Showing posts with label Achievement. Show all posts
Showing posts with label Achievement. Show all posts

Monday, July 16, 2018

Rolling Along : GW2

In a little less than six weeks GW2 will be six years old. It's very difficult to say what that means. I have a memory of an interview John Smedley gave to an industry website back around the turn of the century where he said that the expected life of EverQuest was around three years but with luck they might stretch that to five.

Sadly that interview is lost to time or at least my google-fu isn't strong enough to conjure it. It's not true that everything posted on the Internet lives forever. I'm reasonably sure I'm not misremembering, however, if only because that estimate does tie in precisely with the development and release of EQ2 and also explains both why SOE would have believed they'd need a new EQ product around five years in and why they'd have been confident that EQ players would migrate to it.

Smed, as he has been on so many things, was wrong. MMORPGs have turned out to be much more long-lived than he or probably anyone at that time imagined. Ultima Online will be twenty-one years old this September. Come next spring, EverQuest will have been running for two full decades. They are far from alone in achieving scales of longevity their creators surely never envisaged.

Come on, you can tell me. Your four-year old came up with this one, right?
For a mainstream, moderately successful MMORPG, six years isn't much. It's not nothing - some have faded a lot faster than that - but a six-year stretch isn't remotely unusual. Even so, and even though the genre has yet to set anything like a benchmark for how long an MMO should expect to last, six years in an MMO does start to feel a little middle-aged.

Going into the second half of the first decade, things have begun to settle. Most people who are going to play have most likely already played. There will always be a trickle of fresh blood but it's going to get harder and harder to present the game as "new". Most potential customers will direct their gaze elsewhere.

It's why we see MMO houses devote so much attention and PR spend towards bringing lapsed customers back to the fold. Here, GW2 is in both a very a good and a very bad place. Clever game design from the outset means barriers to re-entry are almost non-existent. Conversely, reasons to stick around long-term can be hard to find.

Are you here for the beetle drop? Me too!

Perhaps the hardest part is getting anyone to notice your aging game at all. As the recent furore around the Twitter/reddit storms that led to the sacking of two writers might suggest, not all publicity is good publicity. Or maybe it is. Only ANet's sales department can say for certain. Watch for a dip or a spike in NCSoft's future quarterlies.

What I do think has been highlighted by the whole sorry affair is the unwieldy and disproportionate emphasis placed on narrative and story, specifically in GW2. Had the participants in the initial exchanges not been so invested in the import of what they were discussing, maybe tempers would have been cooler but when it comes to stories some people do get excited.

That seems to have been the thinking back in 2012, or even more so in the years before that, when GW2 was in development. Story was a Big Thing in MMOs then. We'd had BioWare making sweeping statements about the "fourth pillar" for years and even if SW:tOR had launched to a less than stellar reception a year earlier, the orthodoxy that narrative was paramount still held sway.

And the prize for Most Ridiculous Ride goes to...
GW2 pegged much of its structure and a good deal of its PR push on the Personal Story. With no formal questing, no long-term vertical progression and a slew of unfamiliar mechanics centered around hot-join social activities, the directed, linear experience provided by the Personal Story threw out a lifeline to many players, who felt they were drowning in an ocean of choices.

Six years, three and a half "Living Stories" and two expansions later, who still cares about the plot? As evidenced in last week's exchanges, the writing team retains a sense of importance that I fear may not be shared by their audience.

A few years back map and guild chat would frequently, even routinely, buzz with speculation about the twists and turns of the storyline. Many players loathed Scarlet Briar and ridiculed the way the plot around her played out but they never stopped talking - and caring - about it.

These days it's relatively rare to hear anyone even mention the story. There's a brief flurry on the day a new LS chapter arrives but even then most of the chatter revolves around whether the new meta is any good and where to get whatever new shiny came with the update.

A recent post by Jeromai compares the central story line in Warframe to GW2's ongoing narrative. I'm nowhere near far enough along in Warframe to make a judgment on its story but I do know that GW2 makes little sense in narrative terms and hasn't for a very long while. I don't know whether the recent events at ANet will impact that favorably or otherwise but my feeling is that the shake-up can't really make things any worse. We'll see in three months, I guess.

No spitting in the trench, please!

If story can't carry the weight of expectation and interest in an aging MMORPG, what might? Usually it would be some form of vertical or linear progression - new levels, more powerful gear - but GW2 has opted out of those old standbys.

What's left is a series of fortunate events. Discrete, attractive, lapidary attractions, strewn like so many sparkling gems across a sweeping backcloth. ANet's designers and developers have learned to specialize in crafting Collections and Achievements that take a while to do and send players off on journeys across maps that might otherwise be forgotten, the way old zones in MMOs tend to be.

The recent update added a sprawling Achievement - The Tyrian Service Medal - that sends players to kill more than half a dozen of the game's original World Bosses. If that wasn't enough, the achievement also asks you to complete all five of the Orr Temple events. That's a grand tour of Old Tyria if ever there was one. I will be working on that, on and off, for quite a while.

Soon have these weeds whacked.

And then there's the linked series of collections for the Roller Beetle mount. I completed the third and final step yesterday. I didn't particularly want the ridiculous-looking beetle, although it turned out to be more amusing to ride than I expected. It's a motorcycle, basically. Or possibly a souped-up, ride-on mower.

No, I did the collection because it was enjoyable, well-paced and satisfying. The Griffin achievement/collection/quest was the highlight of the last expansion for me. Cadalbolg was the best thing in LS3 - even if technically it wasn't even in LS3. Scavenger hunts aren't anything original in MMOs but they're something ANet does very well indeed, better than most.

