Showing posts with label Arah. Show all posts
Showing posts with label Arah. Show all posts

Monday, July 28, 2014

Listen With Zojja : GW2

For a quite a while I was somewhat down on story in MMOs. I don't think I was alone in that. By the time we arrived at the open beta weekends for GW2, quite a few MMO aficionados had already lost patience with the so-called "Fourth Pillar" after what seemed like years of artless propaganda from the self-appointed saviors of the genre, BioWare.

Just in case anyone's forgotten how messianic the rhetoric had become, even today the SW:ToR FAQ makes the following claim:

"At BioWare and LucasArts, we believe most MMOs ignore an important fourth pillar: story. Our mission is to create the best story-driven games in the world, and we believe that the compelling, interactive storylines in The Old Republic are a significant innovation in the MMO genre."

Two and a half years on it seems that SW:ToR may not have been quite the Tortanic failure some commentators gleefully claimed around the time of the indecorous F2P conversion. If we believe recent figures the hybrid F2P model is bringing in a tidy $165m and even if we take those figures with a pinch (or maybe  bucket) of salt, no-one could reasonably deny that the ship is still in full sail.

That's Zojja on the right. Waaaay on the right. I'm giving her some personal space. Don't want to seem pushy.


SW:ToR's long-term financial viability notwithstanding, when GW2 opened the doors some eight months after the Star Wars MMO launched, that fourth pillar was wobbling badly. By then sentiment was running with a different High Concept approach entirely: Dynamism. We wanted to be out there in a vibrant, living world that changed moment by moment in response to our actions, not locked in a stuffy instance with a bunch of NPCs, answering an endless series of inane questions.

Yes, well, we know how that worked out. Hitch your wagon to a star you should expect to get burned. But that's a cautionary tale for another day. The point is that BioWare's hectoring, lecturing tone meant that I, for one, took dead against top-down, imposed narrative in my MMOs.

I'm not sure it was something I'd ever previously needed a position on - I can't recall any MMOs I'd played prior to the arrival of SW:ToR (which, for accuracy's sake, I should point out I have still never played) that had any significant narrative. FFXI had some semblance, I guess,  but I was only there for a month so it didn't make much of an impact. And anyway, Square...

I think old Gorr might just be on to something...

Between the releases of SW:ToR and GW2, however, I did play The Secret World. That turned out to be an MMO that steeps itself in narrative and does so brilliantly. It was a revelatory experience and one that neither Funcom themselves nor anyone else has been able to replicate reliably since. It simultaneously proved how seamlessly and successfully narrative can permeate an MMO and at the same time how immensely difficult that level of quality is to maintain.

Thus, when it came time to try GW2's own Personal Story, the one-two of BioWare's infuriating bluster and Funcom's effortless sophistication landed a knockout blow. Whatever we got it was not TSW which made me come over all petulant. I didn't want your stupid story mucking up my open world in the first place, ANet, and if I did I'd want a really cool story like this one over here! 

Even if I'd been in a more receptive mood, GW2's Personal Story suffers from a number of well-known issues that made it unpopular with a lot of players right out of the gate. Some people found it too hard solo while others complained the design was unfriendly to duos and parties. The continual prompts from the UI suggested your main goal should be the storyline but if you stuck to it the difficulty quickly outpaced you, forcing you to leave and level up, which many found confusing. When you were in the instances themselves, the puppet-show cut scenes seemed wooden and artificial, compared to the fluidity of the rest of the gameworld.

I'm guessing that's a bad thing?


For those who persisted the problems just kept on coming. The early promise of the story strands that branched out from the choices made at character creation dissipated as we learned that all roads lead to Claw Island. Choices seemed increasingly arbitrary without any noticeable effect on gameplay. And then there was Trahearn. And Arah. And Zhaitan. Even for some of those who persisted it all came to seem like one long series of anti-climaxes and disappointments.

