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The Essence of Diablo II December 14, 2011

Posted by Wilhelm Arcturus in Diablo II, Diablo III, entertainment.
14 comments

Hey, a post about neither Star Wars: The Old Republic nor Lord British! (He hasn’t done another interview today, has he?)

Anyway, as I mentioned in my November month in review, I hauled out Diablo II again to get back to why I loved the game in the first place.  One of those Paul Barnett quotes (I think it was him) that I really liked was about nostalgia for great old games from people who cannot be bothered to play those games any more being BS.  Citation needed and all that, but I think it is telling when somebody goes on about how great a game was that they don’t actually play any more, something I know I have been guilty of myself.

And having tooled around in the game for over a month now, I thought it was time to make a list of the key things that really made the Diablo games good in the past, things which I hope those working on Diablo III haven’t lost sight of.

I did not actually load up the original Diablo… I couldn’t find the disk… do this is.  So this is more Diablo II focused with some memories of Diablo thrown in.

I have gone back and forth on what those are, and have narrowed it down to two things, atmosphere and simplicity.  Ironically, simplicity is a bit complicated, but I will get to that.

Atmosphere

This is a huge part of the game, and one thing that gets veterans of the game all worked up when they see a lot of color in screen shots from Diablo III in progress.

And certainly, a lot of the dungeons were dark places with little color.  But there were also deserts that were bright and full of color.

But beyond that, what made the past Diablo games so good went far beyond a color palette choice.

The music helps set the tone in the game.  The Diablo games are one of the few games that I have to play with the sound on at all times.  The music is often quite simple, but it always transmits a mood

The lighting is also great.  It isn’t just that you are in a dark dungeon, but that you are often just in a small circle of light unless you are near a torch or other fire.

Atmosphere is so important, to my mind, and yet is hard to describe.  All I have is this quick video clip of one of my characters walking through the Tomb of Tal Rasha.  The way the light and shadows work, the darkness at the edge of the circle of light, the pools of light left by the torches, the music, the architecture… well, watch the video.  It is only 14 seconds long.

It just works, and does so throughout the game, through a variety of different environments.  And that is a 10+ year old game.  Looks darn good… at least in tiny YouTube vision.  Running it at its maximum 800×600 resolution on a 1600×1200 monitor spoils it a bit.

Simplicity

Atmosphere is direct and all pervasive, but hard to quantify.  You know it when it is working.  When it is not, you might not notice except for a feeling that things just are not drawing you into the game.

Simplicity also pervades the game, but is more easily divided up into categories.

Simplicity of Controls

In the vein of the whole, “Easy to learn, difficult to master” idea, there is not much you need to tell people about the mechanics of playing Diablo after they have done it for five minutes.  This not much in the way of controls.

Diablo II controls

The game, if you haven’t played it, is click to move, click to attack.  You can map an ability to either mouse button, but these are usually just your basic attack and then a special attack, depending on your class.

Simplicity of Story

When you get down to it, there really isn’t a lot to the Diablo story.  In the original a bad guy, Diablo, was causing problems and, in the end, you had to kill him.  It just took a while to get to him.

In Diablo II, Diablo is back with his brothers Mephisto and Baal and are up to unholy hijinks yet again.  The story unfolds a little more slowly that in Diablo, and it occurs across four acts in four different locations, and you get a little more exposition from NPCs.

But the story remains simple, there are some bad guys doing bad things and they have to be stopped.  There is progression, you level up, you learn new skills, you find new gear, but this is not a voyage of personal discovery.  This is a chance to fight some bad guys.

Simplicity of Quests

This is one of those things you might wonder about in the context of MMORPGs.  The first three acts in Diablo II have only six quests each, and act IV only has three if I recall right. (I’m only on act III)  The quest log literally only has places for six quests total.

The Diablo II Quest Log

The quests are driven by the story and are not a source of experience or equipment.  You are given a task, usually either to find something or kill someone, though once in a while it is to investigate some place, though that usually turns into killing someone.   The adventure, and any experience and loot, come from getting to the appointed place and acquiring the item or slaying the boss in question.

After having gotten, for example, the achievement for having done 130 quests in Dragonblight in World of Warcraft, I have to wonder if there isn’t something from this that current games could learn.

Okay, the environments are different.  In Diablo II it is just you and, if you are doing multi-player, your party alone in the world while in WoW you may have to share any given area with other people on the same task.  So unless you have a Guild Wars type of world, where all adventures are instanced, that is tough to pull off.  Still, I envy the simplicity.

