Tuesday, September 29, 2009

Mixed News from Turbine Q&A

Turbine has published the first set of questions from their official 'Ask the DEVs' thread awhile back . The full article can be read here.

Once again, instead of using actual questions, they generalized based on the themes of the incoming questions to create a marketing-friendly article. There are a few tidbits of good information, such as the inclusion of an auto-complete feature for mailing (still no multiple attachments though; gah). However, one answer in particular stood out as very disappointing:

Q: Why was the decision made to go the route of radiance gating? Were there other options on the table other than gear? Couldn’t it be placed on a trait?
A: The team wanted a means of gating content behind a progressively difficult barrier that could be overcome. At the time a popular method to gating raid content was to require players to go through long sequences of quests strung throughout instanced content. Instead LotRo chose to have players acquire tangible rewards in the form of radiance-statted gear.

We think that the look and the attributes of our “Tier Sets” are rather rewarding in and of themselves. That they further unlock the ability to acquire even more powerful gear is a big plus. Trait-based gating feels less rewarding as players progress through the various milestones of the process so we’ve decided to stick with using radiance gear to gate access to our raids.

That said, there is a rather significant change to radiance coming with our next update that should give players a better means of gearing up to more easily defeat the encounters of our raid zones:

Players will no longer cower at anything less than 8 dread levels. Starting at 8 dread players will cower at the same rate as they currently do at 5 dread on live. All current penalties to attributes and skill levels still apply as they do currently on live though so you’ll still have to do some level of gearing prior to entering the new raid zone. Only the cowering behavior is being modified to allow for greater discrepancy between the radiance level on a player’s gear and the gloom level of the raid zone.

Further, content is planning to somewhat relax the amount of gloom experienced throughout raid zones while incrementally increasing it for boss encounters and challenge modes. The amount of gloom experienced from cluster to cluster will gradually increase as it has in the past; but it should be easier to gain initial access to raid zones as well as overcome the gloom of a given raid zone in order to get back on the hope side of the scale via consumables.

Coupled with the upcoming changes to make dungeon-rewarded radiance gear more easily obtainable, we hope that this change to our dread system provides an easier ramp-up to those frustrated with the old means of radiance gating. At the same we expect to provide a suitable challenge for top-end kinships looking to push the envelope. Again, more success should equal more gear which in turn should equal an easier time overcoming our raid content.


I am at a loss to explain why Turbine continues to defend this mechanic, when it has been almost unanimously derided among the community. I can't think of a more universally despised feature in this game (other than perhaps Hounding Fear), and yet Turbine insists upon pushing this Radiance gating down our throats. If they would but embrace traditional gear-gating, they'd find that a much larger percentage of their population would be able to participate in and enjoy raids, and there would be more freedom in content and encounter design.

Barring that, there are several other ways to implement a gating mechanic that are LESS contrived and polarizing.

Thursday, January 15, 2009

Moria Soundtrack Review





Original Sound Version has posted a review of the Mines of Moria soundtrack. You can find it here:
http://www.originalsoundversion.com/?p=1656#

I have posted below my full review of this soundtrack as well:

I believe it to be among the finest video-game music ever conceived. Here lies the terrible dichotomy. While I absolutely adore the orchestral music by Chance Thomas, I find the synthesized themes that dominate inside Moria to be unbearably brash and over-pronounced. I don't mean to discredit Stephen DiGregorio here, as he has written some first-rate pieces for Shadows of Angmar. This is a flaw in implementation more than in composition. The type of music that DiGregorio has written simply does not suit the MIDI/synthesized instrumentation, and would likely sound fine with acoustic instruments and the full dynamic range that they are capable of. Lastly, the problem is compounded by the fact that whomever assigned these various tracks to spaces in the game world tremendously favored the synth over the true orchestra, and as such, hearing Chance's music while playing is much too rare an opportunity.

I don't want to end on an overly negative tone, so I will once again reiterate how spectacularly successful Chance is at capturing vital images from the words of Tolkien and bringing them to life. My one wish in this regard would be for Turbine to have the money to pay him full-time to flesh out the entirety of their Middle-earth.

Here is the track by track breakdown:

1.) The Hollin Gate: This, of all tracks, works perfectly to capture an air of mystery, and of impending wonder. The violins on the repetitive fourths play over a very simple bass line, but it manages to evoke so much in the way of atmosphere. The first glimpses of the primary Moria theme can be had in this track. Its situation in the Walls of Moria subzone is a good choice, however it is unfortunately alternated with some of the synthetic music, and is interrupted by combat.

2.) A Journey in the Dark: This is the theme that greets you as you enter Moria for the first time. It is likely the most substantial iteration of the primary Moria theme to be had in the whole soundtrack. The wandering violins are back, but this time they accompany a lush full orchestral pronouncement of the Theme. However, said theme always ends a minor step up from where you think it ought to, illustrating how all is not well in the Dwarf Kingdom. Heavy low brass are more prominent here than in the previous track, as is a voiceless choir.

