pack is out recently, called Generations. I assume my recent renewed interest for The Sims 3 may be in part due to the collective telepathic influence of hundreds of thousands of gamers being excited about the game again for a few weeks. A great disturbance in the force…)

(I am not buying it now, then. Waiting for the bugs to be found first, but also for the price to come down, and for some really good content to be made by users for it.)

(Disappointed to see that the Norwegian name is Generasjoner, which is a literal translation, or barely even that. The name should have been slekters gang, according to the voice in my head. Next time mail me before instead of making a boring translation. The voices in my head are always happy to share their wisdom with the world for free. That’s just the kind of people we are, the voices and I.)

***

After checking the Gamestop in Kristiansand (the city where I work) I also checked a couple online retailers. However, considering the price, the freight and the delivery time,  I ended up buying both of the earlier expansions directly from Electronic Arts, using their new “Origin” direct download service.

“Origin” is the continuation of the EA Download Manager, which has been around for a while.  It serves two functions:  To buy and download games without CDs and boxes, and to update existing games with patches. The name is somewhat ironic: Electronic Arts bought and closed down a famous software house called Origin, best known for its cult hit Ultima series.  It is uncertain whether they originally meant to close it down – they were not really competitors – or whether the clash of business cultures simply made it impossible for the Origin developers to continue doing their work. EA is famous for being extremely suit-controlled.

While the “Origin” download service is a cold comfort for the demise of one of the most creative software houses ever, it is actually quite good at what it does. I would have appreciated being able to choose what disk to install to, but on the plus side, it is very idiot-friendly. You just pick the games or expansions you want, click through a lot of legalese (telling you that you have no rights and Electronic Arts can do whatever they want without you complaining – standard contracts in other words), and the program downloads and installs on its own. When you come back from making dinner, it is ready to press Play. It seems great for the type of humans who “just want to have fun”.

You do not need to be online to play the game, only to install or uninstall it. There is even an unsolicited description of how to uninstall “Origin”, should you ever wish to.  That was a pleasant surprise:  The competing service “Steam” from Valve (yes, probably an attempt at humor, that name) would log on (“phone home” as we say) if I tried to play Civilization 5.  With “Origin”, you can play anywhere, at any time. Or at least that is what they say. You need to be online when you install and activate the games though. And you can only install each game on 5 computers. Simultaneously.

That is pretty generous unless you have a large family, I’d say. And if you decide to  get a new and better computer, you can simply uninstall (while online) from one of the old computers, and “Origin” will phone home to tell that you have a license to spare, which you can then use to install the game again on the new computer.

The problem arises if your computer – or at least hard disk – dies without telling you in advance. This is not uncommon.  By the time I gave up on my C: disk on the quad-core, it was probably too late to uninstall things from it.  And most hard disk deaths are more sudden than that. One morning you wake up and your computer does not.  So over the course of a decade or so, the 5 licenses are likely to dwindle to two or even one. At that point you will probably start backing up your whole disk, which gets around the problem if you buy the exact same type back.

Or, perhaps after 10 years you are not going to play The Sims 3 anymore. I mean, how many are currently playing The Sims: House Party, which came out in spring 2001? Such people may exist, but are probably not used for business decisions.

This seems like a good time to point out that the accelerating change of change acceleration is accelerating, or in other words, the way things change faster than before is changing faster than before. By 2021, if there is even a human world left as we know it (and I very much expect there will be), entertainment is going to be quite different from now. It seems unlikely that there will be sold desktop computers, or even laptop computers, at the time. Hard disks and heavy-duty processors will probably be online, and most interaction with computers will come from handheld pads or tablets with 3D projection. Sims 3 is unlikely to ever be optimized for that.

 

Sims 3 reinstalled

My test sim has completed a “Deep Thought” ice sculpture. This entry hardly qualifies as “deep thoughts” though. Still, it may interest some younger readers.

After I put in a SSD as my boot “hard disk” and upgraded from Windows XP to Windows 7, all my old programs were gone. I have installed the few I am still using.  From a couple days ago, this also includes The Sims 3.

The game worked horribly badly on Windows XP and Vista. The frequent crashes on the Windows XP machine may have to do with the widescreen driver, which I believe was not made for XP in the first instance. But in addition, both of the machines were hit by sound issues, including one where the sound began to loop and there was no way to exit from the program in a dignified manner until the sound stopped looping, which was random and could take hours when I was unlucky. Force closing the program could cause Vista to display a black screen until I logged off.

