Wednesday, March 20, 2019

Drives A Little Slower: EQII

Isey, from I Has PC, chose to celebrate EverQuest's twentieth anniversary with the closest thing he could find to the original experience, Project 1999. It was, as he said in the title of his post, "Slow Progress...":

"I spent three hours this morning on my 7 Enchanter at Orc hill.... By the end I had barely dinged 9 (I was only one bubble away from 8 when I started)... three hours of gameplay for a full level and a bit."

He also lost his level on a bad pull when he was Level Eight and when it was all over, all he had to look forward to was

"...an incredibly non efficient trip ... to High Keep (from Gfay) – my level 8 pet spell is only sold there. I can’t remember how long of trip it is but if memory serves it’s something like 4 or 5 zones plus a boat trip." 


I can't quite match that but my progress, leveling a Dirge on Kaladim, EverQuest II's new Time Limited Expansion server, has been mightily slow, too. I logged out a few minutes ago, immediately after she dinged Eleven. My /played shows I've played her for just over a dozen hours so far.

Allowing for the extremely short time it took to do ten levels of tradeskills (the crafting tutorial gives insane xp compared to anything an adventurer could hope for) that's about an hour per level. My progress wasn't anything like as smoothly distributed as that. I did four levels in a couple of hours on the first day but the next time I played it took me the best part of three hours to do a single level.

A lot of that could well be down to the way I play. For some reason I seem to be incapable, in any MMO, of sticking with the content meant for my level. Dressed in the most basic imaginable gear (actually, nothing at all in about half the slots) my Dirge has been running face-first into the brick wall of quests and mobs meant for characters three or even five levels above her.

She must have died, at a conservative estimate, thirty times at least so far. I've certainly had to do full repairs from 20% three times, plus a few more before things got that dire. It's been extremely difficult to break the bad habits of Live and I have to admit the absence of any meaningful death penalty has contributed heavily to my lackadaisical, not to say suicidal, attitude.

Despite those frequent deaths I've been having plenty of fun. Progress has been slow by modern standards but very fast in MMORPG historical terms. And therein lies the rub. It seems there's something of a battle raging on the forums between those who feel XP is about right and those who feel cheated that it isn't as slow as it was at launch, something that was (kind of) promised in the FAQ.

Will experience values be tuned for Kaladim?
Experience values will be slower, similar to how it was at original launch. Tradeskill experience will be the same.

Leaving aside the bald claim about tradeskill XP, which seems to me to be quite simply crazy wrong, this opens up a whole barrel of issues, not least what was XP like at launch? Presumably Daybreak has some numerical data to rely on but all the rest of us have are decade-and-a-half old memories. Which is enough for many people to make statements of absolute certainty about how things were and how they ought to be.

General chat this morning was ringing with reminiscences of how wonderfully, magically, immersively awful slow it all was in 2004. All those people claimed to have been there. So was I but I have no genuine certainty over how long it took me to level back then. Mostly what I remember was how attritional it felt, which is not the same thing at all as as being "slow".

In my memory, everywhere and everything required groups, not just dungeons but almost all overland content as well. I remember how excruciatingly rare it was to find spell upgrades as drops, while crafted versions were prohibitively expensive because of the appallingly badly designed tradeskill sytem (the same system a few masochists even now hold up as the paradigm of how crafting should work).

None of that difficulty - literally none of it - has been brought back for this or any other TLE server, thank heaven. I'm sure it's someone's dream - forming a full group to go grind heroic difficulty crabs on a strip of Antonican sand for hour after hour in the hope of getting a single spell book to drop, a book which, inevitably, will be usable by no-one in the group. It's not mine.

Neither, I would hazard a guess, is it commercially viable, even in today's sophisticated nostalgia market. All these things some people remember so fondly were changed because a lot more people stopped playing rather than put up with them. It's possible there could be enough potential customers who a) genuinely preferred the way EQII played in its first six months and b) still have sufficient interest in reprising that pleasure to pay a monthly subscription for the privilege, but I doubt it.

Were the genuine status quo ante ever to be recreated in all its true horror, I suspect the unfortunate experimental server in question would bleed population even faster than the original game did all those years ago. As I said, there's slow and there's awful. If there were ever to be a P2004 server for EQII, I very much doubt it would attract and sustain the kind of population P1999 enjoys. EQII at launch was no Classic EverQuest, that's for sure.


Even so, by and large, I'm in favor of slow, if "slow" means "time to enjoy the scenery". The restrictions that apply on Kaladim are having that effect on me so far. There's no Fast Travel, no Broker Anywhere, no flying mounts, no access to housing other than by going to your front door. Getting anywhere from anywhere takes time and it really does make the world feel much bigger.

I'm enjoying it now but I'm not sure how long that will,last. It's very interesting to be able to compare the situation on Kaladim with what I'm enjoying on Live at the same time. I did over twenty levels on my Shadowknight yesterday, from around Level 60 to the mid-80s. I had 100% vitality (for a while), 140% veteran bonus, 100% server bonus and 100% XP Potion, all at once. It was exhilarating and satisfying and I had a great time.

