Ingress Hiatus

You learn interesting things while on vacation.

I mean, it’s a pain in the butt when you get back and all those fiddly little habits of the day have to be relearned.  “Wow, it’s been a few weeks — I almost forgot to do the dishes.”  You know — that sort of thing.

But sometimes that’s a good thing to have happen. It can make you aware of habits you don’t want to re-acquire.

Like obsessively playing Ingress.

I decided, on returning, that I really don’t want to spend all my commute time on the train hacking portals at each stop.  I don’t want to spend my lunches tracking down farms to harvest from or links to smash.  I don’t want to have my phone on at my work desk hacking at the portals in the building below.

I’d rather read. And walk. And work.

Plus, I’ve gotten tired of the Ingress app’s big memory footprint — a footprint that ensures that if you do almost anything else on your phone, Android will swap out Ingress and when you go back in to play you’ll have to restart the app.  A minute or two later …

When I’m reluctant to check Twitter — or answer an IM — because it will interfere with Ingress running on my phone, there’s a problem there.

Now, all that having been said … Ingress is still fun. And I enjoy the community, and enjoy talking about the game, and have been enjoying building up the portal infrastructure around the Denver area.  I’m not quitting the game, or uninstalling it, or anything like that.

But, for now … I’m still on vacation from it.  For the time being.

The Winter of My Ingress Content

L8 Ding Screen Cap

On 8 December 2012, I got my invite from Niantic to participate in the beta of Ingress. I joined as “@Star3D”.

On 30 April 2013, I hit the level cap at L8.

It’s been a long, strange journey, as they say, and largely a positive one. I’ve been doing a lot more walking (especially on business trips), and broader afield (I know downtown Denver a lot better, esp. the various piece of art and the historic buildings), than before.  While there have been frustrations, there’s also been community.

And now I’m at the level cap. Well, the present level cap: Niantic says levels beyond 8 will exist in the future.

But what about me for the future?

So for one thing, it’s not like Ingress runs out of “content” at L8.  You can still play, you can actually use L8 items you couldn’t before, and there’s certainly plenty to do.  It is, though, more of the same (only in a more powerful state), and there’s no further leveling (yet), only watching the AP odometer tick upwards.

Here’s how I see things changing:

Words of Wisdom. Even if they are in Blue instead of Green.

1. Less obsessive gameplay:  I’ve had a lot of advantages in my gameplay — I work in a building which has some portals in range (I submitted some of them, but they’re all legit), and I ride the Light Rail to work past an ever-growing number of portala (some of which I submitted, too).  But while I haven’t been the “go out on sub-zero night to join a bunch of people turning Fiddler’s Green into an L8 farm” kind of player,  I’ve spent a fair amount of time here and there — at lunch, riding the train, and driving on errands — hacking and linking. Some would say an excessive amount of time, though I’ve tried to stay within certain bounds of what seems like rationality.

Nevertheless, I will be easing back on the frequent-to-constant gameplay. If nothing else, my reading time on the train has suffered  mightily (esp. as more and more of the stations have gotten their own portals).  It would be nice to take reading walks at lunch that aren’t punctuated every five minutes to try and take an enemy portal.

I don’t believe I’m going to vanish. But I don’t think I’ll be battling compulsively for the “Ghostly Trio” portals every day. I will probably still go out (at least in Pasadena) in the evenings while on travel (great exercise to counter business  trip meals), and I do have a neighborhood portal that I will be guarding diligently.  But I might not always take 90 minutes to drive the 20 minutes from my comic book store back home on Wednesdays, or things of that sort. I might fire up the client on the train — sometimes — but I won’t wail and gnash my teeth if I ride through a station and miss hacking something because I was enrapt in a particularly good chapter of my book.

What to do … what to do …

2. But the Artistic/OCD side will continue: One of the most enjoyable aspects of the game to me has been submitted portals to Niantic (and submitting portal corrections, too).  It brings out both the artist and the OCD in me. I don’t see that changing.  (Now, if only Niantic actually rewarded someone for doing so …)

3. Community rules:  The +Ingress Colorado Enlightenment group on Google+ is a great bunch of people, and I plan on staying in conversation with them.  Or meeting them for beers at the Ghost.  Or …

4. Mentoring Margie:  She’s gotten up to L4 (as “@Kazima”), but doesn’t play that much. But we’ve done a few partnering things, and working with a higher level person is a great way to get some good AP. So we’ll be keeping that up at a low simmer.

So, that’s the plan! But regardless of how it works out, I’ve enjoyed the Ingress (Beta), and look forward to its eventual release into the wild.

So what am I playing these days?

Well, not a lot, but a few things I dabble in, more or less:

  • Ingress:  Assuming that counts. I’m over half-way through L7 to the (current) L8 cap. It’s nice, fun, casual gameplay as I commute on the LTR to/from work, deal with some portals in range from my office desk, farm a portal up the street from my house, and try not to obsess.
  • LotRO:  Not much. Margie and I occasionally get on and duo together, and I even ponied up (so to speak) and bought a horse, but I’m still not feeling the burn. Maybe part of it is because Margie knows so very well what she’s doing, and I’m a relative noob, but part of it remains the non-heroic drudgery and occasional glass cannon nature of LotRO gameplay.  Though it remains beautiful and imaginative beyond belief, and I do enjoy playing with Margie per se.
  • WoW:  Rarely, but occasionally.  See “LotRO,” but with brighter colors and shallower story.
  • Torchlight II:  This has been where most of my gameplay has gone of late.  It’s all solo play, and non-cloud, but I’ve been enjoying running multiple alts through different bands of the game. In theory, Margie and I could set up LAN play to do this together …

I did some very limited beta work with Marvel Heroes, and found it modestly enjoyable (same Diablo style as Torchlight II, but with an immersion-breaking plethora of the same heroes running around). Anticipate trying it out more when it goes live, but not enthused enough to spend any money on it as of yet.

Seven Heaven and Pulp Fiction

I managed to hit Level 7 in Ingress today, one level below the current level cap.  Which means I now have access to L7 bursters and resonators, which might come in handy someday. Metaproblems with game faction imbalance continue, but patience prevails for the moment. At least long enough to get me to L7.

Of course, I have to double the experience points (AP) for L7 to get to L8.  Sigh.

In honor of the event, I present two PULP SCIENCE FICTION COVERS I created for Ingress, via the Pulp-o-Mizer.

Seriously thinking of getting coffee mugs with these on them.

 

Ingress: The Worst and Best

On the Ingress Colorado Enlightenment site, we had a thread about Worst and Best things about Ingress.  Here’s what I came up with, some of which are ideas that others had, some of which are restatements of things I’ve recorded in recent blog posts here.

TOP TEN WORST THINGS ABOUT INGRESS:

1. A regional / metro death spiral into one side dominating the battleground. Even were things can be taken back, it’s brief, as the other side has been able to farm their much-more-drop-friendly portals to gain an imbalanced inventory.  
SUGGESTIONS:
a. Increase the hack reward from enemy portals, esp. of Bursters.
b. Do something to dynamically increase the powers of, drop rates to, success rates of the lower level team (e.g., based on the distance to the nearest friendly portal). (The opposite could be done for the majority team, but I don’t want people to feel penalized by success.)
c. Add another faction (or two). This divides up the population enough that one side is less likely to dominate.
d. Add an NPC faction, that can focus somewhat more on the majority in an area.
e. Make zapping portals easier, building them harder (either through drop rates, or the effects of bursters vs energy of resonators).
f. Increase decay rates based on proximity of others portals. Make creating a farm (including a regional farm) harder.
g. Having a portal key gives you an additional advantages when hacking an enemy portal (more drops, greater damage, greater AP).
h. Inventory item decay.  Above a certainly medium number, inventory items (at each level?) decay at X%/day. That controls inventories, reduces the pinata drop advantage of friendly farms, encourages people to use it or lose it, but doesn’t penalize folks who are stocking up for a big event. Maybe make items that you can’t use yet immune to that decay.

Pity the Newbs

2. There is an evident barrier (esp. in #1 situation) to low level players, especially ones without higher level mentors or the ability/finances to drive all over God’s creation.
SUGGESTIONS:
a. Increase the power of low-level Bursters. L1 Bursters presently are a joke. L2s are not much better. (Optionally, have that effect fade when you get X levels above the level of a Burster, encouraging L7s to drop their L1 Bursters for lower level folks to use.)
b. Increase the hack AP reward against enemy portals. This benefits low-level players most (as a percent-of-level).
c. Limit Burster Level use to Portal Level +2. E.g., high level players can’t drop L6s on that L1 portal. They have to slug it out some.
d. Alternately to (c), limit who can (within a 5 minute period) attack a portal to someone at Portal Level +3 or less.  So an L8can’t just knock down L4 portals, only higher level ones. (As the portal is attacked, though, its level drops, thus the time period within which an L8 can take down an L6 portal even when it dips to L4 and below).

3. Doing something — sometimes taking several minutes to do so (driving somewhere, maneuvering around with cranky GPS signal. etc.) — and having it give you nothing.
SUGGESTIONS:
a. Every hack should net you something.  Maybe not much, but no effort should go without some reward.

4. Slow responses from Niantic regarding portals — new portals, portals without pictures, duplicate portals, portal bad locations, portal bad names, etc.  The last three are definitely dings on the perceived quality of the game.
SUGGESTIONS:
a. Error correction / quality should take priority over bringing new portals online, esp. in areas where there are already substantial numbers of portals.
b. Add more tools to facilitate error corrections (e.g., to submit a new picture for a portal).

5. Lack of keys, which hampers building links and CFs, which not only slows progress but denies one of the most awesome things you can do in the game.
SUGGESTIONS:
a. More key drops.  Or maybe more key drops on enemy portals.
b. Alternately (but, I think, less desirably  have keys be permanent. Once you have the key to a portal, you can link to/from it indefinitely. This maybe makes things too easy.

Only you …

6. Mobile platforms are cool, but not the easiest to interact with. The Intel page is great, but highly limited.
SUGGESTIONS:
a. Allow recharges (and view of portal key possession) from the Intel map. (Really, Google can tell where my location is on my PC, so why not let me use that?)
b. Allow (or make straightforward) portal submissions from the PC (maybe through G+).
c. Provide inventory control from the Intel map.  Do I have that portal key? How many resonators do I have?  It’s ridiculous to spend a minute to open the mobile client in order to determine that.
c. Rationalize the interface between the PC and Mobile versions. Where to enter in codes, for example, is a completely different affair.
d. Allow Faction chat to be set as the default.
e. Inventory interface on the mobile device needs to be greatly improved. Takes too long to see what you’ve got, let alone use it.
d. Anything that can be done to reduce power usage on the phone should be. That might include allowing the screen to blank/dim but still be picking up XM. My Moto Razr Maxx works pretty decently, but even I get drained; I have no idea how others with smaller batteries mange.
e. The GPS control in the client seems much less stable than, say, what Google Maps is able to figure out from the GPS. Please fix this, as it makes hacking or attacking some portals change from a 5 minute task to a 15 minutes task.
f. Portal key management on the mobile needs to be completely redone. Sorting alphabetically is rarely useful. I want to be able to sort by proximity. I want to be able to filter out which keys are to portals that are friendly (that I might recharge). I want to be able to star/flag portals that are of particular interest to me.
f. Both mobile and PC should notify you if your resonators are under attack.
g. There’s a lot of wasted time hacking portals before they are ready to be rehacked. The mobile client should monitor this and not let me re-hack until it’s time to do so (maybe even with a timer over the hack button).
h. The game seems too easily hung up, requiring a Force Sync or Force Stop of the app. This gets really frustrating in the middle of trying to take a portal. Um … fix this.
i. If things get hung up, it seems the device being used (e.g., a Burster stuck in mid-burst) gets lost, even if there’s no effect. That should change.
j. The press-to-fire option on the mobile device only picks the highest level Burster you have. But there are empty boxes on the interface — why not second-highest and third-highest (to encourage finesse)?
k. When I hack a portal, I want the results to show up in the COMM window, too, just like with code entries.

7. The decode codes are, unfortunately, very easily accessible to some people (who monitor the decode sites and can easily get to their client) and not to others. This engenders resentment, annoyance, or just a plain feeling of unhappiness.
SUGGESTIONS:
a. Codes need a longer lifespan. Much longer.
b. Code access should be part of the game, not a matter of personally decoding or monitoring independent decode sites.  Maybe some hacks give you codes, or codes are found on documents at some portals, or ADA suggests a code to you …

Endless war, pawn against pawn

8. Even if regional balance is in place, it’s an endless war, with no real difference between the sides, which eventually can get boring.
SUGGESTIONS:
a. Create faction-specific abilities (changes in hack results, for example — builders vs destroyers; variation in how deploying, or linking, or decay works, etc.). This requires some careful balancing.
b. Rather than every player being the same at each level, allow some sort of personal specialization or simple skill tree — improved bursting, improved resonator placement or energy levels, improved hacking. Not wildly different, but enough to allow some variations based on the player’s preferred style.
c. Have the rules vary over time. This could be arbitrary, but could also be cyclical (and thus strategically usable), e.g., it’s easier to burst things during Full Moon, while resonators placed at the New Moon have more energy.
d. Have portals be defined by type — POs, libraries, police stations, public art, “Other” — with differing natures (drops, vulnerabilities, XM strengths, link ranges) depending on the type.
e. There should be some positive effect — beyond the initial AP reward and wildly abstract global numbers — to having and maintaining a CF. That’s the metagame goal, but nothing in the actual game supports that. It can’t be imbalancing (see #1), but maybe a convenience — increased XM recovery while in a friendly CF, for example.

Time vs the Casual Player

9. People with no lives too easily dominate those of us who have to work (study, caretake) for a living. Some of that is inevitable, but … well, I don’t want to frustrate people who have a chance to play, but casual players need a chance to be competitive, too, and an obsessive few can have too great a control over too much of an area.
SUGGESTIONS:
a. Create hourly activity caps — X hacks, Y bursts, etc., then a 15-30 minute cool-down.
b. Alternately, reduce effectiveness over time (after X hacks per hour, the drop rate goes down; after Y bursts per hour the range or strength starts to drop).

10. There’s a huge meta-story out there, but it doesn’t really impact on the game.  (And some people aren’t interested in tracking it).
SUGGESTIONS:
a. Events in the story feed back into the game (through client updates).  E.g., something happens that changes Resistance abilities, and the scanner notes that when applicable. “Your bursters seem weaker than before. Perhaps Professor Smith’s theory is correct.”  It’s not deep immersion, but it’s more than happens now.
b. Game event info shows up in the COMM. “ADA: Be on the look-out for Professor Jones.” (Maybe with a minor reward if you find a portal that has Professor Jones hanging around it for some reason.)

=======================

TOP FIVE THINGS I REALLY ENJOY:

Awesomesauce

1. Creating a link is great.  Creating a CF is awesome.

2. Though not a social kind of guy, the discussions and occasional activities are keen.

3. Exploring my city — the streets, the art, even the post offices and libraries.

4. Playing with my wife.

5. Running into another player. Even an opponent. It adds a sense of reality to the game.

========================

And, needless to say, the Top Five Enjoyments are, for the moment, greater than the Top Ten Worsts.

Ingress: So, what’s worse than an endless war?

An endless guerrilla war …

So here’s the biggest complaint I have about Ingress at the moment — and it’s a complaint I see all over the boards, too.

One side’s won.

It’s a different side depending on what city you’re in. But in way too many cities, the give and take of war and raids and sniping and attacks and retreats and fighting another day has turned into a monochrome. Take, for example, Denver (click to embiggen).

Oh, I’m bluuuuuueee …

That’s a lot of blue.

The current gameplay in Ingress seems to have a tipping point that turns into a death spiral for game competition.

Let’s look at the Pros and Cons of being a city majority, and how that prevents the other side from turning the tide.

THE MAJORITY SIDE

Pros:

  • Because friendly portals give big drops of kit, everywhere is a farm for you. Resonators, Bursters, Shields for all!
  • Lots of portals means lots of links means lots of CF means lots of AP means lots of leveling.

Cons:

  • Large networks of portals decay over time. It’s difficult to keep them up. (But, then, why do you need to? It just provides additional stuff to do later.)
  • Large networks of portals are subject to attack anywhere. It’s difficult to defend every portal. (But, then, why do you need to? See below.)

THE MINORITY SIDE

Pros:

  • “A target-rich environment.”
  • Hacking nets you 100 AP per portal …  great for L1 (climbing from 0-10,000), not so useful for L6 (climbing from 300,000 to 600,000).

Cons:

  • Enemy portals bite back when hacked, draining XM.
  • Enemy portals give nothing or very little in the way of kit drops.
  • Taking a portal and building anything is largely an effort in putting a big target on the map for folks wanting the AP of taking something down.
The problem with liberating a portal.

The last “Con” is probably the biggest thing. The Majority Side is always looking for things to attack, because taking portals is a big part of what nets you AP.  And, of course, they have very few opportunities to do so, because they have the majority of portals already. And, of course, all those friendly portals have given them massive arsenals to attack with and equipment to build with.

Result: build a Minority-color portal, and everyone on the Majority-color side is on it like scavengers on the Serengeti. If you build it, they will come.

Which means, of course, that the Minority side can never build up items, or links, or Control Fields. Which means they can’t really get the big AP rewards. Which means they can’t advance enough to take on the Majority side, take back enough of the portals to counter the advantages of the Majority side.

(Note, “The Majority Side” can be either Resistance or Enlightenment. In Denver, the Resistance — blue — has the unshakable upper hand. The Enlightenment — green — has the upper hand in other cities.)

Ingress is balanced to the extent that it can be highly imbalanced in either direction

Why is this bad?

For the Majority side it’s bad because there’s little challenge. Going all piranha on the few Minority portals that pop up is all well and good, and the completionists will enjoy building a Tholian Web of links and CFs across the metro area. But there’s not a lot of interesting stuff there, except for OCD types and bullies.

All Your Mind Units Are Belong To Us

Worse, as the Majority side continues to level, the number of portals that are accessible to low-level types (on either side, but let’s focus on the Minority side) become miniscule. Which means you’ve erected a barrier to new players entering the game (especially, but not solely, on the Minority side).

Now if you complain about this on the boards, you get some people coming up with the following suggestions, none of which resolve the problem for most players:

  1. “If you are willing to get in a care and drive, you can find low-level portals out in the hinterlands to take over and level with.”  Which assumes that any player worth their salt is going to get in a car and drive around to play the game.  Which means disposable income, a lack of regard for the environment, and lots of free time. Oh, and dedication, beyond what a casual player is going to have.
  2. “If you team up with higher level players, you can all cooperate to take things down.” This assumes that players of the game are all gregarious types who are going to join boards, participate in planning raids, and do all that kind of social stuff. (Or, if you’re not, it assumes you should quit.) It also assumes that there are higher level players around. (Which is where you get into the “Invite some higher level players to drive to your city and help clear things out” suggestion. Which can do a short, initial number on the Majority side, but is unlikely to change things around based on stockpiles, and is also not something you can or should count on as a fundamental game process).
  3. “Wait until the Majority side gets bored and leaves the game. Then you can take back over.” Assuming that will actually ever happen, it’s a rather ugly meta way to succeed. And while you’re doing whole waiting thing, the Minority side is probably going to get bored and leave the game, too.
Or maybe we could just have a table of eager young professionals, and one seasoned, mature executive, figure out an answer.

Which brings this all around to another major point: while Ingress as a whole is a positive experience for some of the Majority (OCD and Bullies) and some players as a whole (people who are willing to team, willing to dedicate lots of time to the game, willing to drive around a lot) — that’s not a recipe for a broadly successful game. It’s possible that’s enough to do whatever data farming Niantic and/or Google are looking to do, but it’s a recipe for Ingress never much leaving beta (or, upon leaving beta, not surviving over six months). And somehow, I think the Powers That Be want something a bit more robust.

So, what should Niantic do?

Well, there are any number of suggestions that have been made, many of them contradictory.  A few of the biggies that appeal to me:

  1. Change the Build/Destroy balance. Right now it’s a lot easier to build than to destroy. If it were easier to tear down portals, that would impact the Majority most.
  2. Give some advantage (or less disadvantage) to the Minority. It’s been suggested, for example, that Enemy portals should drop more Bursters (offensive weapons) when hacked, or at least should drop at the same rate as Friendly portals.
  3. Give some disadvantage (or less advantage) to the Majority:  An NPC third faction, which tends to attack the Majority more often, is an obvious suggestion. Increasing drops to the Minority (or decreasing them for the Majority) is another. Having friendly portals actually suck XM away from you is another.

Of course, all of this has to be done with some care. You don’t want people to not want to succeed for fear of drawing major disadvantages.  And ideally you want a system that oscillates between different factions being in the lead, rather than deteriorating to a Steady State / Trench Warfare.  And you don’t want people to feel railroaded or too manipulated by the game masters.

Wait, Google’s the one we’re trying to correct here.

But you (and by “you” I mean “Niantic”) need to do something.  I’m seeing more and more folks on the boards sounding discouraged or frustrated at being stuck in a permanent Minority, at having anything they capture or build be immediately seized back. I’m currently playing guerrilla warfare — tackling only portals I can take with relative ease that also happen to have a large number of links and CFs hanging off of them, maximizing AP gained as well as visual impact on the Resistance.  But that’s not something that everyone can do, and, at best, it’s a way of advancing me but not the overall Enlightenment cause. And, frankly, I don’t know how sustainable it is.

(Oh, yeah — I am doing the “team up with a newbie to help them advance” thing … but only because the newbie sleeps with me …)

“Oh, and PL MEH PLZ.”

(My wife, that is.)

(Ironically, viz the cartoon, I use my wife’s health and dental benefits. But I digress.)

I want Ingress to be a success.  Truly. I would say, at the moment, this situation is the biggest challenge to it being so. If Niantic and Google can’t come up with a game with a robust variation in situation (one side winning, then the other, and back and forth) and keep it from becoming an endless stalemate … then Ingress will fail. At least as a game.

 

Ingress – Play thoughts after a month

“In the heart. In the head. I won’t stay dead. Next time I’ll do the same to you. I’ll kill you. And it goes on, the good old game of war, pawn against pawn! Stopping the bad guys! While somewhere, something sits back and laughs, and starts it all over again!” — James Kirk, “Day of the Dove”

I’ve been playing Ingress for a month now.* It’s been fun, even exciting. It’s gotten me walking even more on my lunch hours, helped me learn more about downtown Denver (and some of the ‘burbs), and introduced me to a new set of online comrades.

Being locked in eternal warfare isn’t all it’s cracked up to be.

But, even as the game slowly makes its way through Google’s Beta process, I can see a problem, summed up, perhaps inadvertently, by one of the lead players in the Denver “Enlightened” community:  “This game wasn’t designed to have a winner, just a constant ongoing battle.”

Yeah, that never ends well.

Because it never ends.

“[W]e’re a doomed ship, travelling forever between galaxies, filled with eternal bloodlust, eternal warfare.” — James Kirk, “Day of the Dove”

Granted, most MMOs, for example, never end. The world sometimes changes, but neither Horde nor the Alliance will ever triumph in World of Warcraft. And even if they did, there are plenty of other challenges and challengers out there.

But in WoW, the gameplay changes. Characters advance. New alts get brought on. Different races get played. Different mission tracks get followed.

But aside from a very basic leveling mechanism (that treats everyone the same), and the slow entry of additional portals into the game … there’s no real change going on in Ingress.** And that’s a problem.

Interminable wars with neither side able to win are, ultimately, meaningless and/or boring (cf. trench warfare of WWI, repeated taking/losing/retaking of hilltops in Korea, and ST:TOS eps “A Taste of Armageddon” and “Day of the Dove”). I can see that as, in not too long a time frame, a problem Ingress will face as it currently stands. How will Google/Niantic address that over time?

  • They could shake things up by having the rules/conditions change at various times, making the strategies and tactics necessary for success evolve to keep up. That might help a bit.
  • A bigger change might be new factions; a rumor has been circulating of an iOS version of the app, but that Apple players would be a separate set of factions (yellow and red?) competing against each other and the existing two factions.  That would complicate the dynamic, some.
  • A third NPC faction would be a fine addition to the game at some point. By being a computer-based faction, Google could change behaviors to keep folks on their toes.

“Be a pawn, be a toy, be a good soldier that never questions orders.” — James Kirk, “Day of the Dove”

 None of the above changes, though, alter the basic equation: I take your portal for myself, build it up, then you come back with friends and take my portal, and build it up for yourself. Rinse, repeat.
Creating some variety in the conflict would be helpful.

Another direction to explore might be some other method that (a) changes the dynamic between Enlightened and Resistance and (b) provides some milestone “success”/achievement/reward beyond incremental AP increases. The excitement — the value add — in current game mechanics really stops when portals are linked and a Control Field (CF) between three portals is created. At that point, besides adding more links from the same portal (often with more difficulty but no greater payoff) there’s no advantage to maintaining what’s there aside from “Yee-haw, look at all that Green/Blue on the map.” Nothing changes in the world if the Resistance takes back my portal, except, once it happens the hundredth time I just shrug and, yes, “Well, there’s something I can hack for some AP.” (Yes, the game as it stands actually incents the other side taking your portal, so that you can get credit when you take it back in turn.)***

So, yes, there could be some benefit to rewarding maintenance and preservation of things (maybe an incremental boost to AP each day for each portal, based on level, a person still has in place), as well as some actual in-game effects from having links and CFs built and maintained (perhaps increasing a portal’s strength when it’s linked to another portal, or when a CF is in place, or extra XM creation under a CF).

Or maybe you make it (more dangerously to player satisfaction) a negative — you forfeit (reduced over time) some of the AP you got from putting up a CF or link (or even a portal) when it gets taken down. Or maybe that zorches some of the XP you’re carrying (which might be trivial if you’re on the road, or might be a real bummer if you’re actually in the field trying to hack).

Ever have the feeling Google is watching you?

And whatever advantages (or costs), the game makers need to be sure that they also maintain a balance for players of all levels.  Right now we have everything running around from L1s to L8s. It seems far too easy for newcomers to the game to feel like there’s little they can do — no portals they can possibly budge, but can only hack at slowly over time for the AP that activity gives. It feels — at least at the moment — like it’s far more expensive to tear down than to build up, given normal drop rates from hacks.

On one level, that’s the way it should be (it’s futile to build if it gets immediately destroyed), but it also creates a barrier to beginners, or even continue-ers (it’s futile to try to destroy if you’re too weak to do so).

“Out! We need no urging to hate humans. But for the present, only a fool fights in a burning house. Out!” — Kang, “Day of the Dove”

 And does the game eventually going public change that any?  I don’t think so. The last consideration mentioned probably isn’t one at all, as it’s true in its own way for all online games: it’s darn tough for someone who isn’t unemployed, or has a lot of free time on their hands, to compete.  Especially if you’re not in an urban center, the current distribution of portals means playing the game means getting in your car and driving around (probably not the most climate-friendly sort of gameplay), hitting what you can in the local environs.  Though Google/Niantic accept applications for more portals, that appears to be a fairly slow process, and remains most focused in urban area.
Like anyone else, Google wants happy customers.

Now, to be sure, Google’s point with Ingress is not to make the perfect game, by any means. They have some very pragmatic reasons for the game. But if they want that to be more than a short-duration series of data points, they will need to do something to keep people engaged and interested.

*That was actually a week and change ago. I’ve been pondering this post for a while.

**Yes, it’s beta. I know. I can only judge things by where they are right now. In beta.

***In some ways, it feels more like one of those Cold War / “Great Game” types of films, where the Station Chiefs for the opposing sides contest against each other, but with the understanding it that it should be kept gentlemanly and not put either side too far out of shape.

UPDATE: (Told you I’ve been pondering this for a while.)  A few other thoughts:

  1. The game needs to be both solo- and team-friendly. Right now there seems to be much more effectiveness in teams of players, in terms of resources (blasters, resonators, keys) available. That’s fine — for some. For others (cough), teaming is less likely because of other restrictions. That can make the growth curve a lot more difficult.
  2. Team play needs some refinements.

    That having been said, right now team play is rather crude.  The person who does X gets all the credit for X.  If Google wants to encourage team play, there should be some sort of bonus for it.  E.g., anyone within the 30m sensor range of a portal gets some fraction of AP credit for events that occur regarding that portal (destroying things, deploying things, linking things), or perhaps only if they’ve done something against/with that portal (other than hacking) so far. That would encourage people to team up, and would also make it easier for higher level folks to mentor newbies.

  3. Google continues to change some of the game parameters to meet what it thinks is competitive play. In the time I’ve been playing, we’ve seen a drastic reduction in key drops, a couple of trial changes in how XMP bursters do damage, and (since I stated this post) a reduction in burster range. In general, it’s made the game more difficult, in terms of taking over stuff — which might fit into some play balance problems elsewhere, but which I, in general, have found to make things less fun.
  4. One could argue that the “variety” in the game comes from the metastory — all the clues and websites and this and that about what the portals really are and Niantic and Enlightened and Resistance and puzzles and all that.  And … one would be wrong. Because, as far as the game is concerned, that’s all flavor text. Some folks are into the story and the puzzles. Some aren’t. I think Google wants both groups.
  5. Victory! Which, frankly, gets kind of boring, if it lasts too long.

    The biggest challenge seems to be when one side or the other gets a lock on territory — the majority or near totality of portals in an area.  This is often accompanied by high-level portals being established as anchors, and “portal farms” that are milked for drops. The result is that attempts by the other side to take anything back tend to be short-lived — the majority group has the resources and a small number of targets to apply to them.  The result is one side feeling completely outgunned, and the other side — well, frankly, getting bored (and thus doing counter-intuitive things like letting their portals decay so they can take them back again). This imbalance can change slowly (if people decide to switch sides — though they can do so only once), and can also be changed by broad changes in strategy by the “out” side, but it still seems to be something that could easily unbalance the game. (This is another area where a third faction — esp. an NPC faction that tended to go after the majority, would be of some advantage to the game.)

I am still having fun. But I can also see this, right now, very easily as a game that one day you just suddenly say, “Y’know the heck with it,” and either greatly cut back on playing or quit. And I don’t think that’s the model that Google is looking for.

“I’m going to Disneyland!”

Margie and I went to Downtown Disney in Anaheim last night as a “date night,” scheduling a very nice dinner at Catal for 8 so we could be on the balcony to see the fireworks at 9:30.

Disneyland

Margie’s been very funny about Ingress with me. On the one hand, she kind of mockingly pooh-poohs it as “marking territory” (when she’s polite) and derives great amusement at my being involved in it, she’s also been unexpectedly supportive of my doing it. So whenever we’ve gone out while here in SoCal this vacation, she’s driven so I can hack at passing portals (and has been known to swerve into a parking lot if they’re a bit too far from the roadway).

On Christmas, she indulged me in heading to my folks’ house by way of Glendora Ave., which had several portals between the freeway and downtown. I was just a fraction away from Level 4, and between going and coming back, I managed to level.

So last night we were at Downtown Disney. It should come as no particular surprise that Disneyland itself is full of portals, the majority of them player submitted, I assume. I would guess there are some players who work at the park, others who have annual passes, and the rest are vacationers and visitors passing by and adding another layer to their holiday experience.

Downtown Disney. The green portals in the middle are ones I took over.

Downtown Disney is open to the public, being a shopping / restaurant hub between the parks and the Disneyland hotel. And Margie appeared to have fun encouraging me to hack as I liked, and even standing by while I attacked and took a couple of the portals — the funny hat by the hotel, attacking the blue portal at the Rainforest Cafe, taking the portal at the fountain in front of the House of Blues, and struggling with the very powerful one centered on the trumpeter at the New Orleans restaurant there.

We even walked beyond the Disney Store (past the blue portal at the tram fountain) to the plaza between Disneyland and Disney’s California Adventure.  There was a whole series of green portals there which I was able to hack at for fun and prizes. And enough stray XM in the air to recharge me no matter what.

The best was that there was a portal right outside Catal, so I could sit there and hack at it every five minutes from our dinner table until it burned out. Then I took it over for the Enlightenment and netted many more AP.

I also chatted a bit on the Comms with the locals, including one guy who is moving out to Boulder in the summer. I told him there was a pretty vibrant Enlightened community in the Denver area, which he was happy to hear.

Villa Park, down by the Ralphs Market. The local home turf.

On the way home Margie took me (unrequested) by a post office we hadn’t gone by previously (the portal was mid-building, though, so we couldn’t hit it), and then by the Ralphs near her folks’ house, where I took back two of the portals that had been turned back to blue, and reinforcing the green ones that had been attacked.  (Fortunately, the prowl car with two of Villa Park’s Finest decided we were not suspicious parked in the lot with the engine running.)

So I’m a third of the way through L4 now, which was unexpected, and I had fun, and I think Margie had fun (copious thanks be unto her). And, yeah, it’s just a game, but it’s a nice little add-on to what was already a very nice evening.

I am … Enlightened

Yes. I am

… one of …

… Those People

… who …

… play Ingress.

The game is still in closed beta — invitation only (and, no, I don’t have any invitations to pass on) — but there are a decent number of people playing already.

On one level, Ingress is a simple territory-capture game, with the unique quality of being grounded in the Real World.  Portals are located at a variety of interesting public locations — post offices, museums, unique buildings, public art (and players can submit similar landmarks to become new portals).  Using a Google Maps-based interface on an Android smartphone, you can find where the portals are — in the Real World — and then try to co-opt them for your team, harnessing their strength and linking them to other portals and defending them against the other side …

… well, yes, of course, there’s another side.  Because there’s a higher level game, involving CERN and Higgs-Boson research, and the release of strange energies that lead to (maybe) some folks from Elsewhere (the Shapers) pushing into our world (through portals) to shape the minds of humanity.

So you have the Enlightened (Green) who welcome these efforts as a way of enhancing and impr0ving humanity.  And you have the Resistance (Blue) who are against any tinkering with human development.

And when you start to play, you choose which side to be on. At which point you and yours can start tussling over portals, helping defend them, attacking the portals of the other side, and either opening up human minds to Shaper activities, or protecting them from same.

Or, as Margie so eloquently puts it, “pissing on things to mark your territory.” Poetry in motion, my wife.

And at a level above all that, Ingress has all sorts of conspiracy / mystery / WTF-figuring-out bits to put Fringe and the X-Files to shame.  I’m not doing those bits, because life is too short, but some people hang on every word that comes from Niantic Labs about what’s actually going on.

So … about me.

I’ve been playing about a week, and having fun. I do a bit more vigorous walking at lunch, as there are all sorts of portals in downtown Denver that need boosting, refreshing, attacking, co-opting, linking. Plus the community of other folks in the Enlightenment, with our own G+ group for Colorado, discussing plans, activities, issues.

Some of the folks are a lot more into them game than I am. I’m not the “Let’s go on a group raid tonight, in real life, and turn all the Resistance portals on the Auroria Campus into Enlightened portals” type. On the other hand, there are a few portals along my commute that I’ll take a little extra time to touch bases on, and my Noon-time walks haven’t been the same since I started the game. And what’s really going on with the Blue Bear, or that curly-cue thing on the other side of the Convention Center, or

It’s fun.

And I can see how it could be a total time sink for folks — just like any other online game. This one has, at least, the advantage of getting folks off their chairs and out into the real world.

A Google Surprise — Worldwide Alternative Reality Game Ingress Revealed | Singularity Hub
Google's "AR" Game Ingress Offers A Glimpse Of The Future
Why Google's Ingress game is a data gold mine – tech – 29 November 2012 – New Scientist
Inside Ingress, Google's new augmented-reality game | Internet & Media – CNET News