Simplicity of Just About Everything Else

Really, the simplicity theme could just keep going.  There are those nice little checkpoints in the story so you can digest it in short play sessions.

I always miss that one waypoint in act II

Vendors are simple.  The overlay map is a wonder of elegance and simplicity.  Equipment is simple, if overly plentiful at times.  There is practically a mini-game in comparing drops with what you are wearing to see if it is an upgrade or not.  The talent points are simple, relative to WoW for example, and are all pretty clear on what you get if you invest. And I have usually been able to balance out focus in one area, like offensive auras on my paladin, with equipment to cover poison or frost resistance.

The game feels like they spent a lot of time honing and polishing simple features until they worked smoothly rather than going for more depth or complexity.

So What?

So these are the two thing I hope the team developing Diablo III has not lost sight of.  I get anxious when I see quotes from the Diablo III dev team about not wanting to make “Diablo 2.5,” (forgot where I read that, citation needed again) because it implies they want to leave their own stamp on the franchise.  That isn’t a bad thing, but it is any easy thing to mess up.  Being different is not the same as being better.

And frankly, if it meant keeping the simplicity and atmosphere intact, I would happily take Diablo 2.5.  I mean I still cannot fathom how they have let the Diablo franchise sit for a decade.  Back until Xfire stopped doing monthly summaries a couple years back, Diablo II was always on the top 10 list in the “other” category.  Usually behind Solitaire, which had huge numbers.  Lots of people would have bought another expansion with a new story, especially if it upped the graphics resolution or put in some better support for mods.

And other pretenders to the Diablo throne, games like Titan Quest and Torchlight, never stuck with me the way Diablo II did.  Not that they were not good games.  Torchlight was especially a lot of fun, but its atmosphere never gripped me the way Diablo II does even today.  I enjoyed Torchlight while I played it, but I have no urge to go back to it again the way I do with Diablo II.

Anyway, those are my thoughts on what made Diablo II.

What do you think?  What did I miss?

And what will make or break Diablo III?

Lord British: About Tabula Rasa… and Ultima 8… December 13, 2011

Posted by Wilhelm Arcturus in entertainment.
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10 comments

“since Ultima Online was a fair time back and Tabula Rasa had its troubles, it makes perfect sense that people would go, ‘I’m cautious as to what my expectations are.’”

Dr. Richard A. Garriott de Cayeux, EuroGamer Interview III – Exodus

As noted at Massively (thanks Syp), the interviews with Lord British continue over at EuroGamer, this time focused on what went wrong with Tabula Rasa and Ultima VIII.

Not his best work

I swear, I thought he was done.  He sounded done.  He probably should have been done.  But apparently he was not done, and I’m on the Ultimate RPG train, so I am going to stick with it!

Anyway, Lord British takes full blame for both games not being up to par.  Sort of.

“Too bad, spilt milk,” he rued, “I get the blame – I get the appropriate blame, I’m the top of the food chain. It was my decisions. But that’s my excuse or rationalisation.”

And then he does go on to rationalize… or rationalise.

Essentially, it was the same problem in both cases, being forced to ship before they were done.

With Ultima VIII, the big problem was, in his view, the sports-game-centric mentality of EA, which insisted that they ship the game when they said they were going to ship.  This lead to a giant miss in the market according to Lord British.

…if we’d really just finished it properly – even the movement, the jumping that was in the game – had we done it less hacked and more accurately, we would have had a Diablo-style success a year or so before Diablo.

There but for the EA mindset, they could have beat Blizzard and their hugely successful Diablo to the punch.  I wonder if Rob Pardo is going to publicly scold him now for ceding the hack and slash RPG to Blizzard ala something Lord British said recently.

Missed opportunities though?  Was Ultima VIII really a potential competitor to Diablo?  I never made it to Ultima VIII, so I couldn’t tell you, but it seems unlikely to me.

And then there was the tale of NCsoft and Tabula Rasa.  According to Lord British, the team blew the first two years of work and had to start again from scratch, something about which NCsoft was not happy.

And whenever you start a game that is two years out of position, you’re basically already up a creek, if you know what I mean. Because what the company is not going to do is forgive the two years and forgive the millions of dollars that have already been spent. You basically are two years late and what’s taking you so long – let’s get the game out.

I’ve read more detailed insights into what transpired.  To say NCsoft was impatient is a bit of a simplification.  And from the outside it looked bad as well, what with Lord British in orbit while Arieki and Foreas burned.  15 months was all NCsoft could put up with before closing the game down.  And, in an all time class move, they fired Lord British while he was in space.  I wonder if that was a first.  He should have that on his list of accomplishments.