That "great time" consisted of me burning through as much content in an afternoon as took me about six months the first time round. Of course I didn't really see all that content this time, any more than you "see" Europe as you pass over it in a plane. I just saw a few selected highlights as I flew across zones and Fast Travelled from era to era, cherry-picking a few favorite quests and completing in minutes what would once have taken me hours or possibly weeks.

Even though I'm using the same launcher to get to them both, EQII on Kaladim and EQII on Live might just as well be different MMORPGs altogether. They may both nominally share the same content but that's like saying five sets of tennis and a game of fetch with your dog both use the same ball.

As the release date for WoW Classic draws ever nearer I'm increasingly curious to see how Blizzard's reluctant entry into the nostalgia market plays out. From everything I've seen so far in MMORPGs from EverQuest to Rift, one person's faithful recreation is another's slap in the face. The difference this time is that World of Warcraft is big enough for a slap you can hear around the world.


Monday, March 18, 2019

This Day's Portion : EQ2

What with all the ballyhoo over EverQuest's twentieth anniversary and the simultaneous launch of four new special ruleset servers it would be very easy to overlook the fact that EverQuest II just got a major content drop. Mischief and Mayhem, aka Game Update 109, added a new Fabled dungeon, a new Raid zone, a new Public Quest for crafters and a completely new community tradeskill system.

The Fabled dungeon this time round is Runnyeye. It's a revamped version of a revamped version. First there was Runnyeye, the open dungeon in Enchanted Lands, intended for groups in the 30s and part of the game from launch. Then, four years later, the Runnyeye goblins acted as hosts for a gathering of goblin clans from all across Norrath in Runnyeye: The Gathering, an instanced dungeon for players around level 80.

The new version, available in both Solo and Heroic (Group) flavors, requires players to be Level 110 and, since the zone-in is in Myrist, the Great Library, to own last year's Chaos Descending expansion. As is evident from Holly Longdale's recent interview with PCGamer, Daybreak are getting better and better at managing their properties in ways that monetize them effectively without infuriating their core players - the ones who actually give them money.

Porcugoblins!

I ran the solo version this morning. For the most part I found it a lot easier than I was expecting. When Fabled Plane of Hate, the first level 110 Fabled Dungeon, appeared I could barely do anything there. Then came Fabled Guk, which was pretty tough at first although now I have it on farm. I was imagining another steep curve, with mobs tougher than those in Guk, but it turned out to be something of a cakewalk.

Until I ran into Chief Kanar, that is. The Chief has an extremely unsavory habit of releasing gas. Let's not enquire too closely into where he releases it from. As soon as you pull him the entire floor of the room fills with a noxious cloud that does around 20 million points a tick in poison damage. Even with close on 140 million hit points my Berserker can't take that sort of punishment.

The strat for beating him is simple: fight him above ground level. He has a throne atop a ricketty scaffold and if you jump up and attack him there the gas doesn't touch you. Not until he fears you into it, anyway.

Here's one in the eye for you, Sonny Jim!

Ah, but my Berserker has a very handy augment in one of his accessories that completely prevents all fear effects. That'll fix his wagon! Or not, as it turns out. Unfortunately, if the Chief can't fear you he just barges you off the platform by brute force. He has a huge knockback attack and I couldn't block or avoid it.

I tried five times and died on each attempt. The final two nameds won't spawn until Kanar dies so I had to quit without clearing the zone. I probably need someone to post a strat that works or else I'm going to have to die until I figure it out. Since none of the loot any of the other Nameds dropped was an upgrade I think I'll let someone else do the donkey work.

My Berserker is also a max level weaponsmith who's completed the Chaos Descending Signature Tradeskill questline so I thought I'd take a look at that instead. It starts in Cobalt Scar, which is where the permanent Public Quest will be - when you clear out the old mine that Wilhelm Nam'Terin has marked out as the place to set up his new enterprise.

Not that Wilhelm.

EQ2 Traders has a partial walkthrough. The devs kept their cards close to their chests on this one so some of the fine details are still to be revealed but there was more than enough to get me started. I talked to Wilhelm then I mapped back to my Mara storehouse to stock up on materials. And fuel. Nothing worse than getting halfway through a questline only to find yourself ten coals short of a combine.

I made the four pickaxes the quest required but I only needed two of them to tunnel through the rock and open up the hidden cavern. There I found a strange, rather cute "beast". I would have let it be since it seemed harmless enough but my instructions were to craft a net, catch it and cage it outside the entrance so that's what I did.

You can't just stick a beastie in a cage and leave it to starve, although if you happened to be "evil" like, oh, let's say an Iksar Necromancer, I'm thinking it really shouldn't be that much of a problem. Well, tough. If you want access to the new tradeskill instance (and get the creature as a very useful Tradeskill Familiar) better just suck it up, craft ten traps and set them out for kitty snacks. Faction in EQII really is completely meaningless nowadays.

The horror! The horror!

The traps have to sit for a full Norrathian day, which is forty-two Earth minutes long. I started this post while I waited. The next step, travelling to Butcherblock, Kelethin, Steamfont and Rivervale to convince some semi-reclusive crafters to up sticks and move to a god-forsaken cave in the back of beyond, also has some interesting time-gating, should you happen to fluff your lines as you try to talk them into it.

