Kaylriene has
a short post up about something called
Eternal Palace, which appears to be
a new raid introduced in
World of Warcraft's latest
Rise of Azshara patch. Normally something like that would pass me by. I'm not playing
WoW and even if I was I certainly wouldn't be raiding, let alone in new content.
Raiding is something I rarely talk about here. I've never been a raider in any MMORPG. I've never been in a guild that considered raiding or raid progression to be its primary reason for existing. Raids, by and large, are things that happen to other people, mostly in far-away lands of which I know nothing.
And yet, that doesn't mean I have no interest in, or knowledge of, the form. Raiding has always been there, a mysterious light on the horizon, a siren call or a dire warning. Perhaps both.
The history of raiding in MMORPGs turns out to be surprisingly hard to research.
The Wikipedia entry is thin to say the least. It comes as absolutely no surprise to learn that raids originated in the MUD scene - what didn't? - but knowing that deep ancestry does little to explain how typing in text turned into hyperkinetic ballet.
Maybe someone else can chip in and explain raiding in
Ultima Online or
Asheron's Call or even
Meridian 59, if any of them even had raids. I played all three but never got out of the newbie zones. I don't think it's too EQ-centric to say that, when most people think of the dawn of raiding in MMORPGs, it's
EverQuest they have in mind. (Not counting the millions who believe WoW was the first MMO, obviously, but I don't think any of them are likely to be reading this).
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Phinny, still just about a raid target when I first killed him.
We took a lot of people anyway. |
When I started playing
EverQuest in 1999 (I should put that phrase on a hotkey) raiding was already established as a concept. I remember people talking about raiding
Naggy and
Vox, the game's two big dragons of the Classic era. There was a third,
Phinagel Autropos, who I never even heard of at the time, although I got to know him and his sad, demented backstory later.
All three were, effectively, the final bosses of their own dungeons, although I literally never heard anyone use the term "Boss" for a powerful mob in EQ until after WoW launched. I had about as much chance of seeing one as I did of soloing a sand giant. For most regular players back then, at least as functional gameplay elements, raid targets might as well have belonged to a different game altogether.
Just a couple of weeks before I bought my boxed copy as a birthday present to myself in November,
Verant Interactive opened the first dedicated Raid zone,
Plane of Hate. Like the dungeons, it was open-world. EverQuest had no instanced content at that time so anyone could join in with anything that anyone else happened to be doing.
In theory. In practice, access to the Plane of Hate was heavily restricted by
game mechanics, preventing random players from wandering in, dying on load-in and losing six months of work with an unrecoverable corpse. You could do that easily enough in the zone outside,
Kithicor Forest, anyway.
Plane of Hate required extraordinary co-ordination just to survive, let alone complete. It was the seed of what was to become EverQuest's raison d'etre, multi-hour raids involving anything up to six dozen people, requiring organization skills on a par with managing the wedding of the head of state of a minor Balkan principality.
At the time it was commonly said that only ten percent of players raided. Many had no interest in joining them but more did. Most guilds had neither the strength nor the skill to take on the designated raid targets but that didn't stop them raiding. They raided zones.
There were parts of
Norrath that were considered ideal for this. Certain dungeons were popular. I remember several, largely disasterous, raids on
Mistmoore with one guild I was in.
Kerra Ridge (or Isle, if you prefer) was a conveniently isolated open zone where guilds could generally rely on only annoying a handful of players when they turned up mob-handed for a "practice raid".
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Some kind of raid for someone's Epic, I think. Bard, probably. |
Throughout the
Rise of Kunark expansion into
Scars of Velious things slowly changed. The raid targets got stronger and stronger and there were more and more of them. In order to survive against the overwhelming forces brought against them by players, there being no limit on how many could attend a raid other than how many it took before your PC caught fire, the bosses began to develop certain abilities and tricks.
This thread covers the way things changed rather nicely. Developments like a fixed cap on numbers (72 at peak) and, eventually, instances came about as solutions to technical and social problems caused by the all-pile-on approach, rather than as a result of conscious design decisions. (I would contend most of the direction of travel in the genre has come from developers reacting to perceived problems caused by player behavior but that's a topic for another day).
Planes of Power introduced instanced raiding, reducing direct, physically confrontational competition between raid guilds, moving instead to something more like the ladder system with bragging rights,
which persists to this day. The thing that really changed raiding for me, though, was the introduction of scripts.
I remember scripting as a feature of EverQuest's second expansion, Scars of Velious, something confirmed but also questioned in
this old discussion from
The Safehouse. Whenever it happened, it was a gamechanger.
|
Poor old Feydedar. He never looked like much but he was a handful in his day. Reduced to single-group content by the time I killed him. Now he's a one-shot solo. |
Before scripting, fights in EverQuest were straightforward and, to me, immensely satisfying and enjoyable. You faced off against creatures hugely more powerful than you and by dint of your superior numbers, along with a clear understanding of your and your companions' skills and abilities, you tore the mountain down.
