Goodbye, "Majestic"
fonixmunkee writes: "Ack, looks like EA is stopping the very cool, ground-breaking game 'Majestic.' The article is here. I got hooked on this from the very start, and in turn got a bunch of friends into it. It's cool to be out for a fancy dinner and have the game calling you threatening your life. Oh well, I'm sure a new spinoff will rise up."
I was hooked to Majestic and played a couple of the chapters but ended up cancelling. Why? Because the gameplay was too slow.
You would work through certain tasks and then you'd be put on "Standby mode" for about 24 hours and you couldn't do anything else.
I realize that this made it look as if the other characters in the game were working on their tasks but it was frustrating because I felt I wasn't always getting my money's worth of gameplay and at the same time, it would break the mood. You got into the game and were forced to stop.
How do we know that the "announcement" isn't just part of the game?
Majestic was good (although not unique) in concept, but very poor in execution.
A lot of people reading slashdot probably had some interaction with "The Beast" - the A.I movie webgame. Besides the stigma associated with the fact it was ran by M$... it was a brilliant game.
Based in several medium - many many webpages, phonenumbers, e-mails etc it was a well executed version of the Majestic concept. Intrestingly enough it ran at the same time Majestic was being developed and finished just after Majestic was announced.
The problem with Majestic is that while the idea of an immersive game is good - anything on this kind of scale must EVOLVE. The puzzles in the game were generally very easy. The pace was set badly, and the storyline did not evolve. You could quite easily guess what was going to happen next.
The people running "The Beast" however (besides the fact it was free) were working full time on constantly adapting the game. They monitored game players communities and if they discovered a plotpoint had been guessed at, they would weave that knowledge into the next puzzle.
Most gamers know that games depend on a community. Majestic was a very stagnent game - for even a traditional adventure game the story was bad, the pace was terrible and it did not emphisize the need to cooperate.
Majestic was being shut down because people were quitting the game at an alarming rate. It's not suprising, because for a subscription-based adventure game it didn't promote any interaction outside of the strict game encounters. It was too linear - something that just doesn't work with game players these days. Besides a highly predictable storyline there was no point to playing the game. Other subscription-based games (like Ultima Online, Everquest, etc) all really relied on a sense of community... you would play not only for the game, but to interact with your online friends.
Technologically and concept-wise, Majestic was close to perfect. But as a game, it missed the point totally.
I got in on this game when it was in its 2nd episode I think. The pilot was of course quite good but after that each part of an episode got too easy. The cycle became:
1) Watch video
2) Look for clue in video
3) Go to website (or do something else) related to that clue
4) Wait a day in "standby" mode
And so on. At first it was really cool to go through all the conspiracy websites (which I was into anyways before I got into the game) but it got so that you realized these weren't at all central to the game itself.
As the poster themself mentioned, it was pretty damn cool/spooky at times to get calls and voicemails at odd hours. One of them even mentioned coming to my house! I almost looked forward to that...but I suppose that would hvae been too much.
The game was positioned as being for people with normal jobs and outside lives, which explained the relatively short play time increments, but they shouldn't have been so easy. It really could have been such an incredible game, consdiering it used email, video, AIM, phones, and fax machines as elements of play to get you into it...oh well. I think the boxed version would be pretty cool for people without high bandwidth connections like me who mised clues because so many frames were dropped in videos.
Cheers,
jw
"Has anything you've done made your life better?" - American History X
Well the way it worked was you told it when you would accept calls. So you could set it for hours you knew you wouldn't be doing stuff important, and could change it at anytime. You also could set it for "any time" which included like 2 in the morning which is great because your mind isn't totally functioned. As for your second complaint, you had the option of turning on or off the "Majestic Greeting" to make it more real. The voice acting was very good in my opinion and sometimes I would get real calls tat I mistook for in-game (this only happened once, cause they asked for the wrong person...). But generally you could tell that it was in-game because there was no room to respond, they were just long monologues (sometimes threatening, but nothing too bad). The game is meant for 18+ so I had no problem with the swearing and such.
Cheers,
jw
"Has anything you've done made your life better?" - American History X
Now that would be groundbreaking, but it would be a little scary. Still, you could have the option of receiving your info through emails; this would just make it more immersive.
I didn't play Majestic, but...
Am I the only one here who thinks there is something desperately wrong if you wish to turn your entire real life -- as in your walking, talking self and your working days and nights -- into one large video game -- a fiction?
Even more to the point, getting death threats is cool? How do you know they aren't real? Are you about to say that you relish the day when reality and fantasy blur to the point that you can't tell which is which?
