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Stars’ Rug-Pull

Stars Reach is the Raph Koster moonshot that, as far as I can tell, has immediately shot itself in the head. The official Kickstarter will be active at the time of this post, but some of the pertinent details have become clear in a fireside chat with Koster (emphasis added):

[…] The game itself, however, will be free-to-play at its full post-early-access launch, with an optional sub (called a “property pass”), supporter packs, a cash shop, all for cosmetics, not P2W items. “We’re not gonna break the economy for the sake of the Kickstarter,” Raph Koster says.

The devs don’t want players thinking of the property pass as a subscription – “We’re avoiding saying the word,” Koster admits – but it pretty much is; that pass will be required to own homesteads and to receive early access to new cosmetics. If you let the pass lapse, your house will just pack up and be ready for you to place again when you resume (Stars Wars Galaxies, basically). […]

Let’s review for a second. Stars Reach is a game about exploration, gathering resources, fighting mobs, all with an entirely player-based economy. It is being billed on the official website as a “massively multiplayer sandbox RPG” meant to “immersing yourself into an alternative world of adventure.” And it will be Free-to-Play!

…unless perhaps you want live anywhere you will be playing. That will cost you a $10/month subscription.

But it potentially get worse! I was taking it as a given that players would have some base-level ability to set up crafting stations inside a spaceship or whatever, even if you weren’t paying space-rent. You know, like in Starbound or No Man’s Sky. But according to the preview on homesteading:

A Homestead is a patch of a world that you claim as your own. You set up a camp, register that camp with the Transplanetary League, and voila!, it is yours.

Now you can build on that plot of land. You can create a home, a shop, a manufacturing facility, a farm, a giant robot…whatever you desire. If you claim a homestead in space, you can build a starport, or hollow out the interior of an asteroid as a smuggler’s base, and more.

Combine that with this other Reddit AMA thread:

Proximity will matter a lot.

  1. You have limited inventory. Ships also have limited inventory. If you want to transport a lot, you will be dragging it behind you in wagons or containers.

That means you will have to physically (and relatively slowly) move goods from the wilderness to your spaceport, from orbit to a wormhole to another space zone, across that other space zone, across however many astroid fields, nebulae, etc, as there may be, until you get to orbit around the destination planet, land, then schlep the stuff to its delivery location. And monsters are probably going to be trying to steal it the whole way.

Neither of which indicates to me that the space hobo way of life is especially supported. By which I mean any F2P player. Because what are you going to be able to do on a foundational level? All items decay and have to be replaced with player-produced ones. Lugging around resources is apparently going to be painful. I’m taking it as a given that players will be able to craft basic items without needing a homestead, but who even fucking knows at this point? There’s a flowchart on the “Stars Reach Tour” that I have helpfully annotated with the latest information regarding the property pass:

It truly boggles the mind. Or would, if these “industry veterans” were not a font of dumbass ideas.

I have less than zero interest in Stars Reach at this point. It was already conceptually hostile to solo players, but I still had it in the back of my mind as a sort of “challenge” to engage with down the road. But paywalling the one aspect of the game that is remotely sticky enough to get players to stay? No thank you. It’s almost as bad as the devs from Forever Winter with their real-time water mechanic.

Stars Reach is Reachin’

Got the heads up from Wilhelm, but apparently Raph Koster is making a new MMO called Stars Reach. It’s in a pre-alpha state, but apparently there will be a playtest for select testers this summer.

They also posted this YouTube trailer:

A lot of the YouTube comments were shitting on the art direction and general Fortnite vibes. Which… I guess? It doesn’t look awful to me, notwithstanding the pre-alpha animation and textures. I’m pretty used to Early Access survival games anyway, so graphics are not necessarily required beyond a certain minimum. Looks more like Wildstar to me and I liked that game.

Wilhelm already dissected a lot of the official promotional material, so I wanted to focus on the Reddit AMA Raph did a few days ago instead.

That said, it still has to look good, of course. We are aiming for graphics akin to Genshin Impact, Breath of the Wild, etc. It’s a broadly appealing style that maximizes audience (frankly, a large chunk of the audience is turned off by hyperrealistic graphics. It “codes” as being for hardcore players only, typically male players).

As far as the sci fi angle… the mandate was “do to sci fi what WoW did to fantasy.” A huge huge part of WoW’s success was its stylization, and people also complained that it was cartoony and kiddy at the time.

This was Raph’s response to someone concerned about the visuals. Again, I have zero issues with Genshin Impact-style visuals, and frankly, this is really the first time I had an inclination that someone else did. Perhaps I have been unplugged from the MMO population for too long.