As I write this I've managed to get the Dwarven blacksmith on board - at the second attempt - and I'm waiting for the Elven seamstress to calm down so I can try again. If you annoy any of these divas too much they refuse to talk to you, which means a wait of a few minutes before you can try again.

Was it something I said?

I like these imposed delays. I'm sure plenty of people rage at the inconvenience but it makes me feel like something's actually happening beyond me clicking a few buttons. Intellectually I know it isn't but emotionally it works for me. Plus I always find it funny when one of my characters makes a prat of themselves.

There's a known bug in the questline around this point. It's scheduled to be fixed after tomorrow's weekly downtime, but thanks to a warning from Niami Denmother and an in-game message from Gninja I have already safely worked around it. In finishing the questline I opened access for all characters on my account. They can now enter the new instance and start grinding working on the hourly quests, which will incrementally lead to the acquisition of new crafting recipes for the whole server.


I was hoping for the return of Gnome Kabobs but its just a house item.


More about that when (or if) it happens.

Sunday, March 17, 2019

New Kind Of Neighborhood

When Daybreak announced that one of the tent-poles for EverQuest's 20th Anniversary celebrations would be yet another round of Timelocked/Progression servers I was underwhelmed. I understand that they're popular and they make money but I felt I'd been round that particular track a time or two too often already to get excited about doing it again.

Silly me. Since I made characters on Kaladim in EQII and Selo in EQ last night, apart from sleep and eat I've done nothing else. I'm rushing to get this post done so I can get back and play some more and since I don't have to go to work until next Saturday there's a good chance I won't be doing much besides playing EQ/EQII and writing about it for the rest of the week.

Just what is it about starting over on a new server that has this effect? Is it really that MMORPGs - both as games and as worlds - work much better when played in something approximating their original context, where leveling takes time and there are people everywhere you go?

Or is it just nostalgia? The deep thrill of cheating time. We can't grow younger but we can pretend we did.


I spent the morning on Selo, leveling my Bard in Shar Vhal, the Kerran city on the dark side of Luclin, where it's always twilight and Norrath hangs low in the sky like a threat. It was really something to begin there instead of outside the gates of Qeynos or Freeport. I haven't started in Shar Vahl for a decade or more but it all came flooding back.

It took me an hour just to finish the introductory citizenship quest. I remember doing that when Luclin was new. It took me all of a Sunday afternoon, back then. They may have reverted a lot of stuff but I'm convinced it's still easier than it was.

When I'd made enough money killing grimling skeletons in The Pit I went to buy my new songs. Then I broke for lunch. Half an hour later I took a trip forward in time - five years or five hundred, depending how you look at it - to Kaladim and EQII, where I've been dying a lot leveling my Dirge in Sunken City and The Sprawl.


I was having such a hard time I ended up buying a full set of no-stat chain armor from a vendor. I can't remember the last time I had to do that. It was awesome! And it made hardly any difference at all! I still had trouble just trying to get from one questgiver to the next without being eaten by wild dogs.

It was all a much more immersive, involving, satisfying, fun experience than I was expecting. Despite - or possibly because of  - all the being killed, getting lost and generally getting piled on, everything was comfortably exceeding expectations. And then I remembered that DBG had restored the original starting villages for this fresh start.



The villages, when they were around, were something of a mixed blessing. Original EQII began with a lengthy lead-in before you arrived at what you might call the "real game". I don't mean the end game. I mean long before that.

There was the bit on the boat at the start, then the Isle of Refuge, then you had to go to either Qeynos or Freeport and find your racial starting area, where you'd get an inn room and your class quests. I think that's how it went.

The class quests themselves went all the way to Level 20, which took me a couple of weeks first time out. Maybe longer. Most of it happened down in the sewers as I recall. You got into those by way of a drain in your village.

Well, the quests are still missing but the villages are back and so is the drain! I had no idea how much I'd missed them.

Of course, the physical locations never went away. They just got repurposed and repopulated years ago. On Live there are questlines for every race that send you to your racial village every ten levels. Most of those questlines are top notch. I've done quite a few. I probably should do the rest some day.

The problem is, when they did the revamp, Sony Online Entertainment shut off access to the zones for anyone not doing the quests. Since the quests were unique to specific races that meant most characters would never be able to go in most of the villages again and even the right races could only go in when they had the quests active.

What's more, the new storylines put all the villages into a state of conflict. And they scaled with your level, assuming you did the quests as they became available. Even if you could get in, all you'd find was a combat zone. Which was never what any of the villages were about.

And what was that? I'd actually forgotten. They were, like much of the original game, there to tell the tales of ordinary Norrathians, living ordinary lives in an extraordinary world. There were little stories everywhere, vignettes of how it might be, to live cheek by jowl with talking animals, monsters and giants.


The quests are no more but the vignettes and the characters live on. I spent the best part of an hour wandering from village to village, talking to gnomes and ogres and trolls, taking screenshots of cats and pigs and crazy people, like Spezzi the "Street Hag" (we all know what she is...) and Chef Schmenko, psychotic ratonga with a meat cleaver.

These characters may still be running their scripts over on Live, behind the closed doors of the quest instances. Good luck finding out. Here, on Kaladim, you can stroll about in peace, just like we did in the good old days, soaking in the ambience.


What's more, you can bank and shop and craft. All the vendors and utilities have been restored, including the subterranean tradeskill instances. Best of all, you can rent an inn room and settle. Forget your billett at the Jade Tiger's Den in North Freeport (although you have to take a room there too, if you want to complete the starter housing quest). Come back to the village that raised you. Buy yourself a candelabra.

As I was going round I got so excited I felt I had to tell someone. General chat seemed a bit too focused on arguments about leveling speed for the kind of gosh-wow fluffiness I had in mind so I gosh-wowed in the Test channel instead, where fluffiness is a way of life.


Someone promptly sent me a tell asking me if I wouldn't mind going round all the villages in Freeport to run a zone query to get the official map names so he could submit them to EQ2Maps. I was very happy to oblige.

He'd been asking since yesterday and found no takers and I only saw two other players in the villages as I was exploring. My excitement seems original if not unique. Maybe there will be more interest in the restoration project when it finally hits Live. TLE servers do tend to attract the more hardcore end of the playerbase.


Or maybe no-one will care. I didn't think I would. Not until I went there. Now I care enough that I'm going to make another character over in Qeynos so I can see those villages too. Well, I might. I'd have to buy yet another character slot for that. Maybe I'll wait 'til the project comes to the Skyfire server where I already have some Qeynosians.

The one thing that puzzles me is why this is all happening in EQII now, when we're supposed to be celebrating EverQuest's 20th. EQII has its own fifteenth anniversary coming in November. I just hope they've left a little in the tank for that.

Saturday, March 16, 2019

Happy 20th BIrthday, EverQuest!

I was going to save this for tomorrow but since I can't log in right now I might as well do the next best thing and blog about it...

Even this morning I hadn't decided whether or not to roll a character on any of the four new Time-Locked/Progression servers Daybreak span up a couple of hours ago: two for EverQuest, two for EverQuest II. In the end, though, I couldn't resist.

I started with EQII's PvE server Kaladim. As usual, All Access Membership (or "a subscription" as we used to call it) is required to play on Progression servers. I had the sub covered there was still a problem: all my character slots were full on that account.

I've been playing EQII a lot more of late. Six of those characters are max level and the other four are too established to delete, not that I ever delete characters anyway. There is a Level 3 wizard on that account, who you'd think would be expendable, but she was a founder member of the guild we formed on Freeport the day EQII went free to play so she's got grandfather rights. Grandmother rights. Whatever. Point is, she's not going anywhere.

Oh, oh, the hokey-cokey!

So I dug into my Daybreak Cash reserves and bought another character slot. Then I made a Dirge. A ratonga, naturally. I've never played a Dirge before. I don't generally get on with Scout classes in any MMORPGs but I've had a Dirge mercenary running alongside my Inquisitor for a while and it looked not that bad. Plus Mrs Bhagpuss used to play one and I remember it being badass.

When it came time to choose a name I did something I almost never do: I went for something that loads of other people were bound to have chosen before me. Only no-one had. I got it. I couldn't believe my luck. Now, even if, as I expect, I never end up playing this character beyond the first few levels, I have that name in the bag.

What's more, if I make it to level 20 (I think you still have to do that first) I can use /lastname to name my Dirge... Lana DelRey! I probably won't do that... maybe Lana Lang...

Room for a little one?

Everything went very smoothly. No login queues, no lag, no crashes. I whipped through the opening sequence on The Far Journey, before stepping into instance #19 of the Isle of Refuge (Outpost of the Overlord), where I hung about just long enough to turn straight round and get back on the boat to Freeport.

I spent a few minutes questing in Sunken City, died three times, made Level Four and logged out. I was itching to get started on Selo, EQ's new superfast unlock server.

Back in the elder game things went somewhat differently. When I made it to character creation, which took a while, I found myself faced with a blank slate. Eight free character slots and no buttons to press. I went to the forums where I found plenty of people talking about that.

By the time I'd read the thread and posted an ironic comment, my character slots had made themselves available. I looked through the various options. I wanted to start on Luclin as a Vah`Shir but the class choices - Shaman, Warrior, Rogue, Beastlord, Bard - weren't doing much for me.

My first time in Luclin, back in 2002, I rolled a Vah`Shir Beastlord. I didn't play her that much right away but a few years later she ended up being my main and for a long time she was the highest level character I had. But Beastlords are a slog at low levels. Didn't fancy it. Rogue and Warrior were right out. Shaman is solid but again it takes a while to get going.

Dark and lonely


Then I thought, why not? I've just made a Dirge on EQ2. Why not make a bard in EverQuest? I know they get tough to play eventually but it's not like I'm planning on playing her all the way to the cap, after all. She'll be lucky to get into double figures.

Riding my luck, I tried for "Lana" again. The server took something like ten minutes to respond. Someone already got it. Surprise. And then I had a bit of a moment.

While I was running around Sunken City I noticed in chat that someone had nabbed "Buffy". I'm currently deep in a complete watch of Buffy the Vampire Slayer, start to finish, on Amazon Prime. I got to Season Five last night. Why not? I won't get it anyway. Someone will already have it. Bound to.

Nope. When the server finally acknowledged my request it went right through. I now have a Bard called Buffy. When she hits 20 I could give her the last name Summers. I wouldn't, obviously. Probably. 

It wouldn't technically be breaking the Naming Policy if I did. I checked. They've changed it since I last looked. In both games. I'm certain it used to forbid well-known names from either popular culture or real life but now there's just this:

5. Do not pick a name that violates anyone's trademarks, publicity rights or other proprietary rights. In the event that the holder of any trademarked or copyrighted material contacts Daybreak Game Company LLC and requests reference(s) to their intellectual property be removed, any names containing trademarked or copyrighted material will be changed.

I can live with that. I mean, who's going to dob me in? Spike?

So, having established myself as having a mental age of about fifteen I was set to go. Only, so were a lot of other people, it seemed. Unlike EQ2, which either has much better hardware or a lot fewer players (and I know where my money's going on that one), EQ's login server was melting under the pressure.

Take a look at what you could have won.

The first couple of times I tried I couldn't get a response at all. Then Mrs Bhagpuss arrived home from work with a takeaway so I took a half-hour break. When I tried again I got the 46 minute warning above. It's been longer than that now and I'm still not in.

All of which suggests a nice problem for Daybreak to have. And for all the complaints and chuntering about how come they never learn, you know every MMO company really wants to see news items about how their servers couldn't cope with the demand.

There's a 20th Anniversary Producer's Letter up with some solid news about the promised fan gathering, or one of them at least, and a very nice new Infographic that I'm going to be referring back to instead of the Wiki when I want to know the date an expansion launched. This party's just getting started!

I'm going to give up on Selo for tonight. Tomorrow will be easier. I have the whole week off work (by sheer good luck - I didn't book it to co-incide with EQ's twentieth. I haven't lost all reason) so I can afford to dawdle. There's also a whole new, major update to EQII Live to dig into but that deserves a post of its own.

It's all jolly exciting! Happy Birthday EverQuest. Let's hope for many more to come!

More Than Shooters, More Than Looters

I am not now, nor will I ever be, an Anthem player. All the same, I seem to know quite a lot about it. For one thing, I know it's a "Looter Shooter", a term I don't ever recall seeing until last week.

The name itself may be relatively new but the looter shooter genre (sub-genre, whatever) claims a history stretching all the way back to the 1970s. It also seems to encompass a staggering range of games, most which, on the face of it, have little in common.

The PC Gamer article from last summer (linked above) traces the origins as far back as Dungeons and Dragons' random loot tables, which sounds a bit like tracing the origins of cyberpunk back to Caxton's introduction of the printing press. Still, it's an intriguing timeline that goes some way towards explaining, or at least illuminating, a few anomalous entries in the MMORPG catalog.

I always thought there was something off about including Hellgate: London, Tabula Rasa, Defiance and even Warframe, the only one I've actually played, in the core genre. That's indicative. Even though I sometimes trawl the web for new MMORPGs to try, and even though some of these games arrived when the field was considerably less crowded than it is now, most of them never appealed to me. I was never really sure what they were.

It was always clear, even from the few crumbs of detail I was able to scavenge back then, that neither Hellgate: London nor Tabula Rasa was likely to play much like the MMOs I enjoyed. There seemed to be altogether too much desperate running and shooting and nowhere near enough pottering around pleasant countryside performing trivial tasks for locals too lazy or inept to manage for themselves.

By the time Defiance arrived I was somewhat more inured to the idea of roaming the wasteland, ever alert for the whoomp of an inter-dimensional portal that would herald the imminent incursion of death from above. Rift pretty much turned the key in that lock for me.

Even so, I never really connected the dots between those distinctly low-key entries to the MMO genre and the more recent surge of big names like the Destiny and Division franchises. As for linking any of them to the Diablo series or Borderlands...

Diablo, of course, is another game I've never played in any of its incarnations, although sometimes it's hard to remember that, so very much have I read about it over the years. And, anyway, I always thought of Diablo and its ilk (Path of Exile, Torchlight), as "ARPGs" not "looter shooters".

ARPG is another slippery term. I first encountered it when I bought Dungeon Siege back in 2002. By that time I'd already been playing MMORPGs for several years but I was still interested in some kind of offline alternative as backup for those occasions when my Internet connection was having issues. It's hard to believe now, but back around the turn of the millennium some ISPs considered a day or two to be a very reasonable response to a hardware failure in their system.

Dungeon Siege was a big disappointment. It looked fantastic and it was as slick as butter but I found it utterly pointless. Who wants to run from place to place, mowing down hundreds of enemies, stacking your bags with junk and then sorting through it for the good stuff? Not me. It seemed like the dullest kind of busy-work. Still does.

So much so, in fact, that when I ran into what felt like a similar always-on loot fountain at the start of EverQuest II's Rise of Kunark expansion in 2007 I walked away in disgust. I ran all the way back to the low-loot safety of EverQuest, where I stayed for six months until the taint of too much, too fast faded.

Ever since then I've been extremely wary of anything calling itself an "ARPG". Not that it's always been easy to sift out the suspects. The waters have been muddied by the adoption of the acronym to describe games that use the mouse for combat, like DCUO, Neverwinter Online or Black Desert. Technically, I believe, we should be using the acronym ACRPG (Action Combat Role Playing Game) for those but no-one ever does.

It would, then, be quite useful if the term "looter shooter" replaced ARG for those games whose primary purpose is to kill vast numbers of enemies for vast piles of loot. I would safely be able to put all of those to one side and forget about them, leaving me to concentrate on trying to work out which mouse-mode ARPGs deserve a closer look.

Given my well-established predilection for inventory management it is, perhaps, somewhat surprising that I don't like loot fountain games more than I do. Or, indeed, at all. I'm not entirely sure why it is. There are probably a number of reasons. The foremost, however, is undoubtedly that I find such games silly.

For any form of entertainment there's a point beyond which it becomes impossible to continue to suspend disbelief. Once that point is passed there's really no return. If you're watching a movie or reading a novel and you find yourself thinking "Well, that would never happen..." you might as well give up.

In video games most things that happen would never happen so the bar is set slightly differently. For me, when it doesn't make any real difference what I kill because everything drops everything all the time, well that would never happen...

About the only MMORPG - well, kind of - that used something like this mechanic and got away with it was the original Guild Wars. There was (still is, I guess) an awful lot of loot in that game, all of it color-coded, most of it non-specific to the mobs that dropped it. I didn't like it but it wasn't quite annoying enough to ruin the rest of the game, most of which I did like. Sometimes it came close, though.

Guild Wars 2 has followed that path, somewhat. The sheer quantity of items that drop there these days is staggering. It's also a frequent source of complaint. For a long while it didn't really bother me too much, mostly because GW2 also has a decent range of options for disposing of the detritus quickly and painlessly - auto-loot, auto-banking, mass salvage...

It does seem to be getting worse, though. I am starting to find even the parts I used to enjoy, like opening all the little boxes and bags that drop to see what's inside, irritating. Once again, it's nowhere in itself enough to make me stop playing but add it to the game's other ongoing longueurs and things mount up. I've reached the stage where even one more minor annoyance makes me feel like playing something else instead.

The other major thing I have against ARPGs or Looter Shooters or whatever we're going to call them, something to which I alluded earlier, is the way the mechanic emphasizes the sheer pointlessness of the whole endeavor. Video games are pointless enough to begin with, without having that meaninglessness repeatedly driven home by a never-ending shower of stuff, almost none of which you want or need.

For me it turns the entire process into the fantasy equivalent of sorting your garbage for re-cycling. And yes, I do understand that that's ironic given, as I said, my love of inventory management. It's not for nothing I chose Emerson's oft-misquoted line "A foolish consistency is the hobgoblin of little minds" as my personal motto. Some inventory management is fun and some isn't. It's important to know the difference.

The upshot of all this is that it really makes no nevermind to me whether BioWare sort out their loot tables or not. No doubt they will, eventually, although whether anyone will be left to care by then is probably the bigger question. Meanwhile it's moderately entertaining, watching them flail and fail.

The real concern from my perspective isn't so much whether any of the particular Looter Shooters gets its looting or its shooting right. No, it's more how that success might cast a longer shadow across the wider genre.

With both EQ and EQII opening retro-servers today that at least pay lip service to returning to the values of the past, I'm kind of looking forward to a return to the days of camping specific mobs for specific drops. I always liked doing that.

Looking ahead, I think limited loot is going to feature quite high on my tick list of features that make an MMORPG worth trying. Assuming we get ever any new MMOs that look worth trying in the first place...

Sunday, March 10, 2019

A New Career In A New Town

Every so often I get the urge to start a character and level up for the sheer fun of it. It could be in a game I've played for years or it could be somewhere completely new. When the mood strikes I'm not that fussy.

Well, perhaps I am. In the back of my mind I always have a template and it's drawn directly from the DIKU-MUD playbook. I want to goof around at low level in a western fantasy, quasi-medieaval setting. I want to fill XP bars by killing monsters and kit out my new characters in gear those monsters drop or that NPCs give me for killing them.

That's the minimum entry requirement. For bonus credit I also want to be able to play someone three feet tall or less, preferably with fur and/or a tail.

I have a mental list of games that work: EverQuest, EverQuest II, Lord of the Rings Online, World of Warcraft, Allods Online, Rift... The problem with those, though, is I already have established characters in all of them. After a whle I start to feel that perhaps I should "work" on those instead, make some "meaningful progress", push into the higher echelons of the game, see new zones, spend my time "profitably"...  stop goofing around, basically, forgetting that goofing around was the reason I rolled a new character in the first place.

That's one reason "New Start" servers work so well. I can start over on a brand new server and feel like my efforts are meaningful, even though I'm doing something I've done many times before in the exact same place I did it every other time.

Anarchy Online has a New Start server called Rubi-Ka up and running right now. I have some small nostalgia for AO. I was in the closed beta, for which I received an installation CD in the mail. At the turn of the Millennium, no-one could be expected to download an entire MMORPG through a 56K modem. If you even had a 56K...


I never played in that beta, though: I couldn't get it to run. Didn't stop me buying the game when it launched but I couldn't play it then either. It was one of the first, worst MMO launches. It set standards of unplayability seldom matched since, although hardly for want of trying.

Eventually, Funcom got that sorted. It took them a couple of months as I recall, during which time subscription charges were waived. When they started the subscription clock running I played on until the end of the thirty days that came with the box and then stopped. I liked the game but not enough to pay $14.99 a month on top of my EverQuest sub.

AO was one of the first Western MMORPGs to go free to play, as far back as 2004. I've been back a couple of times since but never for long. There's a whole new introduction, tutorial and starting area for F2P and although it's undoubtedly more user-friendly it has zero nostalgia factor for me.

I would quite like to see the original starting grounds again, though, and now I can. In theory. Rubi-Ka features the "classic Arrival Hall and backyards". It also requires a subscription. I don't want to see them that much.

Reading through the FAQ, Funcom's take on the concept of Progression or New Start servers is unusual to say the least. Requiring a subscription is standard practice for milking the nostalgia market but setting the server to last just 12 months and then deleting all the characters on it definitely isn't:

How long will the server be open?
The current plan is to run the server for 12 months- however, if near the end we see the community wants to keep it going, that is an option we are not taking off the table.


If the server closes, what happens to my character?
If the server does end, characters do not carry over from RK2019 to the original server

Other than bringing back the old starting areas, Funcom isn't even paying lip-service to re-creating the original Anarchy Online experience:

What about balance, mechanics, and systems?  Are those being reverted?
We are not reverting any code, systems, or balance changes with the new server.  Existing mechanics and systems such as damage caps, falling damage, XP loss, Improvement Point (IP) menu, profession balance, PvP, etc. will not be reverted from how they currently are.  

The actual "progression" aspect is unusual, too. Firstly, the server begins with a level cap of 10. As I recall, even around launch that wouldn't have taken very long.

What about the level caps and expansions? How will those be handled?
The server starts with no expansions and a low level cap (10)... expansions will be added to the server over time.

If that sounds vague it's because it is. Intentionally so. Funcom appear to be running the whole thing as some kind of democratic social experiment. All the things that other developers wrangle out with the players before launch are going to be decided according to feedback as people actually play:

You’re steering this ship - We’ll be on deck to listen to your feedback and thoughts on when level caps should be raised as well as when expansions would be added to the game.

If it wasn't for the subscription I'd give it a go but I know I wouldn't even last a month so I'm going to save my fifteen dollars. It's not like Anarchy Online is the only New Start in town.

As previously discussed, EverQuest and EQII are each launching not one but two new start servers later this month. I'm still in two minds about those but I'll probably at least roll a character on Kaladim and possibly one on Selo.



Later in the year we have WoW Classic to look forward to, of course. It's odds on I'll resub for that although I imagine that sub won't be renewed. A month is probably two weeks longer than I'll need before my curiosity is satisfied.

There is at least one other upcoming option for some kind of a "fresh start" that hasn't been getting anything like the attention. It's not a new server and it's definitely no kind of time-limited progression: it's the long-postponed transition of Dark Age of Camelot to a Free to Play model.

DAOC must be just about the last subscription-based holdout from the first wave of MMORPGs. It's astonishing it's taken this long to get there but supposedly "early 2019" is the target for the launch of what Broadsword is calling Endless Conquest:

What is Endless Conquest?

Dark Age of Camelot: Endless Conquest is a way for players to experience the core features of Dark Age of Camelot without a paid subscription.

Who is eligible for Endless Conquest?

New accounts are eligible and previously-subscribed accounts that have been closed for at least 120 days can downgrade to Endless Conquest status.

What do I get with Endless Conquest?

Endless Conquest accounts receive complementary access to all Dark Age of Camelot expansions through Labyrinth of the Minotaur. Endless Conquest accounts have access to Dark Age of Camelot’s core features and can enjoy exploring Albion, Midgard, and Hibernia, leveling their character to 50, and fully participating in realm vs realm combat, and much more!

That does sound quite appealing, especially the part about being able to play your old characters. I probably still have my original login and password details lying around somewhere. Or I might just start over from scratch. I always rather liked DAOC's low-level PvE game - it's about the closest anywhere to EverQuest's and unlike EQ's I haven't played through it for about a decade and a half.

At the very least I'd like to take some screenshots. I don't seem to be able to find anything I took in any MMORPG from before about 2004, meaning nothing at all from DAOC.

I wonder who's going to be next on the New Start/Progression bandwagon? Are there even any likely candidates left?

Friday, March 8, 2019

Talking To Strangers

This corner of the blogosphere seems to be passing through some kind of reflexive wavefront right now. Everywhere I look I see thoughtful, analytical, detailed discussions. Mechanics, metaphysics, motive, all the tropes of academia - or at least a lively student bar - directed at dissecting, discussing and determining what makes an MMORPG.

There's more to react to than there is time to react, which is both frustrating and energizing. I note with pleasure the long comment threads (and the long comments) that trail many of these thought-provoking posts. Blogging dead? Doesn't seem like it right now.

One of the recent wave of posts that particularly struck a note with me was Naithin's commentary on the Transition from Social to Solo in MMORPG gameplay. We've been round this track more than a few times but there's always more nuance to tease out.