When this type of product becomes ubiquitous, we will be watching the news wondering whether we are really at war or whether it is a part of the latest game. When you hear that so-and-so that you know was shot and can you please come to the funeral, you will go with your game face on, taking notes and playing detective, not sure whether your friend is really dead or whether it's all a part of the game, and you won't care because you're so engrossed and because you're paying good money.
And when the general populace becomes very, very involved in the same games, might it not become a part of the game if you get murdered in cold blood by another, rival player? And since you're a participating character in that game -- might everyone not be thrilled at such a "plot development" and attend your funeral not to eulogize, but to play or make some kind of breakthrough?
I'm sure you had to sign some sort of user agreement to play Majestic. It isn't hard to imagine a user agreement in which you agree that the "designers" can use any event in any player's life as a part of the developing plot, and that you as a player agree not to hold them liable for the actions of other players, including actions taken against you or your family...
Games should stay on a board, on a screen, on a field. Americans are too rich, safe and complacent for their own good if they are so bored that they must turn their real lives and identities into gamepieces for entertainment purposes.
I suppose I'll get flamed and called a luddite, but I liked it when smart people used to get degrees and go do research for the greater good, rather than just signing up to receive death threats for entertainment purposes.
STOP . AMERICA . NOW
"To have a plot centered on a conspiracy is one thing; to include every alleged conspiracy of the twentieth century, from JFK to the Illuminati, from black helicopters to mind control, was a bit much."
;')
Too much? That was the plot of Deus Ex, which was a superb game.
-AC
Someone tell me if you see Steve Gula in the credits for this game. I was a tester for it for 3 months at EA-VA (EA Charlottesville, VA) before going back to school, they axed everyone but like 20 people (was about 150-200) a month later.
Anyways, the game was a definite change from all other games, and although EA anticipated that, they didn't anticipate the raw manpower that would be needed to make sure it worked and to keep the episodes going. I remember from work, that in the 3 months that it was out, it was already a month behind schedule. And they were just grabbing for air when they brought in Cypher from the Matrix. We also ran into trouble when the lead test head guy left to go to Florida, because the people on the west coast were complete assholes about everything it seemed. Heard him yell so many times over a conference call that he wasn't going to let them push (release) something that he hasn't even seen, and they were all 'it works, don't worry blah blah'.
Oh well, looks damn good on a resume :
Worked as tester for Electronic Arts, tested/broke/hacked/cheated Majestic, BattleTech:3025, Motor City Online, and a dozen other ea.com games.
Oh well, fond memories of taking the prescripted AIM bot conversations out of context and sending it to the testbay fun stuff email list.
Blessed be he who reads this post, Cursed be he who tells my boss.
Check out the Hogshead "new wave" roleplaying game De Profundis. It's an epistolary RPG of the Cthulhu mythos, focusing on playing in the horror milieu (either in the 20s and 30s, or the present-day) by writing letters, journals, diaries, and so on. I've got some friends who are running a game via a Livejournal group; it's not too hard to imagine something sort of like Majestic growing out of several groups getting in contact with each other.
And hey, it's only $7, how can you go wrong?
Editor Emeritus and Senior Writer, TeleRead.org
Sorry for the OT post, but your post reminded me a lot of a recent movie called Series 7: The Contenders. This is a great dark satire, making fun of reality TV shows. It's about a reality show where the players are all given guns and the object is for them to be the last one alive. They're allowed to kill each other without getting in trouble, just cause they're part of the game. Definitely worth the cost of a rental.
The first ever Ultimate Frisbee video game: here (now
I actually knew someone who worked at EA (not anymore, unfortunately) who helped develop the AI for the game. Needless to say, EA created a unique AI scripting language from scratch, which is pretty much a requirement for a game of this scale and a goal this ambitious.
I was talking to him on AIM once when he was scripting, telling me that he was working on an AIMbot that would give information. I was already familar with some AIMbots (add "SmarterChild" to your AOL list and say "hello" to him -- he is hellacool!) so I enquired as to how they were implementing the system at a time. I was a little disappointed when he told me it was keyword based (the bot would scan for certain words) - this is archaic technology that has been around since the late 70s and early 80s.
Even though it did make *some* attempt to parse the language, such as searching for negative words and helping verbs ("not the gun" would invoke a different response than "that gun") and it did take into account misspellings, the bots were too "mechanical" for the average non-programmer to use.
And that's the problem with trying to develop a game like this - our AI technology is not advanced yet. Not until we make significant gains on a Turing machine (on home computers, no less) will games like this become successful.
On the other hand, I was surprised to see how little attention this game received compared to other "ground breaking" games such as UO and EverQuest. We've all seen sci-fi movies where games become reality, and I thought it was an interesting twist for reality to become the game. I thought it was a really good idea, and when I explained the concept to friends they thought it was a good idea too. I don't know what went wrong with the project, but I suppose this can be blamed on marketing or something.