I was not a persister. My first character, my Charr Ranger, made it to Claw Island eventually but by then he'd already been all the way to Arah in support of Mrs Bhagpuss's own, human, ranger, who was well ahead in the plotline. He'd seen Zhaitan "die", he knew how it all turned out and he didn't feel the need to see any of it again.

Of my subsequent ten characters, nine found their way to level 80 without feeling the need to bother much with a "personal story". Only my thief, for some reason that now escapes me, got as far as choosing an Order and she chose the same one as the Ranger - Whispers. Consequently much of the background knowledge that ANet's writers, presumably, rely on longtime players of the game possessing has simply passed me by.

Hmm. I wonder how that dialog reads in the Chinese translation?


All of which has left me, these last couple of years, in very much the same position I'm in when I play Everquest. I'm aware there's a lot more going on than I understand but it all happens in a fog. All that I know comes from fragments, rumors, hearsay. Somewhere in Norrath (or over it or under it or beside it) raid guilds slowly mine narrative from the rockface of high-end content that forms the dense core of each expansion but none of it really affects me. Just knowing there is a storyline is enough. I've never felt the need to know all the details.

Tyria has been like that. There's a huge iceberg of established lore from GW1 looming ominously below the surface but I'm happy prancing around on the little bit that sticks up above the surface. Or I was.

For what, I'm certain, are extremely sound reasons, ANet have declined to expand or continue the Personal Story, which always sat so uncomfortably alongside their "dynamic" world. Instead they decided to combine the two High Concepts of the current MMO Generation - Dynamism and Narrative - into a single Even Higher Concept - The Living Story. It took a while for them to get that working but the engine finally seems to be ticking over nicely.

Developments have been interesting enough for me to make the effort to buy the Destiny's Edge novel so as to get somewhat up to speed, as I mentioned the other day. Still haven't actually opened it yet and there wasn't really all that much effort involved, either, come to think of it. It was more that I noticed we had a copy in the SF section at work so I bought it on a whim. Still, it shows I must be engaged with the plot because spin-off novels from video games are along way out of my comfort zone when it comes to what I choose to read. In fact, this will be the first.

After every mission comes a frank and fearless debriefing session.

It's good timing as much as anything. Long enough has passed that my negative reaction to BioWare's bullying tones has faded into the mildest of irritable memories, allowing me to recall that I do quite like stories, even in my MMOs. Moreover, now that we don't get those stick-puppet playhouse scenes in new content any more they've acquired a curious nostalgic glimmer.

As I read around various forum discussions or listen to lively debates in map chat, as current developments in Tyria are pulled apart from all angles - Scarlet, The Eternal Alchemy, The Pale Tree, The Elder Dragons, Destiny's Edge, the whole rickety paraphernalia of open-ended genre fantasy storytelling - I noticed a lot of references to the Personal Story, particularly those of Asura and Sylvari. For once, instead of shaking my head in disapproval, I thought I might just go take a look for myself.

One more Myth Dock and I'm done.

As it so happens I have a young Asura just starting out in the world. He's made it his mission to Find Out What's Going On. For a Snaff Prize Winner like him (just how many Snaff Prizes do these people give out, anyway? Does every Asura get one?) that should be a snap. Indeed, it's already paid dividends. That lecture, extensively and pictorially quoted above, by the (late) Professor Gorr was a revelation. When we get to Claw Island (again) we might call it a day but before that happens I'm hoping the veil will have been pierced by the bright light of finally getting a clue, at least a little.

It may be coincidence but in one of the other MMOs I'm playing when I can tear myself away from GW2, City of Steam, my main motivation to log in is also the storyline. My Goblin Gunner there has finally reached the point her predecessor was at when they shut down the R2 version of the game last year. The possibility that after more than two years I might find out who the guy sending me the mysterious messages is and what he wants from me is strangely motivating. That and all the free stuff...

So, stories: they're not all bad after all. They can even be quite entertaining. Who'd have thought?




