Angry Onions left a comment on the recent post about the Steam Sale in which he talked about playing just one game at a time, maybe for hundreds of hours. Most people reading that will relate, I'm sure.
Wilhelm has been running a series in recognition of and response to EverQuest turning twenty-five, in which, among other things, he's been revisiting some of the key locations he remembers from his early days in the game. He's also posted several times on other topics related to the anniversary. I haven't said much about it here, although I've made up for my silence by leaving lengthy, anecdotal comments at TAGN, in part as something of a sop to my own feeling I ought not to be letting such a significant event pass by unacknowledged.
Not that I was ever going to let that happen. It is, after all, an anniversary year for EQ, and although I often mention that I started playing in 1999, it wasn't until November that I finally logged in and made my first character.
I did think of waiting until my own twenty-fifth anniversary with the game before marking my time there with some sort of celebration here on the blog but that would clash awkwardly with the twentieth anniversary of EverQuest II, which will also arrive in November. I was there for that one.
I was there before, actually, having been in the closed beta since, I believe, September 2004. No doubt I'll get to the details when the due date arrives but the relevant point here is that back then, when EQ was turning five and EQII had yet to be born, Mrs Bhagpuss and I, along with everyone else in our EQ guild, felt we had to make a choice between one or the other.
And it wasn't the first time. A couple of years before that we'd been through the same thing when Dark Age of Camelot launched. We went through it again with a friend and guild-mate for the launch of Horizons and once more with another friend during the surge in popularity that hit World of Warcraft in 2005.
In those four examples - and I could quote plenty more - twice we said our goodbyes and left for the chance of something fresh and new, twice we stayed behind and waved goodbye to people we'd spent hundreds of hours with until then. These things happened all the time and although it would have been perfectly practical to keep in touch, even in the days before social media made it hard not to, mostly we never did.
I can't speak for offline games of the period but back then, if you played MMORPGs you tended to play them serially. Very few people tried to play more than one at a time and for good reason.
Firstly, most required a subscription. That would have been a problem only for the very frugal and those on a strict budget but seeing that a large proportion of the target demographic was made up of players still at school or college, that probably meant most of them. A decade down the line it became quite common to hear veterans boast obnoxiously about their favored financial circumstances but not so much in 1999-2004, even if characters were changing hands on EBay for hundreds of dollars a time back then.
More important than money, though, came time. Doesn't matter how much you have in the bank, you only get the same twenty-four hours in your day as the rest of us. Playing MMORPGs, especially if you took it seriously, as so many did, might as well have been a full-time job.
It was commonplace for people to play twenty-five hours a week. Forty wasn't considered at all unusual or extreme. I have always tried not to work full-time but for my core EQ/DAOC/EQII years, during which I played very socially, knew lots of people and joined in with all kinds of group and guild activities, I, like almost everyone I played with, was either in full-time employment or full-time education.
I worked five days a week and still somehow managed to play EQ for 25-40 hours on top. With that level of commitment I was able to hit the level cap on a couple of characters and stay abreast of current group content. Barely. If I'd wanted to kick on and raid or even work on getting my characters into an acceptable state just to to apply to join a raid guild (As Mrs. Bhagpuss did, successfully and, thankfully, briefly.) I think I'd have had to give up sleeping.
The idea of playing two such games simultaneously would have been laughable to most people then, which is why it became such a contentious, emotional issue whenever anyone declared their intention to move to another game. No-one in my experience ever responded to announcement of that kind with "That sounds cool! I'll get it too and we can still hang out!"
You were either on the bus or off it. Guilds made rules about it. Loyalty and responsibility were factors. Even if you were the kind of player who mostly soloed, unless you were a complete loner a new game meant the end of your friends list and back to being the new kid nobody knows.
I was thinking about all of this yesterday, first when I read MassivelyOP's discussion topic about playing MMOs in retirement and later, when I was doing some prep work for the series of posts I'm planning for my aforementioned celebration of the EQ Silver Anniversary. I logged into EQ partly to pick up my Anniversary freebies but also to start collecting /played information on all my characters there.