As expected, the program runs much better under Windows 7. I am slightly surprised that they could not be bothered to keep the game backwards compatible with the only Windows versions that existed when the game was new. -I have the Ambitions expansion pack, but even if you have none, the game will occasionally update itself. Most notably it will implement small bits from the expansion packs even if you don’t buy the whole thing. So for instance I have the new photo memories feature and life phase length adjustment launched with Generations, and the zodiac system for romantic compatibility from Late Night, and my sculptor tries to make objects from the World Adventures expansion – except they end up as blinking red cubes instead…

Anyway, the game seems to be rock stable now under Windows 7. I have run it for several hours one evening. Unfortunately my favorite modification, the Awesomemod, is not yet compatible with the latest version, but this is unrelated to the operating system. It just so happens that the game has been upgraded for the recent release of the Generations expansion, and as usual this broke some of the modifications that worked before. I have no doubt that Pescado will make the Awesomemod work as well as it did before, probably better.

The Sims 3 is a pretty big program, and more so with expansion packs. As you play, the number of people and objects and data about them will continue to rise. So the game is one that benefits from having a SSD for your swap file, unless you have a lot of RAM in your machine. Of course, RAM is even much faster, but it may not be feasible – for instance my 32 bits computer cannot handle more than 3.25 GB RAM. In any case, when running the game now with the Ambitions expansion, on my Quad-core with 32-bit Win7,  there is no pause anywhere at any time: Everything appears instantly wherever I go on the map.  I am not sure whether this will continue if I play the game for a very long time, but I probably won’t do that. I have a lot of other interests now, trying to maintain my body and soul more than I did. So this will have to do for now.

New “raids” in City of Heroes

Screenshot from incarnate trial in City of Heroes/Villains, with new League overview on the left side of the screen.

Well, City of Heroes and Villains, I suppose, as these new “trials” are open for heroes and villains alike.  I am happy to say that the Hero half of the game remains the more popular, though. Despite a number of competitors in recent years, the old CoX (as the double hero/villain game is often called) remains the king of the hill, and a major reason for this is ever new content included in the subscription fee.

City of Heroes, when new, was among the very first to use instances – basically pocket universes where a quest takes place independently of the rest of the world. Nobody except your team can come into that warehouse while you bust the drug shipment, effectively eliminating the problem of “kill stealing” that has plagued online games since the dawn of the genre.  Today, instanced dungeons are taken for granted even in the sword & sorcery MMORPGs, but that was not usually the case.

Raids, on the other hand, have been around for a long time, and most other online RPGs have been more successful with them.  Despite the unique rewards, the Hamidon raids in CoX only appealed to the hardcore players, which were rather a minority in this game. Part of it was that CoX is graphically intensive, with all the special effects you would expect from superpowers. But it is also hard to organize a large crowd. Until now, the largest fighting unit was a team of 8 players (plus pets, if any).

With issue 20, Paragon Studios introduce leagues:  Basically teams of teams. You can have up to 48 players in a league, by filling up 6 teams of 8 players each. Teams retain the functions they have had before, but in addition you now get a league channel for discussing strategy, and a league display that shows the health and archetype of every member in the league, priceless for healers and useful for all. (Admittedly healers play a much lesser role in City than in traditional RPGs, but it is still nice to have them around, not least during extreme challenges such as these.)

The new trials are endgame content, and only available for those who have bought Going Rogue. (The expansion pack for City of Heroes, not the book by Sarah Palin, unfortunately. It would have been highly amusing if they had meant the latter.) Since this is only the second expansion pack in 7 years, the first being City of Villains, most players who stay around for a bit eventually buy it. There is a lot of content in the game after 7 years, and it is now possible to experience any and all of it through “flashbacks” even after you have reached the maximum level, so there is no pressure. It will probably take a year or two to get through it all, more if you have a job or a family or a religion or something.

Once you’re ready to take the next step, though, you need Going Rogue and a level 50 character.  (The highest level in the game.) There is a tab on the standard interface marked LFG, and here you can sign up for either the Behavioral Adjustment Facility or Lamda Sector, or just take the first one that comes up, regardless of which. The latter is a good option for the fresh level 50 who has not yet unlocked his Alpha slot, as either of the two will contribute to that.

(Or her Alpha slot, as more than a third of the players of CoX are “grl in RL”, as the saying goes. Not very helpful for the desperate dater, as most of them came to the game by playing together with their husband or boyfriend.)

