Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Monday, January 6, 2025

Signs Of The End Times : #1 In An Infinite Series

I didn't know what I was going to post about this morning until I saw this story in my feeds. It's from NME so, being mainly focused on music as that estimable publication still is, the thrust of the story is on the involvement of Gerard Way, probably best-known for being the lead singer of emo greats My Chemical Romance, but who also happens to be the writer and creator of the original comic series featuring The Umbrella Academy, something I still struggle to get my head around.

The project he's gotten himself involved in now, though, turns out to be so much stranger than any of that. He's not singing or writing this time, he's speaking, as part of the voice cast for...

... Oh boy! It's so weird I barely know where to begin. For a start, that voice cast. It's a pretty stellar one. As well as Gerard it includes Michael Dorn (Worf from Star Trek), movie director Kevin Smith, a whole raft of topline voice actors whose work you'd know even if you don't recognise their names. And then there's Luke Gygax.

Luke is Gary Gygax's son, which is your big clue that this has to be some kind of Dungeons & Dragons spin-off. With that information and the knowledge that a whole load of presumably expensive voice actors have been hired to bring it to life, what would you guess it was? 

A video game? An animated movie? A TV show? 

Nope. Guess again. Did anyone say a pinball table? Because that's what it is.

I recommend watching that video all the way through because I'm betting you won't have seen or heard anything like it before. Unless you're completely up-to-date with modern pinball, I guess, in which case maybe it all seems perfectly normal.

It sure didn't seem normal to me but then the last time I played pinball must have been in the 'nineties. The last time I played pinball regularly would have been a decade or two before that, when I played every chance I got, even though I was never in the slightest bit competent at it, let alone any good.

I was still playing, occasionally, when the machines began talking back to me but I had no idea how far things had moved on since then. It's a whole new world now.

The pinball machine in question is called Dungeons & Dragons: The Tyrant's Eye. It's produced by Stern and as well as the near-seven minute video, it has its own page on Stern's website with a detailed description of what to expect. Here are a few quotes:

"Stern Pinball players worldwide will be brought on an epic and thrilling journey as they adventure into the forgotten realms, featuring iconic enemies, including a red dragon, gelatinous cube, mimic, Sammaster the lich, Xanathar the beholder, an owlbear, and locations including those in Faerûn such as Arabel and Westgate."

 On a pinball table, remember.

"...players are chosen members of the Dragonshield Guild, trying to defeat the dragon queen Tiamat, who is hatching a plan to rise again, triggering the War of Dragons, with Xanathar, Balinor and Sammaster all fighting for power."

Again, this is all happening on a pinball table.

"...explore dynamic dungeon levels that are accessed through a disappearing playfield trap door. Other features include Fizmo’s store that allows players to acquire unique items, a treasure chest that unleashes mimic monsters, and more secrets to uncover."

Enough quotes. If you want a lot more of that sort of thing with a great deal of even more incredible hyperbole, I direct you once again to the video. It really is a must-watch.

I did, as it happens, have a vague idea that pinball had begun to incorporate narrative elements but I had no idea things had gone this far. From the video it seems this amounts to a full campaign with playable characters, multiple endings and the ability to save your progress as you go. In a pinball game.

I'm a little unclear on whether there's a fully-rendered, visual story to watch, maybe on the big screen at the far end of the machine. It looks as though there is in the video but there's no sign of it in the short gameplay video on YouTube.

If the first question that came to mind was "How?" the one that stayed with me was "Why?" In this part of the blogosphere, we occasionally debate whether video games offer the best way to tell certain stories. Opinions differ on whether having to solve puzzles or win fights to move the dialog along adds or detracts from the narrative process. 

All of that fades into total insignificance when compared with using pinball as a medium for complex storytelling. It reminds me of Monty Python's semaphore version of Wuthering Heights. Except this is funnier.

If you want on of these amazing tables for yourself (And why wouldn't you?) the cheapest is the "Pro" at $6,999. There are two other variants, the Premium at $9,699 and the Limited Edition at $12,999. 

If you want that last one, better be quick about it. There are only 740 available globally because this whole project is, to quote Stern, "In celebration of 50 years of the World’s Greatest Roleplaying Game", which published its first edition in 1974. Geddit? 

Yeah, not really. Wouldn't either 74 or 1,974 have made more sense? Logically, yes, but presumably not commercially.