Whether it's sustainable, long term, to scaffold player retention on a mosaic of discrete, short-term platforms like this, combined with a supporting framework of very lengthy, repetitive grinds such as those required to obtain Legendary weapons and armor remains to be seen. Probably, it is.

As a business model and a creative plan for an enjoyable and long-lasting MMORPG, I think it has a lot more going for it than an inconsistent and barely coherent narrative, dished out in two or three hour helpings every third month. If I was a lapsed player I imagine I'd be alot more likely to log back in to get a Roller Beetle than I would be to find out which god was pretending to be which villain this time around.

Of course, you do have to do at least some of the story just to get the starter for the beetle so bets are being hedged. Or maybe those are synergies. Either way, the collection was more fun than the story behind it. And I might even ride the thing once in a while. It does go fast.

Monday, October 8, 2012

The Cruellest Month: GW2


The position I claim to have held on Dailies ever since I first heard of them is rapidly becoming untenable. A couple of years ago, if asked what I thought of Dailies I'd have said they were the Devil's work. No, that's unfair - I wouldn't have waited to be asked. Then came Rift . Another year on and assimilation is complete. As I outlined recently my GW2 gameplay now revolves around a certain set of goals that are repeatable once every twenty-four hours.

Could be Emerson...
This leaves me exposed. Not only does it seem that I do after all quite like doing the same thing every day, provided that thing is a thing that I like to do, but also it appears I have "goals", something else I've been going around denying. Just as well my oft-quoted personal motto, adopted when I was in my gauche teens and never bettered, is Ralph Waldo Emerson's "A foolish consistency is the hobgoblin of little minds".

GW2 doesn't beat about the Suspicious Bush. A Daily is a Daily. It says so right there on the Achievement page. Much has been said about how GW2 dailies work well even for people like me who claim they don't do dailies. No quests to get, nothing to do that you probably wouldn't be doing anyway, the whole thing ticks along in the background like a well-tended boiler. 

Not so the Daily's big brother, the Monthly. This insidious innovation asks much more and it exerts a hideous fascination. Each month there are four things that must be done. These can change, although so far only one has.

Never saw this event before and I live here!
There's a relatively uncontroversial one: "Event Participation". This requires that you be present at a hundred Events during the calendar month, which is simply a subset of the Daily. Strike that one off. All the rest are problematic to a degree.

In the first two months, the truncated August and the full September, there was a requirement not to die. Most MMO players probably try not to get their characters killed as a general principle but as anyone who's ever attempted to get an "Undying" title or achievement in any game knows, actively avoiding character death radically affects gameplay. GW2 is particularly odd in that this marker is incredibly easy to hit at 80th (takes about 10 minutes or less) but pretty tough at low level. 

Always time for a Vista, even in the midst of a War
Fortunately for the inept and the reckless GW2 offers a myriad of ways to gain xp that don't involve fighting anything or even leaving town. Since this isn't EQ2 in 2005, you don't take your life in your hands every time you use the forge so crafting smooths this one along nicely. Vistas are a slight risk - you might fall off and falling damage in Tyria is ferocious. Still, it's a lot safer than actually fighting anything. 

Exploring also brings in the big xp - discovering a Waypoint out in the wilds gives as much xp as killing more than twenty monsters nearby. Therein lies the problem, though - there are monsters nearby and monsters tend to want to kill you. No-one ever claimed exploring was safe. Best stick to towns, although I think we usually call that "Sightseeing".

No need to bother about it this month anyway, for this month we are allowed to die. The Undying benchmark has vanished, replaced by a row of ???. From hints dropped these are widely assumed to refer to an upcoming Halloween-related event. We shall see.


Oh but they look so pretty...
That leaves two. Monthly Salvage Kit Uses is frankly nuts. Who thought to include that? Was it ArenaNet's in-house economist, the unconvincingly-named John Smith? Is it there just to funnel items out of the economy and replace them with marketable crafting mats? Whatever the reason, this is actually the one I find hardest. With silver still relatively hard to come by all magic weapons go to vendor and even salvaging every non-magic item across four characters only just hits this target in a month. Last time I ended up buying stuff on the TP just to destroy it.

Finally we get to the real joker in this four-card pack. Monthly WvW Player Kills. World vs World was what I was planning to write about this morning. Yesterday being a Sunday and a day of peace, naturally I spent almost all of it trying to kill people. Specifically, trying to get my fifty player kills. It wasn't how I'd imagined, let alone planned on spending the day. Not that it wasn't enjoyable. In parts.

Yak at the Back. As usual.
I may get around to my thoughts, such as they are, on WvW itself another time but just for now, mull over this specific aspect. Is it any wonder there are so many running skirmishes and so many players not following the strategy propounded by Commanders in Map chat? Is it any wonder that so many people sound like they have no idea what they are doing or seem to have an entirely different agenda? They don't! They do! They're out in the Frontier trying to get this box ticked so they can go back to Lion's Arch as fast as possible. 

Probably. Really, who knows? I'm sure it seemed a good idea at the time, pulling the Achiever lever to nudge PvE players into something they might never try otherwise. Try it, you might find you like it. Whether it has that effect or the opposite, well, do we have any way of knowing? All I can say for certain is that 50 player kills in a month is a pretty low bar that should only take a few minutes a day but even so it manages to be quite annoying while it lasts.

Why did I spend all Sunday at it, then? That's a topic for another time.
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