Anyway, what’s with this unlocking of slots? Well, you see, the level cap is still 50. Instead of gaining more levels, the more ambitious heroes are gaining Incarnate abilities, which allows for even more specialization than the game already has. For instance, already in Issue 19 you could unlock the Alpha slot, which lets you select a boost for all your powers. It could be more damage, or more accuracy, or more defense, or speed, or endurance. But you can’t have them all at the same time. There are some combinations, but not of the main benefits, and the more you specialize in one benefit, the less there is for others.

Issue 20 offers a whopping 4 new incarnate slots.  One is a “proc”, a chance of adding extra effects to any of your attacks. One is an area damage that hurts your enemies, another is an area effect that strengthens your friends for a short time, and one is a controllable pet.  Like the Alpha slot, there are numerous different effects to choose from, but you can only have one at a time in each slot. There are also different strengths, from common to very rare. And all of these are built from components that you get mainly through these two trials. (You can convert shards that you find during other content, but it is a slow process indeed.)

In addition to giving you components for building the various abilities, you also have to unlock them, and the only way to do this for the fabulous four is to do these trials repeatedly. To the best of my knowledge, there is no way around it. Each of the two trials unlocks two of the powers, gradually by means of a special incarnate xp. So you have to do them both, several times each, if you want to be one of the top dogs.

Needless to say, some people are less than in love with the notion of mandatory “grinding”, as RPG players call it when you do the same thing over and over. I suppose if you are a housewife, you get enough of that in Real Life! Some jobs too, I guess. So why pay for doing it in a game?

Well, in this case, because it is fun.  If you use the game’s queue system, you will be thrown together with completely random heroes and villains in a fight to forestall an invasion of Earth. The only thing they have in common is that they are level 50. They will have very different powers, so you have to change your tactics for every time you do it.  While I won’t say it is infinitely replayable, it is definitely replayable.

Once you have opened one or more of the incarnate slots, you can do any content in the game (except the player-made Mission Architect content, I believe) and gain a modest amount of  “Incarnate shards”, which can be converted to “Incarnate threads” and used to build content for the new power slots. So it is not like you actually need to do these trials hundreds of times if you don’t want to. You may, however, either because you like them or because you want to want to be the best there is at what you do. If so, knock yourself out. Actually, most likely your opponents will do that for you. These are not called trials for nothing! But even if you lose, you still get various good stuff from them. So I expect them to remain popular for quite a while. They certainly are now.

City of Heroes, January 2011

The vaguely humanoid yellow light source standing over the unconscious Nazis is Sun’s Bright Hand, my “Incarnate” in City of Heroes.

I still play City of Heroes regularly, but I don’t write much about it anymore. This is basically because I am a bit ashamed of playing computer games at my age and my current aspiration. It is a bit like people who watch porn don’t usually blog about it, and people who pick their nose don’t usually blog about it, and people who don’t wash their hands after going to the loo don’t blog about it… OK, that may be stretching it, since they are probably not aware of being abnormal and shameful. But then, neither was I.

In any case, City of Heroes is probably still the “goodest” of the big online games. By that I don’t mean the best, although that could quite possibly also be true. I mean the one with most goodness as opposed to evil. Last year the game added the possibility for heroes to gradually turn into vigilantes and then into villains, but at the same time a corresponding option was given to villains, and this seems to have become more popular than the opposite. I especially notice many masterminds having come to the side of justice lately.

Technically, the game has added a new level of high-resolution graphics for those who have expensive video cards in their computers.  I don’t use this, so cannot really comment on it. The new Praetorian zones are quite shiny, and there is a project for shinying up older zones over the next year. It is not a priority for me, of course.  The graphics have been pretty realistic from the start, apart from the characters of course.

The gameplay has improved steadily, especially after NCSoft bought the game from Cryptic Studios.  A unique feature is “Mission Architect”, which lets players create their own missions (quests) and story arcs (series of quests) and share them with everyone. This unleashed a torrent of creativity. Unfortunately, some of this creativity went into designing missions that gave more reward for less work than ordinary gameplay, much more in the beginning. For this reason, Mission Architect has been repeatedly nerfed (made weaker), and now gives approximately 75% of the experience points and influence (the currency of the game) compared to ordinary gameplay. But for those who have seen it all in the game, there are hundreds if not thousands of new stories to play through. There are also missions that are either easier or harder than usual.

