WoW: New Daililes

One immediately noticeable change to the capital cities happened during my time away from Azeroth: more of them have their own Fishing and Cooking daily quests. In addition to Orgrimmar, Thunder Bluff (the Tauren capital) and apparently the Undercity (Undead capital) now have them, and each of these cities has its own Achievement for doing them. Apparently the the same has happened on the Alliance cities.

I’m close to getting the Fishing one for Thunder Bluff, which is easy for me to go to: despite all my roaming, I still keep it as Oleari’s designated “home base”, the place that I can teleport back to by using my “hearthstone”. It would seem almost traitorous to change that now. I’m less close to the one for Cooking, not because I’ve been doing it less often, but because the random number generator seems to always pick the same one: a quest to grind bowls of corn located in various buildings. Like most of these quests, it’s just a little window dressing on the task of finding the sparkly things to click, but the fact that the bowls are all behind walls gives it a slight hide-and-seek aspect.

The cooking and fishing dailies in Thunder Bluff are basically similar to the ones in Orgrimmar, but I’m finding them a lot quicker to complete. The reason: lack of competition. When the chef in Orgrimmar sent me to collect cactus pears, I’d have to run around the whole city trying to spot a cactus that was ready to be harvested before anyone else noticed it. In Thunder Bluff, I’m generally the only person doing the quests. Well, Thunder Bluff has always been a less crowded place, something of a backwater really, whereas Orgrimmar is the capital of the entire Horde side, the central point that all zeppelin routes converge to, and sometimes crowded enough to seriously interfere with graphics performance. Probably most Horde players set their home base there when they don’t have a compelling reason to do otherwise.

But then, perhaps there’s less competition in Orgrimmar as well, now that the people looking to do cooking and fishing dailies have a choice of three places to do them, and now that the real die-hards have maxed out and cooked everything, and now that the player base is definitely shrinking. Blizzard recently reported a reduction in the number of subscribers for the first time, from 12 million to a mere 11 million, the poor dears. I suppose it’s the beginning of the end.

WoW: The Cave of Time

So, I decided on a whim to leave Outland for a while and do some more questing back in Azeroth. I picked the desert province of Tanaris for no better reason than that I hadn’t been there yet and it was right next to Thousand Needles, the last zone I had completed. By pure coincidence, it turns out that Tanaris contains the entrance to a Burning Crusade dungeon that I was an appropriate level to attempt.

This is unusual. I don’t usually access dungeons through their entrances. The Dungeon Finder makes it unnecessary. I’ve been through all of the dungeons available without expansions, and for many of them, I still have no idea what zone they’re in or what the motivating context is supposed to be. For me, the motivation was usually that I was about to become too high-level to access that dungeon through the Dungeon Finder. Perhaps this is part of why I’ve always found it difficult to get up to speed about what I’m supposed to be doing in them (although mostly that’s just because most of the people in the average pick-up group have done the dungeons before and go running off without bothering to read the quest descriptions).

Here, though, not only did I actually get the context, but the context seemed important, because it was an unusual dungeon. For one thing, it was outdoors. That’s not unprecedented — heck, it’s not even the only open-air dungeon in Tanaris. More importantly, it’s set in the past. The whole thing is set in a modified copy of the Hillsbrad zone, accessible through a magical cave, a special place where stresses on history manifest. There’s a whole order of temporal guardians living down there, willing to give a tour to any adventurers who can help them iron out their enemies’ attempts at altering history. Old Hillsbrad isn’t the only time and place where this battle is being waged, but it’s the only one accessible to me at the moment.

The attempted revision involves an orcish slave named Thrall. At the time of The Burning Crusade, Thrall is leader of the Horde, and the path to that starts here, with his escape. This is therefore one of those moments when a great deal of history hinges on a single action, and is thus vulnerable to meddling.

Now, Thrall isn’t the leader of the Horde any more: as of Cataclysm, he’s been replaced with Garrosh Hellscream. But over in Outland, which hasn’t been revised, Thrall is still in charge. There’s a lot of that sort of thing going on, really. Different places, in a sense, occur at specific points in the ongoing storylines. It used to be that taking the expansions in order would give you events in order, but Cataclysm messed that up by changing the core zones back on the original continents, giving them a new plot set in the aftermath of Wrath of the Lich King. Even within a single zone, time can get messed up, as when you talk to an NPC before you’re instructed to, and then later when you approach him in-sequence he greets you as if for the first time. There’s a whole series of events back in Silverpine Forest involving an Undead NPC named Lord Godfrey: he gets raised as Undead, accompanies you on some quests, and ultimately turns traitor and flees to a dungeon called Shadowfang Keep, where he’s the end boss. I saw the last part of that first. Confusion ensued. What I’m getting at is that there are really time portals all over the place. The only thing unusual about the Cave is that they’re openly acknowledged by NPCs.

Playing as Horde makes helping Thrall a natural thing to do, but apparently the premise and quests are the same regardless of which team you’re on: keeping the timeline sound is an overriding concern for everyone except omnicidal madmen. This must be one of the few points in the game where Alliance players get to see things from the Horde point of view, see the future Horde leader as a proud and honorable ally suffering injustice at the hands of sneering, overbearing humans. Horde players get a taste of how the other half lives, too: they spend the entire mission shape-shifted into humans so they can infiltrate the place, and if you wander off-course enough, you can talk to peaceful human villagers, and listen in on their private conversations.

Come to think of it, this reversal of perspective works well into Burning Crusade‘s overall themes. As I mentioned before, the premise of the expansion involves Horde and Alliance putting aside their differences to deal with a demon invasion. Ironic, then, that I’ve been attacked by Alliance players more often in Outland than anywhere else.

WoW: Drinking Alone

Five days since my last post. I’ve been playing WoW, I just haven’t been posting. I intended to post on Friday evening, but wound up playing a little more instead, and then wound up basically spending all day Saturday exhausting the quests in the Hellfire Peninsula zone to the extent that I was able, then pursuing more quests in Zangarmarsh. When I realized that the 24 hour point from the start of Friday’s session, and therefore my self-imposed posting deadline, was fast approaching, I thought “Yeah, I really should post something soon, or at least stop playing for the day”, but once that deadline was behind me, it seemed less urgent. (It should be noted that the WoW interface contains a real-time clock, so losing track of time is no excuse. However, this also means one less reason to switch back to the desktop and break the trance.)

So clearly, I’m finding this game compelling. (Which, remember, is a quality that’s orthogonal to fun, and not necessarily a good thing in itself.) It’s compelling enough that the moment I start playing, the rest of the day is lost. But this is a little strange, because the usual cited reason that people feel compelled to play WoW is the social component — that is, the same sort of reinforcement as is behind Facebook games, but with the added snare that your guildmates are counting on you to show up at appointed times and do your part in dungeons and raids. But that really doesn’t apply to me. The few people on my WoW friends list last logged on between a month and five months ago. And although I am technically a member of a guild, I was never able to participate in guild activities, due to not having a level 85 character. The only way I ever participated in the guild was via its chat channel, and that’s pretty much dead these days, now that all the old regulars are bored with Cataclysm.

What I have instead is quest addiction. At any given moment in this game, I have at least a half-dozen tasks in front of me that are well-defined and easily completable — such is fantasy. Completing them just leads to more, but, importantly, there’s a hierarchy of completion that keeps it feeling like I’m making progress. Every little NPC encampment has maybe a dozen quests, which I can complete and then feel like I’m done with that encampment. Each zone has several such quest-clusters, and if I complete them all, I can feel like I’m done with that zone, even if they add more quests to it later — and the game will even acknowledge this with an Achievement. Despite everything everyone has said, the entire game seems tantalizingly completable, given time. The other, better things I could be doing with that time doesn’t enter into it while you’re playing. (And remember who it is who’s saying this. When I say “other, better things”, I’m not just talking about working to improve the world; I’m also including all the other videogames I could be playing.)

I suppose what it comes down to is this: the WoW phenomenon is not as simple as many claim. It has more than one avenue into the psyche, more than one way of getting people hooked. If you’re antisocial, it loses one of its big draws, but it can still take advantage of your compulsiveness.

WoW: Capture the Fortress

Let me describe one particular quest in the Outland. It’s a quest that I finished today, but only because I was prevented from completing it yesterday due to the inaction of Alliance players.

In the middle of the Hellfire Peninsula, there are three points arbitrarily designated as places of great strategic importance. Apparently they were one of the developers’ first experiments with putting PVP mechanics into the main map, rather than isolating them in Battleground zones. Like the capture points in Battlegrounds, each of these can belong to either Horde or Alliance, or be neutral. If you stand in one that’s owned by the enemy, and there’s no enemy there to oppose you, it gets slowly converted to your side: a gauge in the quest UI shows your progress towards converting it, and flags draped about the walls show the current winner’s colors.

There is a repeatable quest to participate in capturing all three points (not necessarily all at once). Note that there’s one condition that definitively prevents you from accomplishing this: if one or more of the points is already under your side’s control, you cannot capture it. The premise of the quest is that it’s crucial to control those three points, but simply controlling them isn’t enough to earn your reward. You have to take control of them, even if it means letting the enemy capture them first. (It reminds me of certain Catholic doctrines about sin.) I imagine that when Outland was first opened to visitors, and the zone was flooded with level-60 players, ownership of the capture points must have flipped pretty frequently, making their recapture a convincingly urgent concern. But there aren’t a lot of people in the zone these days, so they can get stuck in one state for a good long while.

And that has interesting and presumably unintended consequences for player behavior. During my first sally at this quest, I found an Alliance member capturing one of the points while two Horde guys hovered overhead on their flying mounts. When I made to land, they asked me not to: they were politely waiting their turn, waiting for the Alliance guy to finish capturing it so they could capture it back. There was no combat here, just polite cooperation that allowed both sides to fulfill their needs. In another game, I might regard this as tantamount to cheating, like using a TF2 “Achievement server” 1Achievement servers are places where people go to collaborate on fulfilling the requirements for TF2 Achievements instead of actually trying to win matches. I think it’s a good thing that they exist, because it keeps that sort of behavior out of the regular servers, but it’s always seemed to me a way to make the game less fun. , but here, it just seemed like a natural and unavoidable consequence of a badly-thought-out mechanic.

In fact, my thoughts on this matter were so firm that I was fairly flabbergasted when I came back the next day and found that someone in the Alliance was actually defending the things. Someone, moreover, powerful enough to kill me in one hit, and therefore probably not getting any Honor points for it. I kept coming back, hoping that he’d get bored of killing me eventually, and eventually it worked. But I was surprised at his persistence. He was probably surprised at mine, too, but at least he presumably understood my motivations, and I don’t understand his. Was he just in a bullying mood, or was he taking the fiction more seriously than I was?

References
1 Achievement servers are places where people go to collaborate on fulfilling the requirements for TF2 Achievements instead of actually trying to win matches. I think it’s a good thing that they exist, because it keeps that sort of behavior out of the regular servers, but it’s always seemed to me a way to make the game less fun.

WoW: Into Outland

As I think I’ve indicated, I didn’t know the premise of The Burning Crusade before starting it, other than that it involved a world called Outland. Even within the game, information is skimpy. As I’ve observed before, NPCs in the game just kind of assume that you know what they’re talking about, confident perhaps that you can consult a wiki to fill in the gaps. I honestly don’t remember even receiving the quest to go to Outland. It just sort of showed up on my quest list.

It turns out that the portal to Outland is the very same Dark Portal that brought the Orcs to Azeroth back in the backstory of the original Warcraft. The Burning Crusade is not, as I had assumed, some war initiative of the Alliance, but a term for the multiverse-conquering demons that started pouring through the Dark Portal when it reopened. This is a big enough threat to make Horde and Alliance put aside their differences in order to guard the Portal and keep the demons at bay. The encampment circling it, neatly divided into Horde and Alliance by a line running down the middle, gives me a distinct cold war vibe, heavily militarized tension and waiting. This is the sort of truce that forms when the saucers land.

A cow in spaceAnd, true to that image, Outland (or at least the near part of it) looks like an alien planet off a sci-fi paperback: a reddish desert with a sky full of rings and planetoids. Here I can finally use my flying mount. It’s the same sort of lion-headed “wyvern” that you can hire to fly along fixed routes back in Azeroth: a bizarre-looking creature, but it fits in perfectly here, flying past the multiple moons of Outland.

Outland is a small world, with only seven zones, compared to the 30-odd in each of the original continents. But these zones seem to be very dense with quests. Remember that there’s an Achievement for completing a certain number of quests in each zone — a number slightly lower than the number of quests available. For most zones I’ve seen, this number is in the neighborhood of fifty. There’s one zone here for which it’s 120. And what are these quests like? I’m finding them gruelling. The tasks are the typical sort of WoW quest, but in the process of pursuing them, I keep getting attacked along the way by groups of monsters that take so long to kill that some of them actually respawn before I’m done with the fight. I’m avoiding as many fights as I can by flying, but you have to land and do your quest sometime. Also, it doesn’t help that a gnomish paladin kept killing me when I was in the middle of such fights (ironically getting “honor points” for doing so). Once again, I marvel at how the game mechanics are designed to convince us that the opposite team is composed entirely of jerks.

Speaking of which, it seems like this is one place where the perspectives of the two sides must be very different. To the Alliance, Outland is purely and simply the place where monsters come from, whether demons or orcs. To the Horde, it’s the ancestral homeland. The orcs have come here, not just to stop the demons, but to try to uncover their own lost history. So I’m once again glad that I’m playing Horde, because that seems like a more interesting story to me.

WoW: Free to play?

My latest session was a short one. I did make it to Outland, but only for a few seconds, experimentally, before returning. The portal to Outland is located in a zone called the Blasted Lands, which I had never visited before, and so I got caught up in the Blasted Lands quest chain. It’s the completist in me: even though I know I’m never actually going to complete this game, I am by nature incapable of passing up a quest. I’ll probably have more to report on actual Burning Crusade content next time, possibly including some kind of answer to the question of who exactly is doing the burning and why.

In the meantime, let’s talk a little about the one recent major change to the game (other than opening up BC) that happened while my attention was elsewhere: WoW becoming nominally “free to play”. “Free to play” is a major buzzphrase in the industry right now. In particular, it seems to be the business model behind nearly every viable modern MMO other than WoW. My thoughts on it in WoW are that they’re doing it wrong, but also that it probably ultimately doesn’t matter that they’re doing it wrong.

How are they doing it wrong? By ignoring everything about the (by now well-established) free-to-play business model other than letting people play for free. The usual approach, as far as I can tell, is to sell things that can be used in the game: special items that can’t be obtained any other way, or extra game time per day if that’s limited, or even just outfits with no gameplay effects. WoW‘s revenue still comes mainly from subscriptions. There doesn’t seem to be any way for a free player to pay Blizzard 1Anyone can pay real money for in-game gold by buying it from a gold farmer, but that’s not really relevant here, because Blizzard doesn’t profit from such transactions. for advantages in the game while still remaining a free player. The only way Blizzard profits from free players is by turning them into subscribers.

And that’s really been the WoW business model all along. There’s always been a way to play for free. If I recall correctly, they used to offer 30-day free trials, then reduced it to 14 days, and by the time I gave it a whirl, it was down to 10 days. Well, now they’ve bumped the trial period up to infinity days. This is probably a smart move. Playing with a trial account still caps your character level to 20, and my own experience was that I reached that limit well before my 10-day trial ran out. So for the people who are going to play up to the limit and then quit and never think about it again, nothing has really changed. But for people who are tempted to progress further, removing the time limit prolongs the temptation.

To put it another way, the trial accounts are, for all intents and purposes, a form of shareware. Shareware, when it imposes limits on non-registered users at all (as opposed to just begging for voluntary donations), generally works in one of two ways: by limiting the amount of time you can spend in it, or by limiting the content you have access to. WoW trial accounts used to impose both of these restrictions at once, which in retrospect was an odd decision. Now they’ve switched to limiting only the content. But at the same time, they took the opportunity to drum up some media attention by jumping aboard the free-to-play bandwagon, even though it’s still not free-to-play in the same sense as Maple Story or Kingdom of Loathing or Team Fortress 2 (itself a recent convert to the F2P model).

I suppose the big question, then, is whether or not it worked. Was there a big influx of newbies? I don’t know; I haven’t spent time around the newbie zones. It would please me, if not Blizzard, if there were a lot of new players with perpetual trial accounts now. One of my biggest annoyances with the game is that most players seem to be old-timers with level 85 characters that I can’t effectively group with or fight, until and unless I buy two more expansions and spend a lot of time leveling up. Having a large number of under-20’s around would counterbalance this in my mind, and also give me something to look down on.

References
1 Anyone can pay real money for in-game gold by buying it from a gold farmer, but that’s not really relevant here, because Blizzard doesn’t profit from such transactions.

WoW: Getting pulled in again

So, when I paid for a World of Warcraft account, I paid for a six-month subscription, of which I actually used approximately half. This runs out later this month (which means I must have gotten a free month somehow, because I paid in January), and since I’ve already pretty much stopped playing, I figured I’d log in for a last look, maybe play out some Alliance-side starting quests to see what they’re like, and cancel my account. But while I wasn’t paying attention, Blizzard went and folded the first expansion, The Burning Crusade, into the basic WoW account. This means I suddenly have access to a new continent, a couple more character races, and, best of all, the long-anticipated flying mount. So I want to at least try this stuff out before pulling the plug.

First order of business on logging in after three months was to put a bunch of herbs up for auction in the hope of finally affording the long-coveted 36-slot herbalism bag. Yes, bags are pretty much my most prized possessions in this game; a high-capacity bag extends the amount of time you can spend questing before you’re forced to either head back to town or make painful decisions about what loot to ditch. We’ll see how that goes next session, when my auction is over. Second thing was the flying mount, which is a bit of a disappointment so far: when flying mounts were initially introduced, you could only fly them in certain areas, and apparently you still need the later expansions for those restrictions to be lifted. At least it runs fast.

I haven’t actually ventured into the Outland yet: I was in the middle of a quest chain when I hit the level cap and stopped playing back in May, and I wanted to finish that up first. Also, I have to say that this expansion is the content that I’m least curious about in the whole game. For one thing, due to Cataclysm revamping the home territories, Burning Crusade‘s quests and lands are now the oldest part of the game, and therefore bound to be the least well-developed. Also, this is the one expansion that I haven’t really heard anything interesting about, or indeed much of anything at all. But then, that also means it’s all in front of me to be discovered. But I do seriously suspect that this is part of why Blizzard decided to start giving it away with the basic subscription: to get people over the hump of buying content they’re not interested in. You’re required to install the expansions in order, BC before WotLK before Cataclysm, so BC may have been acting as an obstacle. I certainly would have been more easily persuaded to buy more content on hitting level 60 if it had been something with as much buzz as WotLK.

And now that BC isn’t standing in the way, that’s a risk. I might decide, later this month, that WotLK is worth buying. I hope that doesn’t happen. I have other, more interesting games to play. So here’s hoping Burning Crusade is bad enough to put me off WoW forever!

Spider: Secrets and Switches

As you might expect from the subtitle, Spider: The Secret of Bryce Manor is full of secrets. Nearly every level has one: an area that’s only accessible through a gap that looks like a solid object at first glance, or has some other trick to entering it, containing a little more enigmatic art and some extra bugs. (Thus, completists like me can always tell when there’s a secret to be found. If you eat every visible bug and don’t get the “Level cleared” alert, there must be more bugs you don’t see.) In the simplest and earliest cases, all you have to do to find such things is guide your spider on a circuit of the room’s periphery. When you suddenly go through the wall you’re climbing, you’ve found it. But that doesn’t always work. Sometimes the secret is on the interior, inside a floating object that you need to jump onto to explore, like a dresser with legs that the spider can crawl under. Such things dissolve to a cutaway view when entered. Also, some secrets have to be opened up first by other actions, such as jumping at a wall switch to press it. There’s one that requires something like five different switches to open.

In fact, switches and other nudgeable objects are a pretty important mechanic, providing your only way to alter the environment in other ways than spinning webs. In some cases they control access to non-secret portions of the level. There’s a repeated gimmick of turning on a light to attract moths, which you’d otherwise have to laboriously hunt down over a larger area. It’s used a lot because pressing a switch is just one of the few reasonably plausible actions a spider could take — despite being not actually plausible at all. Spiders are light. Even a big spider like a tarantula would have difficulty moving your standard wall switch.

I recall thinking similar thoughts about Bad Mojo, a graphic adventure game in which you play a cockroach. That roach was capable of amazing feats of strength for a bug its size. But at least it had an excuse for being as smart enough to solve the game’s puzzles: it was actually a transformed human. The spider in Spider is, as far as I know, just a spider, and wouldn’t realistically recognize a switch as something pressable even if it realistically had the ability to press it. Just as it wouldn’t recognize the portraits and letters and abandoned keys in the secret areas. It’s just another part of the strange disconnection between diegetic player goals and avatar goals in this game.

Speaking of which, I seem to have accomplished the game’s goals for the spider, predating my way through the house and reaching the end credits. So, the game is off the Stack. But at the same time, it’s clear that my time in Bryce Manor is not over, because I have goals that the spider does not. Now that I’m not so occupied with mere game mechanics, I can try to unravel the backstory, and to find the Secret Room mentioned in the achievements list. I think I know basically how it’s found: it involves switches that don’t look like switches in various levels. I’ve spotted some hints on what to look for, but I’ll have to keep an eye out for more.

Spider: The Secret of Bryce Manor

So, let’s have some more iOS. Spider: The Secret of Bryce Manor is a title that I remember being praised as innovative, early on in the short history of the platform. It’s certainly different in important ways from comparable games on other platforms, in that it’s designed from the ground up for the affordances of a touchscreen. At first thought, it may seem like a touchscreen, barring the multitouch stuff that most apps seem to support (scrunch to resize), just provides a subset of what you get from a mouse — basically, everything but hover effects. But it turns out that even the actions that both sorts of device support are significantly different. The customary way of dragging things in iOS takes a moment to lock in, and is therefore awkward to use in time-sensitive situations like games (as the iOS port of Gemcraft shows). Directional swipes, on the other hand, can be awkward with a mouse, but are one of the most natural actions in the world on a touchscreen. And so Spider uses swipes for one of its most-oft-repeated actions: jumping.

This is more natural than it sounds, because these aren’t Mario-style jumps that just give you a sudden jolt of upward velocity. You’re jumping in an arbitrary direction, and your trajectory usually doesn’t get a chance to arc very much, so it’s intuitive to think of the swipe as defining a line. This is because the player character of this game — actually, before I go into details, that’s another point worth pointing out: that this game has a player character, with an avatar that you move around on the screen, which is something that seems to be less common in touchscreen games than on platforms with keyboards or joysticks. The PC in this game is literally a spider, capable of crawling on walls and ceilings. Since the presentation is 2D and vertically-oriented, this means that you really have only two directions of movement on these surfaces. In a sense, you could consider it a 2D platformer, but it’s also sort of a territory-capture game, like Qix. Your goal isn’t to get from point A to point B, but to eat bugs, and to eat bugs, you have to build webs, ideally making them as big as you can given the constraints of the level geometry and your limited resources.

Webs are the only places where your direction of movement isn’t constrained. The way you build a web is actually pretty similar to the way a real spider builds the basic framework at the beginning of spinning. Before you swipe to jump, you can optionally tap the screen to indicate that you want to make a line of silk between your current location and the point where you land. So, it’s essentially line-drawing. When you make an approximately closed polygon of such lines, it automatically fills in and becomes a web. Consequently, most webs wind up being triangular, because that’s the easiest thing to make in an open space. More sides give you more points. There’s a limit to the length of each line, and a limit to the number of lines you can draw, so it pays to optimize. Eating bugs replenishes your line count, but you need to catch multiple bugs in each web to make a profit on this.

The bugs themselves come in various varieties. The first and most basic types fly in a set route, like a patrolling guard, which makes them easy to catch. Others have more complex behavior. Some try to avoid you, which means you can’t just sit in a web and wait for them; you have to instead approach them from the opposite side and chase them in. Some bugs can’t be caught in a web at all: instead, you have to jump on them.

Maximizing your web area is rewarded not just by making it easier to catch bugs, but also by bonus points at the end of each level. If I cared more about points, I’d be using my leftover lines to try to fill each room before leaving it. This is mimetic behavior: the whole game is set in and around a decrepit old mansion, and filling each room with cobwebs is entirely appropriate.

Speaking of scenery, there are various noninteractive background objects that hint at a story: portraits, letters with legible bits, an occasional abandoned object that’s clearly significant in some unidentifiable way. It’s a bit like some of Edward Gorey’s works in that respect. What it all means may become clearer as I clear more rooms, learning just what the secret of Bryce Manor is. And that’s narratively interesting, because the spider of course has no clue. It’s just in it for the bugs. It’s common in games for the narrative and the gameplay to be orthogonal, but usually there’s at least some notion that discoveries by the player are reflections of discoveries by the player character.

Prince of Persia: The Forgotten Sands

According to Steam, I have spent 11 hours playing Prince of Persia: The Forgotten Sands. In fact, I’ve spent something more like half an hour at it, little enough that I haven’t even made it out of the intro/tutorial level (which is strikingly similar to the tutorial level in Prince of Persia: The Sands of Time). Remember Arkham Asylum? That had a problem with Steam’s timekeeping too. It had a launcher that spawned the game in a separate process and then terminated. Since Steam only counts the time spent in the program it actually launches, its time count was way too low. But at least that didn’t lead to further troubles. PoP:TFS has the opposite problem, which is far worse: for some reason Steam can’t tell when I’ve exited the game, so it keeps on counting me as playing when I’m not. And also, because it thinks I’m still playing, it won’t let me launch any other games, or exit Steam. The only way I’ve found to exit this state is by killing the Steam process via the Windows task manager.

That’s not the only thing about the experience that reminds me of my experiences with Arkham Asylum, for just as AA introduced me to the joys of Games for Windows Live, so too is PoP:TFS my first experience with Ubisoft’s “Uplay” service and their infamous need-a-constant-network-connection-to-play DRM. It’s not clear to me how closely linked these two things are; all I can say is that I encountered them both for the first time together, and so my dissatisfaction spreads to both. The chief effect of Uplay is that I needed to exit the game to change the default resolution (800×600) to something that looks reasonably good, because most of the configuration is outside of the game, in the Uplay launcher app. The chief effect of the DRM is that, once I exited the game, I couldn’t get back in. The game gets stuck at a screen telling me that it’s “attempting to restore the network connection”, which is absurd, because I have a network connection — I can alt-tab out and surf the web, send email, etc. without problems. Goodness knows what the real problem is.

Uplay seems like a very unnecessary thing to me. It’s trying to be like Steam or GfWL, but those services at least have games from more than one publisher, and Uplay doesn’t. Still, when I first launched the game and was told I needed to register for an Uplay account first, I was actually inclined to say “Well, at least it isn’t GfWL”. I mean, when it downloaded a patch for itself, it did it fairly quickly, needed only one iteration, and didn’t ask me to restart the app. This is still worse performance than your typical single-programmer indie work on Steam, mind you, because it’s using Uplay’s built-in patcher, which doesn’t run until you try to launch the game.

But such objections pale in comparison to the DRM, which is a piece of software whose sole purpose is to prevent the game from working. In theory it’s only supposed to prevent it from working for pirates, but apparently someone at Ubisoft decided that keeping the wrong folks out was more important than letting the right folks in. It’s like one of those overzealous IP lawyers who hurt their employers’ business by harassing fan sites and alienating customers. The message it puts on the screen when it refuses to let me play even seems to acknowledge that I’ve successfully run the game before, which you’d think would be a good indication that there’s no good reason to stop me from doing so again.

I suppose I could download a crack. I mean, it’s not like DRM actually works for its intended purpose. But why bother? There are plenty of other games waiting.

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