Right now, planets are aimed at being a few kilometers on a side. The Servitors have placed a force field bubble around the area they are letting humans settle, in order to preserve the planetary ecologies. […]

We are intentionally not a seamless world. Having partitioned zones lets us do:

  • an ever changing map where planets can be discovered and can go away, wormholes can collapse, etc
  • worlds that are actually consumable — mine out all the gold, it’s GONE. Pave the planet over and turn it into a shopping mall.
  • segmenting player control of areas on really bright lines for things like PvP rulesets
  • cheaper operating costs since we can bubble zones up and down really easily in the cloud

Err… uh, whoa?

In case you click on no other links today, let me summarize some things. Each planet basically has one 4km zone where players can go wild. Planets (or rather these 4km cubes) are completely procedurally-generated to start, within certain parameters. There are actually a lot of physics in the game, including gravity, fluid dynamics (i.e. water flowing to new spaces), and temperature. Also, seasons. However, players are also free to essentially strip-mine the planet to bedrock and then it’s just… gone forever. Which may or may not be a big deal because these planets can just be blipped out of existence by the devs depending on whatever criteria they please. Or maybe they will just refresh the 4km cube and leave the planet as-is. But it doesn’t appear to allow more than one 4km cube per planet.

Now, the obvious question is “how do you prevent other players from deleting the ground beneath your house?” Or, frankly, griefing in almost innumerable other ways under this system. The answer appears to be: government. The details are sparse at this point, but players can be elected to be a governor of a given planet, and they can set the rules for what other people can do. Presumably some of these rules include being able to destroy any blocks, build things, and so on.

The obvious follow-up to that should be: can I solo govern my own planet? Right now, I don’t see a clear answer. Maybe one doesn’t exist because they haven’t implemented it yet. But I suspect the answer is No. Otherwise it would be easy for an industrious player to beam down, lock the planet, strip-mine all the resources, and cart it away. Or, you know, basically everyone trying to get their own personal planet. However, without that ability as a solo player, that opens up a nightmare scenario of landing on a unpopulated planet, building your dream house, and then a guild popping down, instantly electing one of their own dudes as governor, and Eminently Domaining your ass off-planet.

The strip-mine scenario can be resolved via game mechanics – “all that ore is too heavy and requires multiple trips to move it anywhere” – but social griefing is a particularly pernicious design weed. We’ll have to see how they address it. I’d be surprised if it was an EVE-esque “that’s content!” approach.

[Fake Edit] Just found Raph’s response in another thread:

So how it works is that until a planet is claimed (via barn raising, a group action) it belongs to no one.

Once it is claimed, the government of the planet actually has the power to set permissions on all the things you are worried about. Including banning people, build permissions, planet modification permissions, etc.

So, yeah, that’s a nightmare for solo people. Best you can hope for is joining a governed planet with friendly policies, and just hope nothing changes (e.g. you get kicked off planet, your base destroyed, etc). Yikes. What’s worse is that Raph seems to think the government thing itself is a good enough guardrail to prevent griefing. As if we don’t see IRL government griefing all the goddamn time.

It’s action combat inspired by a variety of things:

  • we take a bit of twin stick shooter DNA. You can run in one direction while firing in another. You have dodge rolls, etc.
  • We also draw inspiration from more arcadey feel. We want it to be super accessible, not a giant confusing hotbar. So we reference stuff like Smash TV a lot.
  • We also want it to be deep. So we look at MOBAs a lot for weapon variety and tradeoffs and the like. Avi, gameplay engineer on combat, has said that he wants the system flexible enough to make every attack in LoL possible for designers.
  • But we know that a lot of MMO players are fans of tactical thinking and tab targeting and the like too! Weapons can be customized to have varying degrees of lock-on. There are tradeoffs there — if you have tab lock on, then maybe in exchange for aim not being required, you have a tradeoff on firing pace, damage done, etc. You can actually see homing shots already in the videos we released.

I like how they mention Smash TV as if that is something anyone under the age of 40 would understand. Like, I played the 1992 SNES port back in the day, but what an otherwise ancient reference.

It’s amusing how many times Raph has mentioned about wanting the game to be accessible, focusing on horizontal progression, no chasing “numbers go up” and such… and then introducing what sounds a lot like a twitch-based bullet-hell combat system. Does the tab-targeting versus free-aim even matter if you are expecting your players to be shooting a different direction than they are running all while dodge-rolling? Unless the difficulty is dialed way, way down to where it doesn’t matter at all, horizontal progression is actually more difficult than vertical. At least in the latter case, you can theoretically out-level/out-gear the encounter; in the former, you have to “Git Gud” or group with people who have.