Some players will encounter this theme for the first time while doing the 'Fall of Moria' session-play instance. Here it repeats, to the credit of the designers. Sadly, in the Great Delving, it only plays upon entering the subzone each time, and then the game cycles the synth music. It is also interruptible by combat, a poor decision that plagues many of the new areas in the expansion.

3.) Drums in the Deep: True to its name, this track begins with ominous drums, followed again by low brass, and an urgent, racing string line on the cellos and basses. What follows then is an almost John Williams-esque action piece, punctuated by heavy use of minor third chords at odd intervals. Just after 1:30, a fantastic vocal section interjects, with Dwarvish chanting. During the churning string sections, a metallic anvil clang can be heard, evoking a Holstian feel. At 3:10, the track winds down in a somewhat artificial manner -- it could have gone on repeating its prior sections for another two minutes, and not overstayed its welcome. All in all, a splendid action piece which would suit many a dungeon-fight sequence.

4.) Khazad-dum: Beginning with an eerie modern cinema-ambiance, quickly the bass vocals join to add even more foreboding before the Orff style chanting at 1:30. The chord progression at 2:00 may seem a bit contrived, but it works, unlike the swift transition to the ending of this piece. (Though the ending bars are themselves quite good.) What I notice most about this track is how it seems abbreviated. In Nud-melek, in the game, there is a piece which cycles that appears to be an extended version of the introduction to this piece.

7.) The Golden Wood: Lothlorien, the beautiful home of the Lady Galadriel, and Lord Celeborn. Suitably instrumented with strings, flute, oboe, and a harp, with french horns for backing, and an ethereal female choir, this is perhaps the crown jewel of the Moria soundtrack. The Moria theme itself has more than one iteration here, but with a major ending instead of minor, and the pleasant variations seamlessly flit in and out of the forefront. This piece reminds one of the classical fairy-tales of old, and could not be better-suited to its ingame home. Near the end, a beautifully pure flute rendition of the Moria theme threatens to bring moisture to one's eyes, before timpani and chorus bring this piece to a majestic close.

8.) Archers of the Galadrim: This militant and relentless piece begins with some tribalesque drums, and ushers in a staccato string part which persists throughout the entire track. Here and there punctuated with the odd harp strum, there is also an overlayed female vocal track which works well to offset the rigidity of the rest of the piece. Overall, it does a good job in reminding one that the peaceful tree-dwellers can indeed be very dangerous. Ingame, the only place which I have heard this so far is upon first entering the Merrevail chamber in Eastern Durin's Way. It is entirely possible that it is used in some instance spaces I have yet to explore, however.

11.) The Falls of Nimrodel: Breaking out into the light at last! Interestingly, I believe this piece may be used only in the night-time track for the Dimril Dale.* Nevertheless, once it arrives, it gently issues forth its melodious themes on the harp. The orchestra patiently waits for its chance to crescendo, but then slowly fades as the harp beautifully descends to the last note. This is an excellent piece for ambiance, as it passes on the more concrete themes of the previous tracks, and musically replicates the sound of gently flowing water.

*As an update, this piece alternates with 'The Golden Wood' in the Dale, and synth music plays at night. This may well change in Book 7, when the entirety of Lothlorien is unveiled.

15.) Flame of Udun: This piece is accompanied nearly the entire time with a catchy drum cadence, which reminds one of the tribal orcs much moreso than its namesake. The orchestra, with its fleeting piccolo trills, and heavy trombone and horn chords, reminds one of something between an action thriller and a contemporary western. The tone chances dramatically at the entrace of the male chorus. Drama builds to a head, and this section could almost warrant association with the being of Shadow and Flame, but then the previous action music re-engages. No discredit to the piece whatsoever, but this would be a most excellent theme to associate with the Orcs, rather than the Balrog. This track is used brilliantly in the instance: The Forges of Khazad Dum.

17.) Hour of Doom: Taking its cue from earlier tracks, this piece presents the Moria theme in a subtle, but engaging fashion, before it builds and builds to what might be called an end-credits theme. It is unfortunately brief, but Hour of Doom sounds appropriately like the ending of a symphony.

I would rate Chance's music a 9.4/10, suffering only from its brief nature. Unfortunately, the pre-dominance of the synth music by Turbine's in-house sound department, and the extremely sparse application of Chance's music ingame prevent me from awarding the soundtrack itself a high mark. You will notice that I did not include half the tracks in this review, and with good reason.

I hope that Turbine realizes the error of its current track assignments, and corrects them in a coming audio pass. It would truly be a shame to let such wonderful and thoughtful themes go to waste.