All of this wraps up with another mention of Lord British’s goal of the Ultimate RPG, his company’s current venture, Ultimate Collector: Garage Sale, and the previously mentioned new development processes and dedication to modern platforms such as Facebook and mobile devices.

I guess he felt the need to clear the air on past issues… though Ultima VIII was shipped more than 17 years ago, so it might be time to just let go… and he did steer clear some of his past strange statements.  He managed to stay pretty much on message while trying to explain away what went wrong with these two releases.

I’m just not sure that the end message (big bad companies made me do it) was all that helpful or if he needed to bring this up at all.  I think he would have been better off if he had stopped at the previous interview and his professing great fondness for EA, an expression somewhat undone by this interview.

The Wait is Over… For Some… December 13, 2011

Posted by Wilhelm Arcturus in entertainment, Star Wars: The Old Republic.
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7 comments

A bunch of very happy people got this message in their email.  They can start playing Star Wars: The Old Republic today.  A list of servers await them, or one server if their guild has been assigned.

Early Access Invite

I hope nobody missed out because they sent one to me.  Sorry!

And, on a tangential note, I hope EA and BioWare have a lot of authenticators lined up to sell and can get them in the EA store soon.  Judging from my Google traffic, a lot of people want one.  SWTOR authenticator, and variations thereof, lead my search engine traffic by a wide margin.

Lord British has a Great Fondness for EA December 12, 2011

Posted by Wilhelm Arcturus in entertainment.
Tags: , , , ,
5 comments

“I have a great fondness for Electronic Arts – I still think they’re one of the best, most powerful and competent sales and marketing and distribution companies in the business.”

Dr. Richard A. Garriott de Cayeux at EuroGamer

You will note that he doesn’t say anywhere that interview that EA can make a decent game.

In yet another interview over at EuroGamer (is that the only gaming site that will talk to him lately, or does he just have a “great fondness” for them as well?), Garriott de Cayeux continues to pour out his man-love for Electronic Arts in the hope that they will work with him by letting him use the Ultima franchise for his Ultimate RPG.

The sign of the Ultimate Ultima?

And, well, I am already two posts into this story, so why not carry on quoting for truth I guess.  I am sure that this will all seem worthwhile when I sum it up again in a year.

Unfortunately, according to Garriott de Cayeux, not everybody at EA is happy to see him.

“Electronic Arts is a big company,” he said. “There are some parts of the organisation that would love and embrace and clearly understand the logic of ‘wouldn’t it be great to work together on an Ultima’.

“And then there are other parts of the organisation who – I’m actually not sure where the resistance comes from, but it must be people who either have their own ideas about where the product should go, or have their own ideas about whether or nor I should be involved in it. And I don’t know where the counter-forces come from.

“So far we’ve not put a deal together, but of course, yeah, I would be very open to it.”

Ah well, life in the big leagues.  I am going to guess that maybe EA thinks that they have some RPG muscle in their BioWare division.

Still, EA is not the critical ingredient in this project.

“What essentially makes an Ultima an Ultima is the principles of design,” Garriott explained. “And I’m very confident that when players sit down with this new world they will very quickly recognise that, whether or not we end up doing any deal with Electronic Arts.

“This is clearly the spiritual successor of the Ultima series,” he said.

I do have to admit that his message is a bit more focused of late after recently spending some time all over the map.  I don’t know who reigned him in, but good job on that!

Anyway, the interview goes on speak of a Minecraft-like development process, getting the game into the hands of players as soon as possible, being platform agnostic, and allowing for both synchronous and asynchronous player interaction.

Now if they could just hook up an RSS feed on the Portalarium site so I would get notifications automatically, all would be right with the world.

This Week: The Changing of the Guard for Star Wars MMOs December 12, 2011

Posted by Wilhelm Arcturus in entertainment, Sony Online Entertainment, Star Wars: The Old Republic.
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14 comments

Tomorrow, Tuesday, December 13th, starts early access to Star Wars: The Old Republic.  The “soft launch” begins, the game is officially live, letting in paying customers.

And two days further, on Thursday, December 15th, Star Wars Galaxies will shut down at midnight Eastern Standard Time.

I wish I could say that there was a dramatic difference between the two games, the way SWTOR plays as it is starting off and the way SWG is plays in its dying days.  But for me, the two games seem remarkably similar.

It sure feels that old...