One seemingly small change to the game is that you can now select the color of all ordinary powers. This may not sound like much, but many superhero fans made their own heroes in childhood and have very specific ideas of how they look.  For instance you can now create the equivalent of the Green Lantern corps.  (You are of course not allowed to actually reproduce copyrighted characters. What I mean is that you can have your own superhero group based on a particular color, with matching uniforms and powers.)

The game took a new direction with the release of the Going Rogue expansion pack. This was the one that made it possible to change moral alignment, but it did much more. It introduced a third game world, but it also unlocked the Incarnate system, which is where the game is headed now.

In the original lore of the game, there were only two incarnates: Statesman and the villain Recluse.  Having been infused with the power formerly used by the “gods” of Olympos, their powers were greater than other superhumans. But that is now about to change, as the same power is very slowly becoming available to other heroes as well.  (The regular reader of my blog will probably understand my interest in this “divinization” from a symbolic point of view.)

While unlocking the Incarnate potential does require the Going Rogue expansion pack, that is only the beginning of the beginning.  There is a series of quests one must go through in order to actually unlock the first Incarnate slot and begin earning Incarnate shards.  This is a kind of salvage which is earned by completing level 50 missions and occasionally just randomly given from defeating level 50+ villains.  (50 is the highest level in this game, and there is no plan to change this.) New incarnate abilities are added to the game with each new “issue”, an upgrade of the game with new features approximately three times a year. At the current speed, it will take numerous years to introduce all the Incarnate abilities, and the time between each new issue can be used to complete the requirements for actually using that new ability.

In other words, the demi-divinization of heroes is a process that takes several years of real time.  Surpassing their previous boundaries is a slow process, almost unnoticeable, and you cannot become a master of everything, certainly not at once. You have to decide how you want to develop: Will you shore up your weaknesses, or make your strengths even stronger?

While this is the major current of the game, there are also smaller events. For instance, from around midwinter and out January there is a Winter Event, and from around Valentine’s Day onward there is Spring Fling. This weekend is one of the few Double XP weekends in the year, when casual gamers come online in droves to get double experience points and influence.  At random intervals, but usually several times a day, there are also zone events that only appear in one part of the city and only lasts for about half an hour:  Rikti (alien) invasion, Zombie invasion, or Supernatural invasions. When these happen, heroes band together with whoever the find to fend off the attack. Being defeated during such an invasion does not lead to experience debt.

So there is basically always something going on in City of Heroes.  But then again, there is always something going on in real life as well, so there is only so much I can experience of this game.  Your real life may vary, in which case you may want to give it a try.  There are free trial accounts to be had at their website.

I honestly have no idea how long I will be playing it myself.  So many things in my life just gradually fall away over the years, and I suppose if I live long enough, this is going to fall by the wayside too. But as of January 2011, I still play CoH every week. Coming from me, that is a kind of recommendation.

Civilization V game – early impressions

Welcome to the future of Civilization (or at least the game of that name).

I don’t have unlimited time for gaming, but some days ago I bought the latest incarnation of Sid Meier’s Civilization. The original was possibly the most engrossing game I have ever known, so that I still thought it was evening when the morning sun rose.  This is not quite that bad / good, or perhaps I am just more resistant now.  But my first impression is that I like it better than the two previous versions.

The first thing you notice is that the game now requires online validation. It uses the online gaming service Steam, run by a company called Valve (who also make some popular games on their own). If you don’t have Internet access, you can’t play this game.  If Valve goes bust or is bought up by competitors, or if their servers are hit by a meteor or whatever, you can’t play this game ever again.  If you are temporarily without Internet connection, or if the Steam server is temporarily without Internet connection, or if there is a line break anywhere between the two, you can’t play the game until this is fixed. So, a big thumb down for this. It is not like the game actually needs this feature for any reason:  Multiplayer is entirely voluntary and a clearly separated part of the game.

It is obviously some kind of copy protection. People are scared of piracy, and rightly so. But the irony is that due to this copy protection, you are better off with a cracked copy (unless it is infected with virus or other malware). Legitimate customers are the ones who have to suffer this indignity, pirates don’t. Well, unless they want to play multiplayer, in which case they may find themselves in hot water as their IP address will be registered.

Now on to the actual game. It is advertised as having a major upgrade of graphics, but I don’t agree. It is no more decorative than Civ4 was, and more cluttered. The information is reasonably easy to find, but there is a lot of detail that is basically more noise than signal. The game designers have taken this into account and provided a strategic mode you can toggle to, but that goes to the other extreme again, looking terribly cartoonish.