Both the EverQuest games have a useful function whereby you can see the exact date and time you created your character and how many hours you've spent playing them. Strictly, how many hours the character has been online, I guess. If you were in the habit of going AFK for hours a time as many were, the definition may blur a little, especially if the character was a Bazaar trader.
I didn't even get around to checking the server with my most-played characters so I haven't yet seen the really big numbers. It's probably just as well. The lesser names from the deep past are disturbing enough. Even characters I know I only ever played for a few weeks have /played times measured in days.
For example, one of my several druids, Cassice, a character I created in 2003 but barely remember playing at all, other than to log her in briefly in recent years to port somewhere and take a few screenshots for a blog post, somehow made it to Level 48, racking up almost five days online.
To put that in perspective, if Cassice was a Steam game, at 116 hours she'd be third on my Hours Played list after only Valheim and New World. It would be one thing if all that time spent came with a fund of anecdotes, amusing stories, or emotional memories but I can't fricken' recall a single time I ever played her! And she's just one minor character out of literally dozens.
That was how MMORPGs were. Even now, although progress is much faster, they still eat up relatively large chunks of time compared to other genres. It may only take a couple of weeks to hit cap where once it took months but that's only the start.
The idea that these games are more casual and require less commitment only really stands up if you play them the way I was describing earlier. Where it took me hundreds of hours just to reach the level cap back in 2003, now I could do it in most MMORPGs in a few sessions. Even in EverQuest, provided I could get groups for the last 35 levels. That, though, would just be the start.Back then, it was entirely possible to make leveling the point of playing. Lots of people never made it to the cap and even those who did often just started over on another character. Modern MMORPGs tend to have all the grind at the cap, not before it, which may be why it's now so tempting to play lots of them, either serially in short bursts or even all at once.
A big part of the attraction of the genre has always been the sense of satisfaction that comes from progression. The Ding Effect, if you will. That's why Tipa named her blog Chasing Dings, I imagine. Game hopping, now that leveling is so accelerated, gives you those dings in spades but when the levels run out, you have to figure out where the next dopamine hit's going to come from and it can be disheartening to realize it's going to involve a hell of a lot of one kind of grind or another.
Much easier just to jump ship to the Next Big Thing because, after all, what did you commit to? Nothing.
Survival games package up a lot of that progression-satisfaction into tidy packages. Easy to understand, easy to achieve, they just keep on coming. It's very smart design. I suspect if we could see the numbers we'd find people stick around longer in new survival games than they do in new MMORPGs, even if both lose almost everyone in a matter of months.
Nightingale feels particularly slippery in this respect. I was expecting to be done with it not long after I made it to The Watch and the end of what story there is in this Early Access build. That has not happened. I'm still playing several hours a day and even as I type this I'm itching to play some more.
It would be an exaggeration to say Nightingale has an endgame right now. As far as I can tell, there's no equivalent of raiding or stepped-difficulty dungeons to gear up for and take on. Instead, there's the genuine sandbox of infinite Realms, each different from the rest yet none of them as different as all that.
That, however, is not what's holding me. It's the crafting. It's tricksy. As I explained a while ago, there may be only quality grades but there are also a number of sets (I don't know for sure how many.) plus some single pieces and as I am only now discovering, the sets have their own baseline stats that put them into some sort of hierarchy.
This means that if you imagine, as I did, that you're done once you've upgraded all your gear to Epic you are very much mistaken. All you have is the epic version of whatever set you started with. If there's a better set, the epic version of that will be better too.
Since upgrading each piece requires forty essences from each of three tiers and since these essences cannot be recovered by salvaging the item (That just nets you Essence Dust.), every time you discover a recipe for a potentially superior set of gear, you have to begin again from Common and work your way back up to Epic.
That would be time-consuming enough but in Nightingale, materials come with stats that can be passed on to the items they make. It's a confusing process I don't claim to understand in full but I do know that if you genuinely want to have the best gear, you're going to have to acquire some very specific materials and combine them in some very specific ways. At the least, it involves hunting named creatures for Fabled materials and crafting particular Realms with perks that generate rare gems.