The basic mechanics of the game allowed for infinite variation. The way aggro switched, the innate abilities of different mob classes to cast spells just like players, the ever-present possibility of outside agencies coming to the assistance of your target or just joining in with the general chaos provided all the variety and novelty anyone could ever want. Or so I thought.
At this point I was still, theoretically, interested in raiding. I'd done my share of zone and practice raids and I was curious to see the real thing first-hand. I'd never touched the Kunark raiding content but I got as far as some of the entry-level stuff in Velious, working into
Kael with a guild some of whose members I knew.
It was hard work. It took a long time and most of that was down to organization. It was quite fun, though, and I might have put up with the delay and the effort, so long as no-one was asking me to organize anything. Not so the scripting.
There's long been a correleation between RPGs and acting. Tabletop roleplaying has a well-known split between improvisation and operational modes with one tending towards am-dram and the other grognard mechanics.
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These days I never step out of the Guild Lobby without a full set of Raid buffs. Does anyone? |
To my way of thinking, scripted content in MMORPGs manages to add a third way; one that, with hideous irony, combines the very worst aspects of acting and game mechanics to create a malformed monster hell-bent on bringing down the arches on its own head. Worse yet, it compounds that devil's synergy by bringing in dance moves.
I always liked acting but I could never learn the lines. I do not have that kind of memory. I love learning but I loathe learning by rote. As for dance, as an adolescent, going into young adulthood, it was tantamount to being my religion. I
lived to dance.
When I discovered table-top role-playing games in the early 1980s they quickly became an outlet for my (imagined) improvisational dramatic skills. I liked the mechanics but I
loved the "acting". The best part was making it up as I went along. Similarly, when I danced, people might have had to stand well clear or sit down before they fell down from laughing, but I didn't care. I was "expressing myself".
In the first few years, grouping and raiding in MMORPGs provided much of the same enjoyment and satisfaction. I knew what my character could do. I knew what I could do. I knew what my companions could do. Sometimes I even imagined I knew what they
would do. Together we faced mobs that we understood and together we brought all of our skills and abilities to bear to defeat them.
And to do it we had to improvise. Improvisation was everything. Stick to
a sript, you'd be dead. We had to observe and think and react and plan.
It was acting and dancing and it was
living.
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Giants were scary once. |
Raiding ruined all that. Destroyed it utterly. The scripted events that were introduced to challenge raiders filtered down to contaminate almost all the content in the game. Every game. Nowadays even solo mobs in tutorials run scripts.
Had raiding remained a clear and direct offshoot of the gameplay that drew me into the genre to begin with, I might be here, now, telling my raiding tales with the rest of the grizzled vets. Probably not because I would likely never have had the patience but it's possible. The coming of scripted content ensured I was never going to raid and, until the arrival of Public Quests, it all but ended my interest in co-operative combat altogether.
When Kaylriene says "
Blizzard is known to be staunchly opposed to adjusting bosses upwards in
difficulty, because of how it impacts the morale of an already
low-morale playerbase" I have to smile. It's a bit late for that as far as I'm concerned. When he says "
Many bosses have complicated sounding mechanics that don’t do very
much. I ate the first boss’ stack mechanic solo as a tank and had 66% of
my health left afterwards. I have no clue what we did on Za’qul, but he
died in two pulls. Nearly every boss died in 1-3 pulls... Mechanics don’t
matter", however, I feel hope rise.
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I believe in the freedom of the open road |
These days my preference in any MMORPG with scripted combat is to reach the point where my character is so overpowered I can wholly ignore the script. I don't want to learn lines or dance steps. I want to get in there, spit in the boss's eye and face-tank him until only one of us is standing. Or kite him 'til he drops. Either one.
In my ideal MMORPG
every boss could be tanked and spanked. Raid bosses would need a
lot of sapnking. And they'd have friends who'd need to be lured away or locked down.
It wouldn't be easy or quick or predictable because things would go wrong. You'd make mistakes. I'd make mistakes. We'd notice or we wouldn't. We'd fix it or we'd fail. We'd muddle along and make it up as we went. And when it was over and we were all sitting around breathing hard and giving each other notes they'd be a hell of a lot more interesting than "
You missed a cue in stage three. You need to work on your timing".
Yes, I know I'm romanticizing. Everyone will still learn their rotations. Things will go to plan. The adds won't wander up. The pull won't go wrong. The crucial taunt won't be resisted. It'll be boring.
Well, then, at least let me be bored my way.