There are, of course, a wide range of solid reasons (if you’re a fan of either game) or lame excuses (if you are not) as to why the two games seem so similar.

SWG didn’t start that way, but got forced into that mold with the NGE, while BioWare’s claim to fame in SWTOR has been “story,” which entails hour and hours of watching quest text acted out on screen.  A winning feature for some, a waste for others.

But beyond story, SWTOR fits the mold of your standard issue, Diku inspired, WoW fearing MMORPG.

And so BioWare is probably even now sending out notifications to let people know who is getting into the first day of early access.

What, you thought they would let in just anybody?

So the MMO blogesphere will be full of first day stories.

I won’t be joining in on that.  I cancelled my SWTOR pre-order after playing in the beta.  Somebody is going to have to tell me how big that launch day patch ends up being.

I will, however, try to be logged in for the final minutes of SWG.

I have meant to log in and explore the game a little more before it goes.  But I really haven’t done much beyond the one weekend’s worth of exploration, which confirmed my “sameness” theory.

So on Thursday night I’ll be standing on Tatooine waiting for the end to come.

Maybe I’ll watch a few of the classic SWG trailers and think about what might have been.

The era of the Jesus feature is over December 11, 2011

Posted by Wilhelm Arcturus in entertainment, EVE Online.
Tags: , , ,
8 comments

A Jesus feature, it emerged, is something that turns “4 loaves of bread into 50,000 new subscribers“. It’s the home run, the called shot into deep left field, the awesome idea that will solve all of CCP’s problems, carved in a stone tablet made of virgin Eyjafjallajökull lava and delivered from on high down to the adoring fish-factory devs.

Supertitans! Tech-IV! Jovians! Jovians in Tech-IV Supertitans! And they’re naked, and want your precious NEX store clothes and monocles!

You get the idea.

Trebor Daehdoow, Member of the Council of Stellar Management

The quote in the title was attributed to Hilmar Pétursson, CEO of CCP, as part of his address to the latest session of the CSM.

According to the full post, the next couple of expansions will be more like Crucible, fixing and refining.  It will be likely be 18 months before the next big “new feature” based expansion.  While the minutes of the session are not out, that seemed to be the general gist of things.  The Mittani seemed to only be tweeting about alcohol at the CSM, which I take as a sign that there was little drama.

Now, in the case of CCP and EVE Online, they kind of backed themselves into a corner.  Their last set of “big” features, which came as part of Incarna, and they failed to draw many new people while alienating a lot of veterans.

But a lot of other companies take their shots at “Jesus features.”  Free to play seems to be the big one these days.  And it seems to work, for the most part, though it isn’t really a feature of the game, just a payment plan change.

But history is also full of big feature plays that failed.  Trammel in Ultima Online and the NGE in Star Wars Galaxies, to name a couple of historical precedents.

Do MMOs just hit a point in time when the best thing to do is incremental changes and improvements?  Where raising the level cap, adding a few more zones and dungeons, tacking on a new features, and maybe tossing in a new race or class is all they can safely do?

When does the era of the “Jesus feature” end for most MMOs?

Games I Mentioned Once and then Totally Forgot About – Playboy Manager Edition December 9, 2011

Posted by Wilhelm Arcturus in Casual Games, entertainment, Facebook, Misc MMOs.
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1 comment so far

Back in May of 2009 I posted about a press release for Playboy Manager, Playboy’s attempt at an MMO, which they christened a  “Massively Casual Online Game.”

They might have actually been a bit ahead of their time on that one.

And, after that, despite my signing up for the mailing list, I never heard a single thing about the game.

I mentioned it a year later in my month in review post  (so I guess I mentioned it twice) where I said:

And a year ago Playboy’s “Massively Casual Online Game” Playboy Manager was announced.  The game was supposed to launch in the summer of 2009 according to the press release.  The site for the game is still there (go Google it) but it still mentions signing up for beta invites.  Casual might refer to the development plan I guess.

The game looked to be on the same trajectory that Planet Michael is now; all talk, no rock.

However, the game did eventually launch.  Or so I hear.

In an astonishingly bad use of captured email addresses, Jolt Online Gaming and/or Playboy apparently failed to alert those who expressed an interest in the game that it had actually gone live.  You would think after all that work, they might have put some effort into publicizing it.

Seriously, I would have logged in just to experience it, had I but known.

Their effort went live as a Facebook game, under the name Playboy Party, back in November 2010.  Of course, since it went to Facebook, it was probably flagged as Beta like every other Facebook game, so maybe they felt it wasn’t time yet to go to the public.