Saturday, October 20, 2012

Dragon Down : GW2

I wasn't planning on doing any dungeons in GW2. The little notes "my" Herald insists on sending me, where he strongly suggests I should consider it, those go straight in the bin, so it was a bit of a surprise last night when I found myself in The Ruined City of Arah.

The Ruined City of Arah (let's just call it Arah, shall we? We'll take the ruining as read) serves both as the highest-level dungeon in the game and the culmination of the Personal Storyline. Ah yes, the Personal Storyline. That'll be that other thing I'm not doing. The last time I touched it on any of my characters was back around level 40. Mrs Bhagpuss, however, has been steadily working her way through hers, delayed only by bugs (courrtesy of ArenaNet) and disconnections (courtesy of our flaky router).
Wait for me!

I'd barely had time to log in and report my first half-dozen bots of the evening when I got the call to come to Cursed Shore. There I joined Mrs Bhagpuss and three others, all from the same guild, waiting to go through the big blue portal to Arah. The group comprised two rangers (us), an Elementalist, a Guardian and I forget the other.

I won't go through the instance in detail. If you don't know it, Zubon gives an excellent account of how it plays out here. Suffice to say that, as a story, it really isn't very good.

As far as gameplay goes, from reading that and several other accounts, I was expecting it to be a lot harder than it turned out to be. Maybe it's been tuned down or maybe our group was better-geared (Mrs Bhagpuss's ranger is head-to-toe in fully upgraded exotics. Mine, um, isn't). Whatever the reason, I thought it was actually easier than several of the earlier Personal Story instances I'd done.

Ultra-rare!  Logan Being Useful
Destiny's Edge, Tyria's ultimate elite fighting force, spent most of the evening lying on the ground waiting for us to do their job for them, thereby following their long-established gameplan. Injury was added to insult when ***spoiler alert*** Zojja got to fire the Big Gun that brings down Zhaitan and all we got to do was stop yet more Risen killing her while she did it. (They did kill her, too, but we revived her and she blew Zhaitan's tail off with a laser cannon. It was quite exciting, actually).

So much for the story. What about the combat? With all that's been said about the supposed difficulty of GW2 dungeons and the chaotic gameplay that arises from having no dedicated Tanks or Healers, was it really that bad? Okay, it was a Story dungeon, which is easy-mode as I understand it, but even allowing for that I have to re-iterate that it was really a lot easier than I was expecting.

Yeah, yeah, now just fall over, already!
Other than a bug which meant we had to do the first third of the instance twice, everything went pretty smoothly. The bosses (I hate that expression but I can't call them "Nameds" - they didn't have names, just "Champion" this and "Champion" that) seemed to have a lot of hit-points but that was about all. Apparently they do have various tricks that you are supposed to avoid, but I didn't notice them. We just piled in and kept hitting them til they fell over. A modicum of running around and moving out of red circles was advisable, but only a modicum. We didn't wipe, didn't have more than the average number of "downs". It felt rather like doing a small-scale Event anywhere in Tyria.

Was it fun? Yes. Was it as much fun as a traditional Trinity-style group? No.

Toto, I've a feeling we're not in High Fantasy any more
There's a very good discussion in the comments following this recent TAGN post which brings out some of the difficulties of the new group model. For some people, removing a more formal structure and replacing it with much greater freedom of action is going to add excitement and interest. For others it just risks pulling out all the bones so the saggy old skin flops around all over the floor.

On balance, I think I'd prefer more structure. The current "everyone is DPS, everyone heals, no-one tanks" is fluid and fun in big crowds but in a 5-person instance it seems odd. I'm certainly not suggesting we need to go back to the Trinity as-was but I don't think this version is a complete replacement. It's an alternative, sure, but someone will do a better iteration than this. They'd better.

One thing it did do, though, was remind me how much fun it is to play in an actual group. Got to do more of that.
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