One striking change is the shift from rectangles to hexagons as the basic unit of land (or sea). I approve of this, but it does not look better. It looks worse, in my opinion. I may simply need to get used to it, but it is months since last I looked at a Civilization game and it still looks just unnatural to me. It does make more sense in military confrontations and unit movement though, and also in land cultivation.

Another major difference from all the earlier games is that cities now have hit points and an inherent bombard ability regardless of whether there are military units in them. So you can establish a city and not immediately fortify it. Even a small city with no upgrades can fend off the random wandering barbarian army or two without a scratch, which is nice.  But it goes further than that.

During my second game, I played at an easy difficulty level. At first I made mostly workers to improve the land, but then I started plonking down cities. I fortified a warrior in the first and an archer in the second, then made two without defenders.  While working on my fifth settler, I had two of the strongest powers in the world declare war on me.  Russia had about half of the world’s military at the time, so that was rather disconcerting. Luckily the highest tech was chariot archers, but still seeing a tsunami of enemy units rolling toward your undefended city…

Amazingly though, the bombard ability managed to take out several attackers without them ever getting right next to the city. The enemy archers were the worst problem, but I managed to finish a chariot archer just in time when the city defenses were eradicated.  The other part of the Russian army that had marched toward my capital city were shot to pieces without doing any damage at all.  So that was pretty impressive.  I assume the same would have happened if I had attacked them, so this is a major change in the game balance during the ancient and medieval era.  I assume this will change with artillery, rocketry and air bombing. Still, it gives a major incentive to expand rapidly instead of building up the military first.

The role of religions, which showed up in Civ4, is utterly removed. You can still build temples, but they only give culture points. Specialized religious buildings for different religions are removed, and I did not even see the cathedrals that have been with the game from the start (I think, I know they were in Civ2 at least). The number of religious themed Wonders of the World is also reduced, and there is no longer particularly many from the Christian sphere compared to other cultures. It seems safe to guess that Firaxis got burned on that feature last time.

Culture no longer expands your border rapidly. You will get nearby land or sea tiles as your population grows. There seem to be more tiles than population, but not by much, unless you spend gold to buy them. This may be a good idea if there are valuable resources just out of reach, like luxuries or iron or horses for your military.

On the other hand, culture now accumulates to let you buy social policies. These come in a number of groups, some of which are mutually exclusive, but many are not. The groups are themed, so that one group is particularly useful for large empires, another for small, another for seafaring and mercantile nations and so on. You can win a cultural victory by getting many enough of these, but even on the ridiculously easy Tutorial level I was nowhere near that before the game was closing in on the year 2050, where scoring ends.

The Civ games used to benefit greatly from micromanagement. It was a bit of a wrist nightmare, to tell the truth. This may be one of the reasons why I have played it so little over the last years. In this version, micromanagement is downplayed. You can still do some of it, but it does not make the huge difference it used to.  Unless you are pretty good, you should probably leave most of the mundane tasks to the computer intelligence and concentrate on the strategic stuff.

The military is changed in more ways than the hexagon tiles and the strong cities. Support of armies is simplified, and you can no longer stack two military units in the same tile. They are also more expensive to make. The net result is that you make many fewer military units, and feel more protective of the ones you have. Experience makes more difference than ever before, so if you have an old spearman you will definitely want to upgrade rather than disband and make something new.

Having only one unit per tile means warfare is far more intuitive. No more mousing over tiles to see how many units are stacked there. Just look out across the field and you can judge the forces pretty quickly.  Battles also don’t end with annihilation unless one of the sides is extremely much stronger. Even if you lose, you can normally withdraw to heal, unless you are surrounded. And there is now a preview before you attack, which tells you the expected outcome of the battle. The actual battle may be a little different, for instance I got predicted “minor victory” but ended up with a stalemate, but the range of randomness is cut down. No more spearmen sinking destroyers by sheer luck.

That’s all I can remember off my sleepy head.

Game review: Elemental

Screenshot from the game. The text of the review is mostly copied from my LiveJournal, where I have a couple friends who are into gaming.

I had a sickday yesterday (for unrelated reasons!) and spent some time with Stardock’s brand new game, Elemental: War of Magic. There was some serious patching first, and I got two new patches over the course of the day. From what I read online, Stardock may have intentionally released the game buggy and only provide patches for registered customers, to thwart pirates. The game has no conventional DRM.