Anyway, that’s Stars Reach for now.

…a game where you can explore, strange new 4km worlds, start building your dream house, and watch it all be taken away by foreign bureaucracies who drink your milkshake in the name of capitalism. Or sadism. Or both! Unless you start your own nation-building company to sell your votes to desperate solo players who just want to build a planetside home. Although perhaps the devs will anticipate such chicanery and dissolve governorships when the population falls below X level or requires Y amount of upkeep costs that is unreasonable for solo players. I can’t wait to find out!

Crestfall

So everyone seems to be talking about Crestfall Crowfall, the latest unreleased Jesus game from veteran Jesus game developers. Included amongst them is the perennial nostalgia favorite, Raph Koster, bringing up the consultant rear. Or as I like to call him, the M. Night Shamamamalan of video game design. I mean, I’m looking at his Wikipedia and I’m seeing a huge blank starting from around 2006 onwards. I’m not a game designer, of course, but if I were, I would like to think that the people who deserve recognition are, you know, actually making games people are buying. Maybe even in the last five years!

In any case, I’m not exactly sure why we’re supposed to care about Crowfall right now. I suppose there’s a deep, philosophical difference between straight, corporate PR advertisements (e.g. Guild Wars 2 manifestos) and… Kickstarter campaigns, right? It used to be that these companies paid hundreds of thousands of dollars in advertising into the face of a skeptical audience, but now the script has been fully flipped:

As of 10pm EST, 2/25/15.

As of 10pm EST, 2/25/15.

That is an average of almost $92 per backer, by the way.

What I will give Crowfall some much deserved credit for is its very evocative premise:

We are Immortal. The Gods choose the best of us to be Champions. They send us to the Dying Worlds to fight, to collect the souls of Damned. The Mortals fear us. They see us as Executioners and Scavengers. They call us Crows…

That has a lot of juice. It neatly solves the conceptual problems of “why do worlds reset” and “why does my character respawn” and even “why am I doing this?” You can almost immediately hear the fanfiction being written – perhaps you’re not a champion, but a slave forced to collect food for a parasite god. Or you’re condemned to your own Sisyphean torment. And were these worlds “dying” before a bunch of hungry godlings showed up? This description greases the wheels even further: “The Shadow Worlds lie closer to the Hunger, where even the Gods dare not tread.” What do the gods fear from the Hunger that you yourself don’t? Mmmm.

But that is where this whole Crowfall hype thing both begins and ends with me. I mean, how many “genre-saving MMOs” are we up to now? Who is still playing ArchAge or Wildstar or whatever? There is jaded cynicism on the one hand, sure, but irrational exuberance (at best) is the other. Maybe everyone is just happy it’s not another endgame raiding MMO, I dunno. I do think we would all be better off pumping the brakes a bit so we can actually see what Jesus features make it off the cross of development.

Talk is cheap. Actually delivering a product that anyone still cares about when released is more difficult.

Star Citizen and “Realism”

I have not really been following the development of Star Citizen beyond knowing that it had a pretty successful Kickstarter campaign. I mean, I know the premise and everything, but the name Chris Roberts holds about as much cachet with me as Raph Koster – both supposedly important dudes who made games I never played. Have they done anything lately? No? Okay then.

One thing that did catch my eye the other day though, was a short Massively article talking about Star Citizen’s “realistic” health and wound system. Feel free to read the source material itself. The basic idea is that the designers wanted to further the immersion by making a “fun” limb-based damage system. Take a lot of damage to an arm, and your arm gets blown off and/or ruined. There are a total of 10 specific areas to damage, with eight of them being arms or legs. The “Damaged” state is between 50% and 1% health, and… let me just quote it:

Damaged – Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). This is the state right after the hurt phase, where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl.

Now, there is something to be said about how the CoD/Battlefield-style run-and-gun regenerating health paradigm removes a lot of the weight of battle.¹ Take some damage, hide behind a wall, and ~15 seconds later you are good to go. Or perhaps rush into that occupied room with a shotgun and hope you get lucky, knowing you’ll get back to the fight faster than any of the other guys.

On the hand… Jesus Christ, can you imagine the grief potential? Enormous. I don’t care under what circumstances we have come to blows, I’m telling you now: I’m shooting your legs. I’m shooting your legs and then, whether or not I survive, you are spending the remaining time crawling pathetically across the floor to get anywhere. I am doing that because it is the most annoying thing I can possibly imagine. Screw headshots, if you want to invade my ship, you will spend the next 15 minutes crawling your way to the command chair over my dead body.

