Daily Archives: July 30, 2009

Warhammer on the Mac

Electronic Arts/Mythic has actually come up with something that could make me come back and try out Warhammer Online.

The have announced that there is a Macintosh OS X (10.5.3 or later) version of the Warhammer Online client in the works.


Mythic Entertainment is pleased to announce that Warhammer Online: Age of Reckoning is coming to Mac. The Mac version of WAR is schedule for release in the fall of 2009 – and players from both platforms will be able to battle and quest together on the same servers.

The beta version of the Mac client is now available to both existing WAR account holders as well as new players who would like to play the Mac trial version.

I have a habit of trying out any MMO I play on the Mac if a client is available, to see how they compare.

The shining example of a Macintosh MMO client for me is World of Warcraft.  It works like the Windows client, right down to allowing you to use the same addons, and has a few additional features, such as built-in video capture.

I have also played the EVE Online Mac client which is good, but not great.

And then there was EverQuest on the Mac.  Worst client support ever.  But I hear people still play on the Mac despite being exiled to their own server (Al’Kabor) and not having had an expansion available to them since the gods know when. (Was Legacy the last one or was it Planes of Power?)  You want Classic EverQuest?  Go play on a Mac.

So I will be interested to see how the Warhammer client plays out.  I actually wonder why they decided to support the Mac OS.  EA does not go out of its way for the Mac very often and Mythic has no history at all on the Mac that I can recall.  So color me surprised to find that there will be a Mac client at all.

I won’t be jumping on the Mac client right away.  It is in beta currently and I am not so interested in paying to help them work out their client issues.  But when it is live I will probably give it a try.

Why Does Tetris Get Faster?

I was watching my daughter play Tetris on her Nintendo DS the other day. (I found a copy a while back.)  She picked it up out of our box of DS games and decided to give it a try as a break from various flavors of Pokemon. (Pokemon Mystery DungeonNetHack meets Pokemon… has been the favored flavor of late.)

I was interested to see what she thought of the game.  But I am always interested to see what she gets out of older games, classics or ones with which I have a history.

Those Famouse Tetrominoes

Those Famous Tetris Tetrominoes

She grasped the game pretty quickly and enjoyed it for a bit.  But Tetris on the DS advances levels at a rather swift pace if you’re any good at all, and soon she was at the frantic stage of blocks dropping out of the sky and the game was over.

After a couple of games she asked, “Why does it have to get faster?”

A deceptively easy question, that.

The obvious answer is that it gets harder because that is the challenge.  If a game always ran at the same speed you would lose only to boredom.  The history of video games is jam packed with games that get harder the further you progress.

But that is not entirely correct.  Challenge can go too far, at least for each individual.  There is a point for all of us just shy when we have essentially given up control of those falling blocks where the game is exactly as challenging as it needs to be, where we are immersed, tense, and on the edge of losing control.

In a perfect world games would be able to analyze our play and keep us at or near that threshold, advancing only when we had begun to master the current level of difficulty.

Now Tetris is an older game, so it is tough to fault it for not being perfect.  I first played it back on my Macintosh SE over 20 years ago.  It was a best seller on the original GameBoy, the esteemed ancestor of my daughter’s DS.  There were versions out for all sorts of systems including the Apple II.  I am surprised there wasn’t an Atari 2600 version of the game.  If ever there were a console system well adapted to dealing with things shaped like blocks.

So we can forgive Tetris its jumps in difficulty, but it does point to an interesting aspect of game design.  How quickly should difficulty ramp up in a game?

Which in turn makes you wonder about some MMORPGs.  Well, it made me wonder.

This week I ran some quests with my level 78 paladin and my level 44 druid (who is cat, so dont heel) in World of Warcraft, and playing one was not particularly more or less difficult than the other.  34 levels between the two but no noticeable change in skill required to play.  The effort expended doing quests was about the same.  Sure, the monsters being slain were higher level for my paladin, but his equipment and abilities canceled that out.

Would I put that much time into a game like Tetris if it never got harder?  Maybe if the level of challenge was right, but probably not.

Since I enjoyed playing both characters, it would seem that for me the level of achievement was in balance with the level of challenge.  WoW seems to work for me.

But you can see that if the level of challenge versus the achievement doesn’t work for somebody after the first 20 levels or so in a game like WoW, it isn’t going to get any better for them beyond that.

But does any MMORPG really get more challenging as you move through the main body of content?  Sure, there are dungeons, and even heroic versions thereof, as well as raiding, but I would argue that most players never go far in those directions.

And should they get more challenging?  Should getting from level 79 to 80, for example, require not just more experience points and some equipment upgrades, but additional skill?  Is character advancement enough?  Is there some happy medium between the two?

And my daughter?

She thinks WoW is great, Tetris is not, and that comparing the two is “totally ridiculous.”

The view from age 7 1/2.