The game plays like Master of Magic and Civilization III had a love child who is now grown up. (Let us just disregard that Master of Magic was the love child of Civilization I and Magic: The Gathering. That makes MoM the aunt of Civ3, I suppose…)

In-game help is a virtual tome, similar to the Civilipedia but in character for a magic game. The help for the user interface is pretty much absent (or well hidden) so there are still things that I can’t figure out even with the PDF manual. They are not essential though.

The game is probably not intended for the casual gamer. This makes sense since it is from Stardock. Even at Novice level, the easiest, by the time I was sure I had started on a peninsula, the nearest AI had already begun building outposts across the entry to the mainland, blocking me off. It had no hurry to expand in other directions.

The game is still not completely stable, but it autosaves, and load time is acceptable. Actually, I don’t mind the occasional crash as it provides an automatic break. Most people probably don’t think like that though.

Seems like a good catch, but overall I would rather not be sick on the first place, even if it means working instead of playing Elemental…

(I thought this may be of some interest since my website was originally named after a feature in Master of Magic, which this game is a successor to. Stardock even tried to buy out the original game, which has not been for sale for many years, but did not succeed. This game is similar, but not enough to excite lawyers, I think. As for me, well, I would probably not have named my website “chaosnode.net” today, let us just say.  But more about that later, if ever.)

RPGs and spirituality

We live in a world bound by rules. And even though we try to push the limits, they are there. But while we are here, we are simultaneously in another, greater world, in which this world is just like a shared dream: Small, limited, not quite real. And the rules that apply to our world are different from those that apply to the greater world, the Real World to which we all return when we log off.

It was around 1964 that I got the basic inspiration for what we today call “role-playing games”, or RPGs. In its basic form, it consisted of a hero, a sword, potions, trolls to be defeated, and leveling up. The levels were counted by the number of heads on the trolls. Admittedly a rather rudimentary design, but then again I was about six years old. The world’s first official RPG was released in Sweden approximately ten years later unbeknown to me. At that time I was already a teenager, but I did not play RPGs. I only learned about these later, and was surprised.

The people who were young when the first wave or RPGs spread around the western world? They are now ruling that world. They are the politicians, the businessmen, the preachers, and the women who bring all of these low when the time comes. Today we live in the first society where RPGs are widespread, a natural part of culture.

Regular playing of RPGs are likely to accustom people to the thought that there are different levels of reality at which a world can exist. Clearly the worlds of City of Heroes or The Sims are much less real than our world, and yet they are quite fleshed out with so many different possibilities that all humans now alive, if they spent as much of their lives as biologically possible just playing these games, would not in a lifetime exhaust all possible combinations, even if there was no new content added (which there is several times a year).

As these virtual worlds become ever more lifelike, there is bound to sneak in a suspicion that our world may not be the most real one. Thus, The Matrix. But Buddhists have claimed for 2500 years or so that this world is illusionary, except perhaps for the mind itself. Other religions also chime in that the Real World is “up there”, not here on Earth.

Clearly spirituality came first, by thousands of years, before roleplaying games. But do these games influence our openness to spiritual beliefs? Or is it the other way around, that people with an earlier, more concrete mindset would not have wanted to play RPGs even if they existed? Have children throughout history discovered the basics of RPGs, only to lay them aside when they grew into the more earthbound spirit of their times?

Heroes gone wild… er, rogue

There is nothing rogue about my Azure Wingman. He’s a bit darker than intended, but only in coloring.

The massive online multiplayer game City of Heroes, known as one of the most family-friendly in the pack, was after some years followed by its shadow, City of Villains. While some play one of them exclusively, others have characters on both sides of the divide. There was, as is good and proper, a great gap fastened between them, so that those on one side could not go over to the other, nor could those on the other side come over. There were a few combat zones where heroes and villains could fight each other, but this proved not to be popular. Most players far preferred to fight against computer-generated opponents rather than real humans.

Soon a couple cooperative zones were established where heroes and villains could fight against a common threat or just chill under a truce, but this was also rather limited. And the two worlds were still separate in essential ways, so that for instance enhancements crafted by heroes could not be sold on the black market in the Rogue Isles of the villains.

Lately, and I feel compelled to say unfortunately, a third expansion has been made. This week it went live, officially on Tuesday (though some could play it on Monday). This second paid expansion (there are 18 free ones) is called “Going Rogue”, but has nothing to do with Mama Grizzly as you Americans may think. Rather it contains an alternate Earth in which history took a different course, where the world’s greatest hero became a tyrant, and superheroes rule over the common people with an iron fist… for their own good, of course.