Also, beware that weasel word "globally". All three variants carry the warning "Games configured for North America operate on 60 cycle electricity only. These games will not operate in countries with 50 cycle electricity (including but not limited to Europe, UK, Australia)." Kind of a limited definition of global there, I'd say, although there's nothing stopping anyone, anywhere from buying one. They just might not be able to plug it in.

Or you could just wait 'til it comes to your local pinball arcade, I guess. They still have those somewhere, right?

Wednesday, May 3, 2023

I Went To The Seaside And All I Got You Was This Dumb Post

I wasn't going to post at all today because Mrs Bhagpuss and I went to the seaside with Beryl so time was short when we got back. Well, I say seaside... for strict journalistic accuracy, I guess I should make that estuary. The real sea is just a tad too far from where we live for a comfortable day trip with a small dog. 

Still, the Victorians apparently didn't care much for the difference, since they built a very nice little town where the river widens out and goes tidal. There's a lovely walk along the headland, a promenade, a pier, some nice pebble beaches and plenty of rock pools for Beryl to paddle in, so who's counting?

As I said, I didn't think I'd have time for a post but it occurred to me I had a couple or three odds and ends I'd wanted to fit in somewhere and this seemed like as good an opportunity as I was going to get, so here we are. It might be Wednesday but it's Friday in my mind... or something like that. 

AI Predicts The Future!

First up, that Glastonbury Festival Emerging Talent Competition. A few weeks back I posted about it in somewhat desultory fashion at the end of a piece about Google's AI chatbot, Bard. I wasn't very excited by any of the shortlist so I asked Bard "Who do you think will win and why?". 

Somewhat to my surprise, Bard had a very definite opinion, predicting, with some confidence, "I think that N’famady Kouyaté has a strong chance of winning." The result of the Battle of the Bands final, as reported by NME, although apparently not on the Glasto official site itself, as far as I can see, was announced yesterday. Guess who won?

Yep. Got it in one: N’famady Kouyaté.

Now, to be fair, I also had the balofonist down as the likely winner before I even asked Bard but even so... I wonder if Bard picks lottery numbers? 

We Mean It In A Loving Way!

In another callback to an earlier post, here's a video I meant to share a while ago but never found a suitable slot for. Oh, alright then, I forgot all about it. Happy now?

I thought it was funny but I guess you'd have to know the show. I wonder how much crossover there actually was, at the time it was originally broadcast, between the short-lived, cult TV series and people who actually play tabletop roleplaying games? I mean, it's not like D&D plays the same central of role in Freaks and Geeks that it does in Stranger Things. It's more of a bolt-on towards the end.

While I'm on the subject, I don't believe I've seen a single review of Honor Among Thieves anywhere in this part of the blogosphere. Did I miss someone's take on it or has no-one really had anything to say? Surely people must have seen it by now. I'd have thought a big-budget, critically-acclaimed, commercially successful movie based on a core component of our collective hobby might have triggered at least some kind of response. Then again, I haven't seen it and I think this is probably the first time I've mentioned it, so I can hardly talk, can I? 

And That's A Wrap!

Since TV's come up, here's another news story I spotted that I thought might be worth a note. It finally occurred to me that the third season of Stargirl hadn't turned up on Prime, so I did some googling and found it isn't going to happen. The Prime thing, that is. The third season of Stargirl, that's done. It's been and gone.

Why Prime isn't showing Season 3, when they showed 1 & 2 is anyone's guess. Well, money, I suppose. I'll have to watch it on DVD, which is fine. I'd like a hard copy to keep. I'd get the box of all three seasons, if they did one, which they don't. Whoever they are.

At least I know there isn't going to be a fourth season. The show's been cancelled. In an unusual move, though, two separate endings to Season 3 were shot; one for if they got renewed and one for if they didn't. It means the final season has a proper ending, for once.

I believe we were talking about that a while back. It seems like something showrunners and writers maybe ought to be considering as default option these days, although I guess it would be weird for the cast to shoot alternate endings for every season. Kind of like a recurring premonition of their own doom. 

It wouldn't be that hard to do, though. Most shows I can think of would be pretty easy to wrap up at the end of most seasons because what tends to happen is they tie a neat bow around the season arc anyway, then stick a foreboding cliffhanger on the end of that. Just crop it a bit and don't screen the lead-in to the series you didn't get. 