However, time was of the essence, as the game closed on September 12th of this year.

In the middle of that, in March 2011, things go so messed up that the game had to be reset and everybody had to start again from scratch.

Brilliant!

And so the game has come and gone, having garnered all of 400 actual players during its short life span.  It may now aspire to be a footnote in the appendix of an unpublished volume of esoteric video game history.

Thanks to UnSubject over at Vicarious Existence whose post on the subject, which has more detail and actual screen shots from the game,  reminded me again that the Playboy Manager/Playboy Party even existed.  Plus there is a bonus mention of another failed Playboy online game project, Poisonville!

Lord British and The Ultimate RPG in a Land Which Cannot Yet be Named December 9, 2011

Posted by Wilhelm Arcturus in entertainment.
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10 comments

Lord British’s Ultimate Role Playing Game, which may be called “Akalabeth” or may be called “New Britannia” or may be called “a name I cannot yet say as it describes the setting I am considering and think I should keep secret at least until I know if it’s likely true,” will be an Ultimate RPG.

Dr. Richard A. Garriott de Cayeux on The Ultimate RPG

I don’t think we’re out of the woods quite yet when it comes to the Madness of Lord British, but at least we have some more details.

In an interview over at EuroGamer, Garriott de Cayeux gushes about Portalarium’s first non-casino related game, Ultimate Collector: Garage Sale, a Facebook game expected to be available some time in 2012 and which seems to be somewhat inspired by Garriott de Cayeux’s own collecting mania.  The game boasts the following bullet points:

  • A collecting and shopping social media game
  • From hall of fame designer Richard Garriott
  • Decorate your own house and show off your collections
  • Shop and collect from garage sales, markets and auctions
  • Go shopping in-game at nationally known retailers
  • Playable on a PC and available on Facebook in first quarter of 2012

This, as with the previous casino games, is Portalarium’s way of financing the development of the technology they will need to create the Ultimate RPG.  We will have to wait to see how it fares.

This all comes with a serious, professional upgrade to the Portalarium web site, including a new logo and motto.

We Take You There

And, thankfully, they removed that 20+ year old picture of Garriott de Cayeux.  That was influencing how seriously anybody could take this venture.

The Ultimate RPG is still out in the distant future, but Garriott de Cayeux offers these inspirational words.

So when traditional gamers look at all the “Ville” clones out there in the world, take heart! See not what is popular now, but rather what is happening in this new era that also would benefit them! A great game, like a great movie, need not be inaccessible to the masses. Great story and depth need not come at the cost of up front effort, pain and cost. Free to play does not mean the game has to be riddled with advertising and calls to spam your friends.

But, for those unwilling or unable to pay fairly for what they now play, asking them to work for the developer and find us players is not unfair. Great games can and will be made in this new era, to the benefit of all, traditional and new players. We intend to be a leading maker of such games.

Dr. Richard A. Garriott de Cayeux, again on The Ultimate RPG

There, does that make everybody feel better?

Raptr: MMOs? None Were Released in 2011 December 8, 2011

Posted by Wilhelm Arcturus in Casual Games, entertainment, Gaming Industry Trends, Rift, Star Wars: The Old Republic.
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6 comments

Raptr, the game play tracking and social network tool thing that seems a lot like Xfire… because it was created by the same people who made Xfire… where was I going with this…

Oh, yeah.

Raptr announced their Most Played Games for 2011, restricted to games launched in 2011, despite the fact that we still have 23 days to go here.  Maybe nothing else important is launching this year.

What?  Star Wars: The Old Republic is launching this year?

Well, too late and too bad!

In fact, of the categories Raptr chose to acknowledge, MMOs barely make the cut.

The categories are:

And while you might think “Open-World Game” would include MMOs, that is actually just single player open world games like Batman: Arkham City or L.A. Noire.

No, the only mention of MMOs is in the final category, the one about Paid-to-F2P conversions.  That covers MMOs, because it seems if you ran some sort of crime or crime fighting MMO… Champions Online, DC Universe Online, City of Heroes, All Points Bulletin, or… well, it doesn’t quite fit but I’ll make it fit… Global Agenda… then apparently 2011 was your year to go Free to Play.

So, from one angle I suppose congratulations are in order.  Raptr managed to do a “Most Played” list that squeezed in MMOs from such an angle that they avoided mentioning any fantasy MMOs… like Rift maybe… along with Star Wars: The Old Republic.

Was it really that bad of a year for MMOs?  I know my 2011 MMO Outlook ended up on the sad end of things, but were there really so few launches?