In this place, called Praetoria, you can create a new character based on either a hero or villain archetype. But their origin does not define them. It is up to the player, through his (or surprisingly often her) choices to define the alignment of the character. You may wholeheartedly join the ruling group, or work for the Resistance seeking to overthrow them, or work for both of them at a proportion of your own choosing.

By the security level of 20 (out of 50 possible) your goose is cooked in Praetoria, and you have to make it to either City of Heroes or City of Villains. But someone who started from a villain archetype may be “redeemed” to become a hero, and someone starting from a hero archetype may “fall from grace” (yes, the publisher uses this religious terminology).

Even after you arrive in Paragon City or the Rogue Isles, however, your future is not set in stone. The same applies to those who have been around before, and never visited Praetoria at all. They will find temptations in the form of “tips” from enemies they fight. These tips lead to missions where you may gradually change your alignment – or affirm it. There are rewards for staying with your original decision, and you may become slightly more powerful as a hero or villain. On the other hand, the opposite lets you cross over to the other side. In effect, villains can now become heroes, and heroes can become villains.

As a regular of the game, I was invited into the early Closed Beta testing. This is not my first time doing beta for them, but this time it did not last long. I found the moral ambiguity not interesting.

The expansion is not ALL about moral grayzoning, but almost. The upgrade to the graphics engine was included in the previous free expansion (and presumably the one before that again, when power coloring was introduced). There are a few new zones and enemy groups in the level 1-20 range, and the first hint at the new endgame content comes in the form of the first of ten “incarnate levels”. I will have to come back to those, if ever. I understand them not to be simply more levels (as in level 51) but rather a somewhat different way of improving your level 50 character, but I haven’t tried.

More to my liking, there are a few new powers. Actually the most popular of them, dual pistols, has been available since the previous free expansion, but available only to those who pre-ordered Going Rogue. Which I think most did. I did not, though I have bought it after release. With a month’s subscription fee included, two new character slots, and the new powers and auras, it is not a bad deal if you have money you don’t need yourself or want to give to the poor.

I naturally skipped Demon Summoning. There is enough of that in real life, but let that lie for now. There is also a new power of electricity manipulation, which I have not tried (there were already several electricity powers in the game before). I have however tested Kinetic Melee. The hero in the picture above has this. Basically he uses the aura around his hands to fight. It is somewhat similar to the concept of using Ki in martial arts. You can throw enemies around without actually touching them, but still at a short distance, about the length of a blade mostly.

The azure auras on Wingman’s hands and the gleam in his eyes are not parts of his power, as one might think, but are also new. Before, you could only get auras after doing a series of missions (quests) at level 30 or above. So that is a welcome addition. The hand auras fit quite well with his powers, and I colored them in the same color so they would blend seamlessly. I am quite happy with the result.

But the main attraction of the expansion, I am not impressed with. Sure, it is nice that masterminds and brutes can become heroes. But the whole “shades of gray” thing was not really ever on my wishlist. And it still isn’t my reason for buying the expansion. It is not a “run and buy” recommendation in the least. More like a curiosity.

Online games – a road to Hell?

Dogpile! From the online game City of Heroes.

I am not talking about online chess or Online Go, which are like their offline versions. I am sure better men than I have evaluated their ethical standing. If not, I would just say that if you are a sore loser or a triumphant winner, you should consider not playing even these unless you are a child. It is OK for children to experience a wide range of emotions so they can learn, since they hopefully have parents or guardians to contain them and help them back to balance. For adults, to be brought out of balance by a game is shameful and should give grounds for self-reflection.

What I want to write about, however, is the current popular breed of multiplayer roleplaying games like World of Warcraft, Dark Age of Camelot, or City of Heroes/City of Villains. In these games, you take on the role of a character, almost always a fighter of some kind (there are also healers, but these go along with the fighters into battle and are targeted by enemies as well).

In some cases, the very name of the online game hints at the atmosphere: Nobody would want to spend their real life in a dark age, or a world at war, or a city of villains.

Fighting is the main appeal of these games. And not an abstract battle of anonymous pieces, like in chess. It is man against man, or at least team against team. While some games allow you to craft weapons or even grow crops, it is safe to say that the heart of these games is the fight to the (temporary) death.