Sunday, January 11, 2009

Some notes on the Misty Mountains:



The density of Giants in all locations in which there are giants, especially Iorbar, is far too high.

Giants are an excellent candidate for the application of directional inductions, such as those found in Moria. These large creatures would not be able to 'turn on a dime' to target a clever player dodging their blows. This would also drastically reduce the monotony of 'giant-farming.'

The Crag-hawks or hendrevail are also much too dense, as are the bears just prior to Gabilzan.

Worms and snowbeasts are also guilty of unnatural density on the slopes leading up to Helegrod.

These areas need to adopt a more Forochel-like approach in their creature spawning patterns.

Friday, December 12, 2008

Graphical polish

I've long hoped that some of my wishes regarding the ingame graphics would be addressed. Here is a short list of the areas I believe are in need of improvement:


-Waterfalls. First and foremost. They are very much at odds with the rest of the incredible environment. They look out of place, and are not believable due to the lack of particle effects. The waterfalls all look as if they have too much body. The effect being used is simply to push a texture over a flat plane, which works fine for say, lava, but a new system is desperately needed for waterfalls, especially considering how realistic the rest of the water is. This image shows how waterfalls are the same bright white-ish colour at all distances:


-Draw distances.
I've always said that the maximum frill distance should be increased. Since book 14 though, the rest of the draw maximums seem to have been DEcreased. For those of us with the graphical horsepower, we should be able to push draw distances, and LOD (level of detail) thresholds out as far as we want. I shouldn't see Duillond suddenly vanish as I walk towards the downs; I shouldn't see Bree festival pop into being where there was bare land. Ruins in the Lone-lands should be visible as far as the terrain is.

-Atmospheric blending. I love the weather effects in this game. However, Middle-earth seems to be full of strange places which bizarrely affect the normal weather patterns. Get too near to a goblin shrine, for instance, and the rain instantly stops, and dark clouds begin to circle overhead. Trestlebridge's falling ash also used to be able to stop rain, but this was specifically addressed. In short, I would like all localized special atmospheric effects to BLEND with the dominant regional weather pattern, and not supersede it. Instances, of course, would be exempt from this rule, but places like Annuminas would not. It is silly to think that it is always raining in that part of the city. Players really enjoy seeing familiar places in different conditions. More variable effects through blending would help a great deal.

Remember that Forochel fog effect? Imagine if it could be applied in a controlled fashion to the Barrow-downs, or to Bree-town for the morning.

-Bears. Yes, bears. Of all the creatures of Middle-earth, they are quite possibly the most poorly textured and animated. When compared to the more recently designed creatures, such as the Saber-kittehs with their fluid animation and believable coats, the bears just don't measure up. It is particularly important because bears are an available Lore-master pet. Seeing them barrel down the street in their semi-random gait is a bit disconcerting. Being a large fan of bears in the actual sense, I would very much like to see them upgraded.

Wednesday, December 10, 2008

Caps and uh...caps...

I thought I'd start off by addressing a fundamental problem with the new LOTRO combat system. I realize this might not be the most interesting topic, so I will follow with some screenshots. (Screencaps.)

I believe in being straightforward. The problem is caps. The rest of the changes are more or less fine, despite the general uproar about being switched from plain percentages to 'ratings'. Let me tell you what I like about the new rating system: it enables much more scalability, flexibility, and fluidity throughout the entire level range, with itemization. However, this is a powerful tool that Turbine must learn to use properly. It is clear that they are being VERY cautious, however, particularly with the introduction of the hard mitigation and avoidance caps. This is an informal blog, and I'll be honest: this feature alone nearly killed my excitement for the expansion.

I understand where they're coming from, though. A better solution would be to implement harsher non-linear diminishing returns past the previous 'cap'. I'll give an example: say my Guardian had 16% block (no stance) pre-expansion. Now he has something like 11% + 3.5% partial. Stanced, it's 16%, but if I wasn't stanced, it'd be capped at 15%. Even stanced, if I do something, such as activate 'Guardian's Ward', my block percentage hits the cap at 20%. There is nothing I can do, no way to get it past this point. It no longer says 'MAX', but the knowledge is there. If instead, it let me push it to 20.05%, or 20.07%, that would be much preferable. It would have a negligible effect on gameplay, yet such a major effect on the player's attitude towards the change.

That said, I strongly urge Turbine to rethink the restriction of 'Builds' for Guardians and other classes who would like to tank to morale and vitality alone. If a player wants to stack as much block or parry as he wants, at the expense of other stats, then he should be able to. It's up to the team that itemizes the world to ensure that there are no game-breaking combinations out there.
...and thus ends my first rant on this blog. More later. Now as promised, here are some screenshots showcasing the incredible art and world design that Turbine has become rightly famous for:



Monday, December 8, 2008

Begininnation

...this is a test for formatting purposes...