Was the slide to F2P really the big event for 2011?

Ganking Tourism December 8, 2011

Posted by Wilhelm Arcturus in entertainment, EVE Online.
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10 comments

Suicide ganking.

It is just one of those EVE Online things.  People have written complaining about it.  People have written guides on how to do it.  People have organized events dedicated to it.

Even having been a victim of it once, I have never actually seen it happen.  I was AFK when it happened to me, which is why it happened, of course.

The Goons, while busy elsewhere, still have their anti-ice mining event going in Gallente space.  I have a friend in a Goon allied corp and he was keen to give Mackinaw ganking a shot. (Mackinaw’s are the ships used to mine ice.)

So the other day he said I should fly out and meet in at Tolle, a system that sits between two stars with ice belts, and I could be his target for jumping in to attack miners.  I agreed, wanting to see this happen at least once and not really having any other mission going on in EVE.

Tolle was 20+ jumps from my location, so I just hopped in a shuttle and started on my way.  About half way there my friend suggested that I come in a ship that could salvage, like maybe a Noctis.  I turned around, flew back, swapped into my salvage destroyer and flew out and parked in Tolle.

Once there, other events overtook and no ganking occurred.

The next evening though I got on and it looked like something might happen.  He and a corp mate were stalking Mackinaws already.  They wanted to know if I had a ship handy that could warp cloaked.  I do in fact have such a ship.  I have a fully fitted Buzzard.  It was just sitting in a hanger 20+ jumps away.

The reason they wanted that is because ice miners, when they are not bots, are decidedly suspicious of random ships warping in and and laying along side.  The miners tend to just warp back to the station when you do that, which can be amusing in and of itself.  It is like sending a flock of birds into flight.  I spent a little bit of time doing that.

Chasing Mackinaws

Those that did not flee at the mere sight of a Cormorant pulling up alongside generally had some more active defenses going on, like this group which had a pair of Dominixes… Dominixae… a couple of battleships reinforcing their Mackinaws.

Domi Reinforcement

I went off then to check the other ice system and did find a big formation of Mackinaws, with two Orcas riding along and another Orca hauling back to the station.  They did not appear to be spooked by my presence in the ice belt.

Mackinaws in formation

My pal asked me to move about 250km out of the belt and bookmark that location, so he could use it as a “perch” from which to strike.  Of course, I failed to do that correctly.  I managed to bookmark the ice field directly rather than my spot 250km away.  I’ll have to go back and figure out how to bookmark a spot in space again.  It has been a while.

My friend got his Brutix in system and ready to go.

Brutix ready to gank

While he did that, I went back to shadowing the Mackinaw fleet.  That was when we discovered I had screwed up the bookmark, as the Brutix warped in about 20km away.  Still, the mining fleet did not disperse, align, or even stop mining.  They just carried on in formation.

They just keep mining

That made things easier.  I was asked to get in close to the fleet, less than 5km if possible.  I set myself to follow the middle Mackinaw at 2,500 meters and just became part of the traveling circus.  I said I was in place and in the Brutix jumped and went to the attack.

Brutix opens up!

This is when I realized that I forgot to launch FRAPs, because I wanted to make a video of the attack.

Anyway, the Brutix went in, opened fire, CONCORD shouted, things happened on the far side of that obscuring Orca in the picture above, and before I could fix the camera angle, it was done.

A Brutix explodes

The Brutix was just a wreck (note the name of the ship in the picture above, that is the straight from the Goon playbook) and the Mackinaw fleet continued on mining.  You can see my Cormorant, brightly lit by the explosion, in trail behind the formation.

This is the point where I am told the Goon handbook says you are to “stink up local” by taunting the infidels and shouting Allah Akbar!  That is the whole Goon Jihad theme.  Watch the movie.

That did not go as planned either and I ended up chatting with the guy running the mining op for a bit and taking a bunch of screen shots, since it is not every day you see a formation like that mining.

Pretty blue lasers

I am glad they put the blue lasers back for ice mining.

The fleet actually moved a couple of times so I could get some good shots.  I put one of the more dramatic shots over on EVE Online Pictures after giving the URL in local.  Meanwhile, my friend was casting about for another ship.

And then it was time for dinner.  I said good bye to everybody and logged off.

I still have not seen a suicide gank in person, though I did get some nice screen shots.

My friend and his companion kept at it and managed to knock off a Mackinaw eventually.

Maybe next time it will happen when I am on… and have remembered to load FRAPs.

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