If you want to find me, I’ll be flying the most handicap inaccessible ship I can find. One with stairs!

That post about limb damage mentioned permadeath, which was the first I heard about it in Star Citizen, so I read that article too. The short version is that permadeath exists for lore reasons, but doesn’t actually matter. Taking a cue from Rogue Legacy, any time your character permanently dies, you simply start playing as whomever you marked as your next-of-kin. Since there are no RPG elements apparently (i.e. Skill Points), the most you lose is some reputation standing and whatever emotional attachment you’ve developed for a character in a permadeath-enabled game. Considering that the limb-damage system specifically talks about how difficult it will be to instantly die – a Ruined head might be jaw or eye damage instead of missing skull – it sounds like this might not be entirely relevant anyway.

I do not want to give the impression that I am not looking forward to Star Citizen, at least as much as anyone can about a game that could radically change at any moment. Space sims are not a genre I spend a lot of time thinking about, but I absolutely loved them in the past. I played Colony Wars for the PS1 way back in the day for an inordinate amount of time. The Zone of Enders series might not technically count as a space sim, but it is the first thing I think about whenever I see videos of Star Citizen dogfighting. I would seriously consider buying EVE: Valkyrie on Day 1, even though I’m not particularly impressed with CCP’s other spinoffs.

But if/when I do pick up Star Citizen, it will be in spite of mechanics such as limb-based damage and permadeath. I do not actually see such things adding anything of value to the game that would not have otherwise already been there. Instead, I foresee a future in which there will be a lot of people crawling around on the floor, hoping that Chris Roberts included a method to commit suicide and still wake up back at their spawn point.

¹ I don’t actually believe that much, if any, weight is removed in these games (or at least in Battlefield). Dying is already a miserable experience even with instant respawns, let alone in the context of not being able to capture an objective or prevent the capturing of your own. Attempts to penalize them further just makes the game harder, but not in a particularly fun way. Otherwise death penalties would all be “invalidate your CD key and force you to repurchase the game.”

Raph Koster Says Immersion is Dead

More or less (emphasis not added):

Things that we once considered essential to games drift in and out of fashion. And I think immersion is one of those.

Immersion does not make a lot of sense in a mobile, interruptible world. It comes from spending hours at something. An the fact is that as games go mainstream, they are played in small bites far more often than they are played in long solo sessions. The market adapts — this reaches more people, so the budgets divert, the publishers’ attention diverts, the developers’ creative attention diverts.

As I watch my son and daughter play games or participate in role play sessions, I find myself reluctantly admitting to myself that it is a personality type that ends up immersed in this way, and were it not in games it would be in something else. Immersion isn’t a mass market activity in that sense, because most people are comfortable being who they are and where they are. It’s us crazy dreamers who are unmoored, and who always seek out secondary worlds.

It’s just that games aren’t just for crazy dreamers anymore.

The part that struck me in particular was later on when he said:

But stuff changes. Immersion is not a core game virtue. It was a style, one that has had an amazing run, and may continue to pop up from time to time the way that we still hear swing music in the occasional pop hit. It’ll be available for us, the dreamers, as a niche product, perhaps higher priced, or in specialty shops. We’ll understand how those crotchety old war gamers felt, finally.

There are immediate, topical parallels to be drawn, of course. Difficult MMOs, for instance. And then, if immersion can go out of style, what does that say about sandboxes in general?

…actually, considering the widespread success of Skyrim, Minecraft, and the stubborn persistence of EVE, I am not entirely sure what he is talking about. Did he honestly believe the opposite, that immersion was something more than a niche genre? That there is a true Form of gaming that always included it? I enjoyed my years of table-top D&D, especially the world-building aspects of a six-year stint of being a Dungeon Master, but I was perfectly fine coming back home and doing some Battlefield 2, building M:tG decks, or playing some Super Smash Bros.

I am not too concerned about it though, because the name Raph Koster means nothing to me, regardless of how often he is quoted as being an “authority” on game design. Similar to Will Wright, the moment you stop making successful videogames or your ideas stop creating them, is the moment you cease to be an authority on the subject. Simcity 2000 ranks up as one of the best games I ever played (and it’s highly, highly underrated Streets of Simcity “expansion”) but come on, Willy. Get back on the horse, we need you.

And it might be juvenile schadenfreude, but I couldn’t help but giggle when Raph Koster talked about how his own children apparently disproved his life’s work. This Demotivational poster came to mind: