Sunday, March 27, 2011

Week 6: From Conversation to Research Paper

Now that I've played for a while and have researched others opinions, I plan on taking this discussion and writing an academic research paper about it. Because the thought of Oblivion becoming a massively multiplayer online game (or MMO) set so many fans into a frenzy, I figured it would make sense to research and come to a more definitive conclusion on whether or not Oblivion would benefit from becoming an MMO. I obviously would include a lot of the sources I already used to pull quotes on what major fans would think of this change. However, alongside this would be a lot of rational thinking and comparing the game to other popular MMOs.

This will actually include comparing to MMOs that aren't just fighting such as World of Warcraft or RuneScape but also Club Penguin and Webkinz. Both are popular children's MMORPG that draw in a younger audience of gamers (example: in Webkinz, kids purchase a Beanie Baby-like stuffed animal that comes with a code to play with it online). By looking at all different types of MMOs, I should be able to research the basic reasons why MMOs are addictive, fun, and creative, or how they take away from certain classic game elements - things that Oblivion fans love and don't want to sacrafice.

The paper will most likely be split up into a basic introduction, list of pros to making Oblivion an MMO, list of cons to making Oblivion an MMO, a paragraph that grapples with the ultimate goal or result, and then the conclusion that states the ultimate finding. All of this will be based off of research from multiple games, websites, fans, and game creators.

Sunday, March 20, 2011

Week 5: From RPG to MMO

After looking into it further, I still don't really know if Oblivion would work better as a multiplayer game or as the regular Role Playing Game (RPG) it is now. If it were to become a Massively Multiplayer Online game, or MMO, there are some obvious pros and cons.


For starters, having Oblivion become an MMO would allow for you to play online with your friends whenever and wherever. Issues with weather, driving, and time would no longer stop you from playing your favorite video game with your friends. If it were an MMO, then you could play together with your friends as a team whenever. As one gamer said online, he and his friends are "always making each other laugh during D&D night, so I wanted to do it virtually" (The Nexus Forums). A number of Oblivion-users agreed that if the numbers were limited to small groups in one world online, then it would be much more manageable. "Small scale co-op multiplayer could work in a game like Oblivion, and it would probably help keep me on track with my quests too," one user said. "I get so easily sidetracked in this game, having a friend or two there to keep me on track would be handy!" (Steam). Just the image of teamwork in a game with such well set up tasks and goals is enough to get gamers thinking about the possibilities. "Just imagine a 40 man raid (wow reference) storming into and oblivion gate," (GameFAQs) one fan said.

But then again, these very same tasks and quests could be ruined by too many people roaming around at once, each with a human brain driving it instead of a computer's. As one user began to explain: "[Oblivion is] all about roughing it, living off the land, and making a reputation for yourself with the local population. I don't think any of these aspects would be reflected well with multiplayer" (Steam). The individualized focus of the game would lose a great deal of its weight and importance once the player is able to rely on others to move along and figure out how things work. Just look at my first run in with civilization. I picked items up in stores, not realizing that it would qualify as me "stealing," despite placing the items back down in a matter of seconds. If I were to play in a multiplayer mode, I could easily watch someone else make this mistake and avoid doing it myself, or just have a friend quickly tell me before I even get three steps into the city. Then there's the whole problem of playing with others who may or may not be on the same experience level as you. "It could get annoying for people who play legit, and people like me, who can't be killed by Mehrunes" (GameFAQs), explains one gamer.

So it's safe to say while people can find reasons to love Oblivion as an MMO, it still would work best as how it was created: an in depth RPG. One fan even offered the idea of a spin-off. Very little would be considered," he said, "but making it an official TES game might tick off the current fanbase (look at what happened with Final Fantasy XI)" (GameFAQs). Which is a very good example indeed. In the end, Oblivion is not about multiplayer and most likely should not be. "It is supposed to be an open ended, open world, highly non-linear, single player game series," says one fan, and he seemed to have nailed it on the head. "I'd like to see this in an Oblivion-esque game, but not in Oblivion itself. Something to dream about in the next game maybe... Which btw, when the hell is that?" (Steam).

Sunday, March 13, 2011

Week 4: From Solo to Group Effort


"Just imagine...
You've come upon the strange door, part of you wants to step in and take a look, but another part of you is fearful and wants a companion. NPC companions bore you, you want something with a little more life to it. through a microphone, you call to your friend playing on the same co-op server as you to come over and venture these missions with you. you both step into the door, and venture forth into the shivering isles."


A user on Steam proposed this idea of multiplayer game-play on one of the forums in 2009. Steam not only allows its users to download various games, but is a popular places to discuss games, play, codes, and ideas. Naturally, this message sparked a number of responses. While this isn't the first time players have considered what the game would be like with a multiplayer option, it still provokes a strong response from both sides of the argument. After playing the game, imagining it as a multiplayer is just as hard to picture as it is easy. And, not to mention, it's an incredibly interesting proposal.


While I have been playing the game for over a month, it would require even more game-play hours to figure out if a multiplayer setup would be more beneficial to the game than harmful. But even with that additional game-play, I would need to look into all the different reactions from the Oblivion community. Looking at just one fan site's responses to this idea are not enough to explore this idea. Steam will be the first step, but I would need to look into other forums, both on sites focused on Oblivion (such as the Elder Scroll Forums) and those that are just online for general gaming (like GameSpot). There are many more outthere that I'll need to explore to see if they have a thread about players' opinions on what Oblivion would be like if a multiplayer setup were included.


Personally, I don't know if I would be for or against it. People are already discussing how it would make it too similar to World of Warcraft, with people possibly relying on the work of others to move father into the game with group hunts (or they just don't want to bring Oblivion into the WoW realm, in general). One user claimed it would "rock" to share the "beautiful world they (the engineers/artists) spent so long creating" with other live players. Then there are those that take the neutral decide, believing it would be fine as long as it was a choice for the player, but that gets into whether or not you could start one game and switch the multiplayer mode on and off or if you would need to start two separate games, one where you play in a multiplayer world and the other where it's just solo. As long as it's an option, multiplayer is fine. After researching some more, hopefully I'll find out if that really is the answer to upgrading (or possibly ruining) Oblivion.

Sunday, February 27, 2011

Week 3: From the Sewers to the City

After the Emperor dies and you talk to the guard, you finally get out of the sewers and into the grassy land in which you've been underneath all along. But before I got out, a pivotal moment occurs: a pop-up screen appears asking you if you want to change your race, birth sign, or class. This is their way of giving you a second chance, almost to deny the blame if you're upset with your choice, like the tiny print at the bottom of a contract just to say I-told-you-so. I kept all of my choices the same and put the key in the lock, opening the gate out of the sewers and into the world Oblivion is famous for.

It started to rain about one minute after I stepped out of the sewers. As lame as it might sound, it was really exciting. It almost felt like experiencing rain for the first time in real life. The graphics were even more noticeable now that I was out of a prison/sewer area and into the real world. The grass was moving, the boulders and rocks were all different sizes, and the wood on the dock had such detail. A pop up window came on screen and revealed one of the aspects people love the most about the game: I was free to do whatever I wanted. After roaming for two minutes, I came face to face with a wolf and had to fend for myself. It only took two swings, but fighting an animal other than a huge rat or a goblin was quite different - and exciting. You can harvest new furs and meats from different animals and it shed light on all the possibilities I would and will soon run into in this game.

The pop up window I was talking about before was such an exciting thing to read because it really drove in the fact that this game became less of a follow-the-objective game and more choose-your-own-route, while still allowing you to voyage off and do other tasks or explore other areas. So much lay ahead for my character to explore, learn about, and further her skills. I soon started talking to guards, townspeople, and exploring all the different shops. All the items that had been clogging my sack (bowls, fruits, rusty armor, torn clothes) could now be sold for gold - which I could now use to get lessons in magic, weapons, or purchase new items. I soon figured out you could even haggle with the shop owners and get more money for my items. There were so many options that I literally spent 2 hours roaming the stores and the possibilities. This included several run-ins with prison after "stealing" from tabletops in stores (see: accidentally picking up items and automatically being labeled a thief - even if I put it back).

So much of the hype that I've heard about this game has been slowly becoming more and more deserved as I play. There is so much freedom and yet structure when it comes to this game. Even though I can do whatever I want, there are still many, many subplots that I can choose to follow. So far, a few of the townspeople want me to help them figure out the funny business that has been occurring with their competition store in how he won't join their guild and sells his products for less than it takes to create them (so he's obviously working off a black market). But then there's the red arrow that is constantly on the compass (found on the bottom middle of the screen). If I walk towards the arrow, it keeps me on-track to following the original plan of helping out the emperor's legacy and solving the errors in the overall hierarchy.

One thing that I do find odd is that a few years ago, Oblivion was going to be sued due to it's rating being mis-labeled. Lawyer Jack Thompson had the ESRB "re-rate Oblivion -- from a 'Teen' rating to a 'Mature' rating -- because he said the game contained more explicit gore than they first realized. Adding to that decision was the fact that software modifications allowed players to see topless females in the game, a situation similar to last year's Grand Theft Auto "Hot Coffee" scandal," according to GamePro.com. He also boldly said that the topless content was purposefully put there, "unlocking code provided by the developer!" despite there being no evidence available to prove this.

So far the things I have encountered have not lent a hand towards extreme graphics in the violence area, although I'm not as far into it as I imagine I would need to be to run into this problem. But I'm interested to see how it turns out and if Thompson was right for his statements.

Sunday, February 13, 2011

Week 2: From Prisoner to Bard

Now that the game has officially started, there's a lot to say to explain what's going on. First things first: the detail put into this game, especially for coming out 5 years ago, is really, really good. There are tiny skulls piled into pots (where you can pick up each and every one - they aren't just built in to the background), apples lying on the ground, and shadows cast appropriately from chests, rats, and torches. The graphics may not be the best ever (this isn't to say they're bad), but that's because the creators set aside more space for details than perfectly round edges. This, in my eyes, is way more important. They found a balance between details and graphics where you can be captivated by everything in a room without being distracted by poor quality images. 