There's probably a lot more to it than that, I imagine, but I'm hitting a plateau in my ability to care. I like the exploring, the gathering, the hunting, the crafting and the general ambience and I get a dingish buzz out of making new items and upgrading them but...
...increasingly I'm finding myself wondering "What is the point?" it's a very dangerous question to ask about any video game but especially about the kind that rely on gear-based vertical progression to hook you in. In MMORPGs, though, there's generally at least a token purpose to it. You need the better gear to do the harder content where you get the better-still gear to do the even-harder content....
Nightingale doesn't have that. And without an appearance system, it doesn't really have much of a stake in the fashion wars endgame, either. Thanks to the The Watch, there is the potential to strut around like a peacock, daring everyone to ask you how you managed to get yourself looking so fantabulous, but even there, in a game with no player economy, no broker, no bank system and no social structure to speak of, the opportunities to catwalk your way to fame are limited.All the same, it is that minimal interaction with other players that just about allows me to think of what I'm doing as purposeful. Other players can see what you're wearing and everyone displays a gear score next to their name. I'm doing a few Vault runs every day and I feel some small obligation to contribute. I don't mind the occasional carry but it gets embarrassing if it happens every time. To that end, I can convince myself that continuing to upgrade my gear is socially responsible rather than some kind of nervous tick I can't suppress.
Without that fig-leaf, I'm not sure I would carry on playing. The prospect of taking the game offline, as so many have apparently demanded, seems to me to be almost surreally misguided. Other than to speed up zoning and avoid disconnections, something that could presumably be achieved with better network code and hardware, why would you want to remove the one and only objective reason for continuing after the story ends?
I could give a few answers to my own question there but I'm not going to bother. I'm a little concerned that I'm pulling too hard already on a thread that could unravel the entire tapestry. Almost a quarter of a century after I came home from work carrying that original EverQuest box, I'm finally starting to wonder if I'm getting too old for all this.
Not because I can't perform physically. I may be stiffer and slower but I can still handle most of what I ever could in an MMORPG or similar. Not because I've lost interest, either. This length of this post is ample evidence of that. No, the problem, if it is one, is that I find myself thinking more often of what else I could be doing with the time instead.
Ironically, that's less of an issue when I'm jumping between games, uncommitted, searching, scratching around for something that will hold my attention for an hour or two. Then, gaming feels like a perfectly reasonable part of a varied entertainment diet. It's only when something digs its claws in and won't let go, like all those old MMORPGs did once and like Nightingale threatens to do now, that I start to feel uncomfortable.
I never really felt that way when I was playing MMORPGs, even though objectively I spent far longer doing it than I have done or ever will do with survival games. It's because in an MMO, the presence of thousands of other players, many of whom who I can actually see or hear all around me as I play, normalizes things. It can't be so bad if everyone else is doing it, right?
Once you take all that striving and grinding into the private sphere, it becomes a lot harder to see it as benign, I think. Which is why, for my offline gaming, I prefer to narrative experiences with a clear ending.
If I'm going to be doing something that's a completely pointless waste of time, at least I'd like some company while I'm doing it.
A little tangential to your main point, but your anecdote about your druid strikes a chord, as I finally got the courage to check my /played time on my WoW characters (the twelve that got to level cap in Legion at least) the other day. Aside from being mildly horrifying, it did provide some interesting perspective. Even a lot of characters I think of as having played little turned out to have dozens or hundreds of hours played.
ReplyDeleteLike, I think of my shaman as a terribly neglected character, but I've played him for almost 300 hours, which is about the amount of time I've put into New World in the last year, where I've played it as my main game. I think of my druid as a character I've barely played at all, but he's at over 80 hours, more than most single-player RPGs I've played.
I'm thinking of doing a post about this over on my blog, if I can find the spoons. Got some new RPG work that's really draining me...
Honestly, the amount of time MMOs take up compared to absolutely anything else is terrifying. I'm not surprised most games don't make it easy to see the evidence. I'd like to know what the psychological processes are that allow us all to keep committing these huge chunks of time and not noticing - or admitting to ourselves - what we're doing.