For one thing, I hadn't ever really thought about the provenance of the term "Pick Up Group" before. I tried to think back to when I first heard it. I'm not at all sure it was in use back when I was joining - or recruiting - pick up groups most evenings and every weekend. Google, for once, doesn't have an awful lot to contribute. The earliest reference I could find only went back to 2006. There's a very interesting and detailed game-by-game rundown of usage at TVTropes , which strongly implies a much older heritage, but it sheds little light on provenance.

As far as I recall, we used simply to refer to "groups", without any need for further definition or clarification. I'd probably played MMORPGs for several years before I ever heard the term "Guild Group". People often used to speak of their guild responsibilities and it was commonplace for people to have to leave to "help a guildie" or go on a guild raid, but I can't recall anyone ever leaving a group I was in because they preferred to join an exclusive group of people from their guild just for regular, everyday play.

When I was in a cross-guild chat channel in EverQuest that satisfied most of my grouping requirements, we would fill spots from outside the channel by asking if anyone had friends or guildmates who wanted to run with us. If those people fitted in to our culture we'd invite them to join the channel.


We prided ourselves on being competent and capable but there was a wide variety of skill and experience. We had some very casual players who were great company but needed a degree of direction and some top-end raiders who were there just to chill and relax. We liked to get things done and we liked to challenge ourselves but clearly what was cutting edge content for some of us was slippers and cocoa for others.

In twenty years of playing MMORPGs, the couple of years I spent with the people in that chat channel represent the zenith of my grouping experience. It offered the flexibility and variety of pick up grouping but with the familiarity and structure of a guild or static group. In some ways it prefigured, in social terms if not mechanics, the kind of open group play that eventually grew out of Warhammer's Public Quests.

While, as I said, the members of that chat channel liked to get things done, the real reason we were all there was to chat. Okay, not everyone would have listed their priorities in exactly that order, but fitting in socially was the defining factor on whether guests ended up getting an invite and the way we assessed social suitability had much more to do with affability or snappy repartee than whether you mistimed the odd heal.

In the comment thread that follows Naithin's post there's a discussion about the changing role of text and voice. Jeromai has a theory, to which I also cleave:

"...the design of action-focused games has steadily made it physically impossible or inconvenient to maintain a good typed conversation. Typed conversation has more stately pauses, and takes your fingers away from WASD, causing your characters to pause in whatever they are doing. Given that most people want very much to be actually playing during their game time, every potential sentence is briefly weighed (subconsciously or otherwise) for whether it’s worth utterance."

When I was googling "pick up groups" I came across a fascinating piece of academic research at Wiley's Online Library, entitled "Where Everybody Knows Your Name". It's a dense and very heavily referenced paper and I haven't even begun to dig into the detail, but just on a quick scan some paragraphs positively jump out:

"Text‐based interaction in such worlds is incessant and ubiquitous. There is not just one chat channel but multiple simultaneous ones: public, private, and various group channels. Together, these function as both a one‐to‐many and one‐to‐one communicative space..."
Despite the encroachment of voice chat, that seems to me still to be the case, at least in the MMORPGs I play. In Guild Wars 2, for example, voice communications are almost de rigeur in many World vs World squads but that doesn't mean no-one talks in type. Quite the opposite, in fact. It just adds yet another layer.

It's become a truism to state that the exponential growth of social media and the mainstreaming of instantaneous global communication has stripped the magic and mystique from talking in real-time to strangers on the other side of the world. And it most likely has.

Whether that has very much to do with the changing attitudes to running dungeons with strangers, I'm becoming less certain every time I think about it. As for the accepted narrative that people no longer want to talk to strangers in MMOs these days, the more I think about that, the less convincing I find it.

I talk to strangers every day, in GW2 and EverQuest II and pretty much in whatever MMORPG I happen to find myself. Not, as I once did, in group chat seen by no more then five or six other people, but in open channels where the conversations bounce between dozens of participants in front of an unknowable audience, any of whom might join in at any moment.


It's entirely commonplace for me to be calling out scouting information in Map chat, arguing with someone in Team, making sarcastic comments to Mrs Bhagpuss about other players in Guild and bantering in Squad, all while I'm on auto-run across the map in the middle of the Zerg. It's much the same as I've been doing in a variety of channels in  a multiplicity of MMOs for two decades.

The only element that's missing from the mix are those rambling group chats on personal and out-of-game topics we used to indulge in between pulls and those, it seems to me, were more a function of the specific combat mechanics of those games than any kind of end in themselves. If you have to sit down and do nothing for anything up to five minutes after every big fight you have to pass the time somehow...

I don't feel there's been quite as much of a move away from the old methods, either of communication or socialization in MMORPGs as has sometimes - often - been claimed. I'm not sure there will be, either. People do like to talk, and text is orders of magnitude more efficient than voice in the context of the shared "third spaces" of MMOs.

Which isn't to say that online games in general aren't travelling in a different direction. They are. The widely-praised non-text, non-speech communication system built into Apex Legends suggests that mainstream gaming is evolving away from the kind of personalized, intimate relationships we've so long taken for granted towards a more functional, gameplay-directed future.

Battle Royales aren't MMORPGs, though. Not hardly. MMORPG players like to chat. If they can't do it during fights they'll go sit somewhere safe and do it there instead. I don't see any sign of that ending any time soon.
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