Now, you first start out with a slow zoom in on what seems to be the Emperor's castle, the game name fading into focus, before you zoom in through a window and into a dungeon. This is where you create your character. You can choose between a lot of different types (from something that resembles a tiger, a human, a stronger human form, a chameleon, an elf, etc.). I went with the "Dark Elf," which basically looks human with the exception of blue tinted skin and ears that are clearly pointed. This species seemed to have a nice balance of health, attack, and special powers. While they didn't look abnormal, the human species were either too strong or too weak and the tiger-like species (what I think was called "Kahjiit") were too focused on speed and agility.
Having a Dark Elf seemed most promising since they have equal skill with swords, bow and arrows, and magic. They're resistant to fire and have the power to "summon an ancestral ghost for aid" when needed (which I assumed referred to health).  It took some time, but I adjusted my characters facial features and hair to look a little less alien-like and more human with some auburn hair pulled back in a ponytail, more pale skin, and smaller eyes. Shortly after confirming your character, you find yourself sitting in a prison cell and soon joined by guards and the emperor as they run off from some enemy, whom you don't see. They seem to be trying to get out and the emperor is the only one who believes you aren't a negative influence. After following them through some passageways, they tell you not to follow and you wander beneath the stone walls for quite some time. This is where the tutorial steps pop up when needed and you learn to fight, pick locks, sneak, and create potions. It all depends on what you pick up, where you go, and how you gain experience.

Once meeting back up with the emperor, you get to pick what star you belong to (like an astrology sign) which in turn gives you points that will benefit (or hurt you) in some way. While some were incredibly rewarding (150 points towards better magic), they had downsides (you would then be vulnerable to magic, too). I went with "The Warrior" and got 10 strength & endurance points. Not too long after that, the emperor passes away as he knew he would and hands the jewel he carries on his neck to you - the Amulet of Kings. It's an ancient artifact traditionally worn by the emperors. Now that it's in your hands, it's up to you to bring it to a man named Jauffre. This is the point at which I stopped. 

After looking some stuff up online, I came across one website set up by fans that is a guide of sorts: http://www.elderscrolls-oblivion.com/ The creators of the site broke down a lot of the information, and what I'm finding to be more and more useful is the list of creatures in the game. Sorted alphabetically, it is a clear and easy to use chart that comes in handy when battling an animal you haven't seen before. Each animal has described below it stats such as it's level, health, combat/magic/stealth skill, weapons, fatigue, strengths, weaknesses, and more. Here's what it would look like for one of the most common (and easy) creatures you run in to in the first 15 minutes - a Rat.

Rat
Level: 1
Health: 4
Magicka: 0
Fatigue: 60
Soul: Petty
Combat Skill: 20
Magic Skill: 50
Stealth Skill: 20
Attack Damage: 2
Weapons: None
Strengths: Brain Rot (Disease)
Weaknesses: None
Indredients: Ratmeat
Ranged Magic: None
Melee Magic: None



Even if you don't get the chance to look at the list until after you've encountered the creature, it helps you be more prepared for the next run-in you may have. The only down side to this is that there aren't pictures to accompany the animal so you don't really know which is which, anyway, until you battle one. This will definitely help out, as well as other things on the website. The tagline of the site is "the community site for screenshots, mods, addons, cheats and other materials" and while I know it will be helpful, I hope to stay away from the cheats for at least the first few hours of play to figure things out myself. Cheats are generally only fun after you've played the game for a while or you're starting over from the beginning. We'll see how it all goes!

Monday, January 24, 2011

Week 1: Before The Game

For a couple years now, multiple people have told me I should check out the fourth installment of the Elder Scrolls PC game Oblivion. Before this past semester started, my brother let me borrow the game and told me that if I started playing it, I needed to invest in a mouse for my laptop and set aside a lot of time. The mouse part had already been taken care of, but the second part I straight-out avoided. For the whole first semester of college, I stayed away from playing this game because I didn't want it to result in me having few friends in college. But now having a class assignment which specifically requires a 20-40 hour video game, it seems the perfect time to start.


I haven't played a lot of rpgs as far as video games go, but I have played a lot of different games. There are classics such as Teenage Mutant Ninja Turtles, Duck Hunt, Bubble Bobble, and Mario for the NES, Twisted Metal and Oddworld: Abe's Oddysee for Playstation, Super Smash Bros, Phantasy Star Online and Spyro on Gamecube, Halo and Call of Duty on Xbox, and Forza and Dead Space on the 360. Then there are the countless Gameboy games (from Tomagotchi to Toy Story) and Star Wars Galaxies and F.E.A.R. on the computer.


But Oblivion is supposed to be one of the classic computer games that just sets a high standard for difficulty, progression, and entertainment. Almost every person who I've talked to about video games has not only played it, but loved it. From what I've heard by word of mouth, there's supposed to be quests you can go on, different monsters that evolve with your skill level, and all sorts of details that really make the game. Hopefully while I play this game, I'll be able to take screenshots at interesting points in the game and give visuals to show what it is I'm talking about. Then I'll be going to online websites and hopefully finding articles that can help explain the game, too. All in all, it should help go over the pros and cons of a game such as this one.