The game would obviously not last very long if death was permanent, so a main difference from the real world is that you return to life with only a small penalty, which varies from game to game. It could be loss of experience points, gold or equipment, but in any case it is only a minor setback. As such, you are not actually killing the opponent’s character, only inconveniencing them. Still, it is generally referred to as killing, which it symbolizes.

In some games, your character can kill anyone and be killed by anyone. In others, the world is organized into two or three competing kingdoms, and you can only kill foreigners. This is more similar to war than murder, but it is still mostly undertaken in small groups of 6-8 players, although sometimes several groups band together for a raid.

In many games there are also servers or at least zones without “player killing”. Instead you have only “PvE”, “Player vs Environment”, in which you fight against computer-controlled opponents. These may look human or otherwise, but you cause no insult to actual real-world humans by defeating them. You may fight these imaginary enemies alone or in groups with other human players. In some games you can also have computer-controlled pets or servants that fight together with you.

By now we should have a pretty good idea of the ethics involved. Let us first measure our actions against the golden rule. Would you want others to do this unto you? In other words, can you put yourself in your opponent’s shoes? My observation is that people get very upset when defeated by a human opponent, and yet they persevere in doing it to others. So yeah, that is a definite danger zone.

You may argue that you would never kill anyone in real life, but you ARE causing emotional upheaval to real people over the Internet. And you are doing so by going through the motions of killing a humanoid character, which has a quite different flavor from beating someone in a game of checkers or a sports competition. I can see this from the intense reaction of the victims: Curses and profanity abound in PvP zones, and threats that are not always restricted to the game. Clearly the opponent really feels hated.

In short, you are adding to the total of suffering in the world, and as such I am bound to advice against it. This is not what we were born for. Or born again for, as the case may be.

There is another element to it, and that is what you do to your own soul. Let us consider the fate of the soul upon death. It is common in western religion to see the further reward or punishment of the soul as imposed by a foreign will. Basically this guy, God, sits on a throne and decrees your fate. As such, he can be reasoned with, at least by paid experts, so that you can go to Heaven even if you don’t fit in there at all. Indeed, you may not even enjoy Heaven unless you get a brain transplant first, which kind of defeats the point of going there in the first place. If someone else arrives there with your name, it is not much to pop the champagne for.

Buddhism and some parts of Christianity have a somewhat different view. The afterlife is not decided by God’s personal opinion, but on the objective measure of what your soul is like at the time of your passing.

In a manner of speaking, the afterlife is indeed like a virtual reality, in that you are unberthed from your body and all things familiar and thrown into a world of the soul. (Unless, as Jehovah’s Witnesses believe, you simply wake up later in a newly resurrected body. Would be nice, but you still don’t get back to the life you lived. It will anyway be a new and different world.) Now, if you have trained yourself to see life as an ongoing fight for your very existence, to see any stranger as a potential enemy, and you golden rule has become “do unto others as they would do unto you, and do it first”… Now, if God does not put you on a fast train but simply let you gravitate toward the afterlife where your soul naturally belongs… Not a good scenario, is it?

Approximately ten years ago, I used to play the computer roleplaying game Daggerfall daily. It was not an online game, so we always knew that the innumerable opponents were computer-generated. Even so, on an online group dedicated to the game, one of the players mused that perhaps we would go to Daggerfall when we died. He did not seem to think this was a bad thing, and it is indeed a world of amazing possibilities, filled with magic and wonders. Even so, I can think of better fates, due exactly to the constant threat of violence and murder.

At the time, I did not think it possible that we could actually go to Daggerfall after our death, of course. Now I am less sure. In Christianity, as it is commonly understood, there is only Heaven and Hell. But Jesus says that “in my Father’s house there are many rooms” [or even “mansion” in some translations], and also that there are different degrees of punishment for those worthy of that. Given the psychic energy that thousands of people pour into computer games, it is not entirely beyond the pale that a psychic realm – a world of the soul – may be created to accommodate those souls who feel more at home there than in the ordinary world.

In the Judeo-Christian creation myth, God placed the Tree of Knowledge in the Garden of Eden, even though it could at the time only bring ruin to mankind. This was not an act of cruelty, but a symbol that to God, freedom is more important than life. If they were willing to trade eternal life for knowledge of evil, then so be it. If God still has the same mindset of valuing the freedom of the soul, it is not entirely unthinkable that those who freely choose an imaginary realm of strife will also go to an imaginary realm of strife after their tenure in the flesh has ended.

In any case, there will not be Player vs Player in Heaven, I am quite confident of that. In Valhalla, though…