DeleteI find it particularly weird when I contrast it with my current attitude to watching movies, which is that they're far too long for me to want to spend that amount of time on them. I could have watched thirty movies in the time I've spent playing Nightingale, for example. Which would have been the more intellectually stimulating and culturally valuable use of my time? (Although I guess that might depend on the movies...)
Very much off topic, I was happy that I recognized where you were in the Desert of Ro near Freeport in a couple of those screen shots. When I was out looking for the anniversary tower I happened upon that griffon handler you're next to in one image and took a ride to and fro that he offered. I have no idea when he appeared or what expansion he deals with, but he gave me a ride all the same.
ReplyDeleteThere have definitely been times when playing an MMORPG wasn't in the cards for me and times where I somehow can find the time. Then again, I have come to the opinion that most people find the time for the things they really want to do. Anything you look at and wish you had the time to tackle are probably not things you really want to do... because if you did, you would be doing them already.
That's literally the reason that screenshot exists! I was there to check out the anniversary tower (Which I still haven't gone inside, by the way. must do that...), when I spotted the griffin and did exactly what you did. When the griffin landed I realised it had taken me to a spot I'd visited before, although like you I couldn't remember what expansion it was. I was on a Level 48, though, and it looked like a recent expansion so I didn't dare move from the spot. I just got back on the griffin and went home.
DeleteAnd I completely agree with everything in your second paragraph. I've been annoying Mrs Bhagpuss for years by saying that, barring co-ercion or compulsion by a third party, pretty much everyone does what they want to do in most circumstances. Of course, what they "want" to do is affected by cultural expectations, social constraints, economic circumstances and personal psychology, but within the bounds of what's conceivable as free will, people do very much find the time for the things they want to do and not for the things they don't.
Not sure what that says about the choices we do make, though...
My 2รง theory on why do I play the way I do it's that as a child I played a lot with intelrockable construction blocks, in the "build your toy" fashion. Don't know whether it was a matter of doing the best out of a bad deal (low income household) or the consequence of a natural inclination to do-the-same-thing-in-a-different-way. Probably fifty-fifty, since that summarizes how and why I do read (and very specially re-read) my books, how I surf the web or how I do NOT watch films and barely TV series (too long, could be playing instead). Growing old(er) just kind of increases the price tag of the time you own and what value you expect from it, and your will to have it wasted in "unworthy" stuff shrinks down to grumpy old man levels.
ReplyDeleteWhat kills my hundreds hours games is a mix of lack of different ways to do the same, occasional game development changes to the way to do the same, and quite often the perception that the game is wasting too much of my time by design and choice and the rewards no long cut it. It's all about time, and I feel many game developers are not truly aware that time is the single most precious currency their customers own. They KNOW they can trade money for time (leveling boosters are the easy example, give monies, save time) but still aren't aware on how wasting time feels for the player who won't wallet himself out of inconvenience, or can't wallet himself since inconvenience is a built in feature to increase time comsumption... which is how leveling gear looks like in Nightingale, btw.
I don't get the impression anything about Nightingale is designed to waste anyone's time. I think the grind comes from exactly the opposite perspective. The people who made the game are exactly those people we see in all RPGs, who think the parts everyone else just wants to get through as fast as possible are the entire reason for being there in the first place.
DeleteWhat the leveling gear in Nightingale looks like to me - indeed what the entire crafting system looks like - is like a bunch of developers who are *really* into crafting got completely carried away with making the systems and mechanics that excited them, while almost completely forgetting that most people need a reason to craft beyond the sheer fun of making things and that complexity for complexity's sake doesn't equal nirvana for everyone.
The nested, procedurally generated exploration is similar. It's like some explorers and some crafters got together and decided to make their dream and got so wrapped up in their specialisms they forgot about the actual game part. If it wasn't for the spine of the linear storyline, Nightingale wouldn't be a game at all. It'd be a toy.
Then again, from my perspective, that could describe most sandboxes. Once again, it's the word "game" that causes the disconnect. You can play games in a sandbox but a sandbox isn't a game in it's own right. You have to make up the game and the rules all on your own.