It Didn't Look Like This In The Shop!

And finally, I made BFF status with the latest on my Phantom hit-list, Urian. It happened a bit faster than I was expecting because I had a bit of luck with the latest event, the generically-named Fireworks Celebration, which is giving away handfuls of Ornate Gift Boxes, each worth a thousand points of Affection.


My glee was short-lived when I made the damn dress and put it on. I was - not unreasonably, I think - expecting it to look identical to the outfit Urian herself wears. The ones I got from Jenny, Johanne and Ave do. 

Unfortunately, whereas Urian's original is made of silk, the reproduction seems to be more like taffeta. It looks stiff and uncomfortable instead of free-flowing and instead of billowing, the long train sticks out to one side like a wonky bustle. It's not awful but it's not what I was expecting. 

I haven't decided whose look to appropriate next. I'll have to think a little more carefully about what the outfit's going to look like on my character, this time. Probably should have been doing that all along...

In other Noah's Heart news, there was another server merge recently. I didn't check who merged with whom but I'm guessing my server was the recipient because it seemed fairly busy before. Now it's busier still. 

How many more merges there'll be before the game goes dark I wouldn't like to say. Noah's Heart has such a minimal web presence I have to assume it's not going to be around for long. I hope it at least makes it to the first anniversary. I'd love to be able to say I played every day for a year straight.

And that's all I have for today. Let's be honest - it's a lot more than I thought I had!

Friday, July 22, 2022

Oversharing Friday


Anyone fancy another Friday Grab Bag? Good, because that's what we're having. Mostly because I happened to see two or three things and I felt like sharing I don't have any particular points to make. I just see stuff and want to share it and this is the best place I have.

As I was suggesting in yesterday's boost for Blaugust (Wish I'd thought of that at the time - it would have made a better title.) the blogosphere has become something close to my personal version of a social network. Leaning into Redbeard's fears as expressed in his comment to that same post, it feels a deal safer sharing stuff here than, say, on Twitter or YouTube.

The obvious disadvantage is that almost any other platform at least stands a chance of a) getting more traffic and b) reaching an audience that's actually interested in the topics in their own right. Posting here, it's more like putting up a poster in the convenience store on the corner of the street to say you're having a sale of your home-made pottery in your back yard. 

There's a chance some craft-loving stranger from out of town, stopping off for a Dr. Pepper and some Flamin' Hot Cheetos to see them through the next fifty miles, might spot the notice and drop by but it's not much of a chance. More likely it'll just be a few of your neighbors turning up for a chat as they handle the merchandise without really looking at it, before putting it back down and heading off home.

Once again I should probably save this sort of thing for Blaugust itself, although now I come to study the schedule I see we're not actually doing a How To Blog week this time. Did we ever or did I just imagine it? Maybe that was for the Newbie Blogger Initiative. Is that still rolled up into Blaugust?

Anyhoo...


I saw the above in a news item from NME last night. Surprisingly, it hasn't yet cropped up in any of my other feeds. I thought everyone would be all over it but maybe its old news and I'm late to the party. Unfashionably late, that is. (I never really got that whole "fashionably late" thing. I had to learn by hard experience that "Eight for eight-thirty" really means "Don't even think of showing up before ten".)

This will be the second Dungeons and Dragons movie, I believe. Not that I know much about D&D. I only played it for about five years, roughly from 1981, just after I graduated college until maybe 1986, by which point everyone in the group had pretty much lost interest and/or were no longer speaking to each other.

As far as I recall, that first movie was both a critical and commercial disaster. I saw it on TV, I think, although I have virtually no recollection of anything about it. I do seem to remember it being so bad that it set the entire hobby back a decade, not that D&D had all that much in the way of progress towards mainstream recognition to lose.

Times change. Science fiction, fantasy and superheroes are all so mainstream now the actual mainstream is starting to feel like a genre. Stranger Things, currently weirdly hot for a show that's apparently airing on a dying network, can take a lot of the credit for making D&D, specifically, feel culturally relevant right now, which I guess makes it a good time to drop the first trailer for the movie, even though the film itself isn't due until next year.

I clicked through to watch it not expecting much, but I came away, two minutes later, quite impressed. The effects look good, which is crucial for a project of this kind, even though some people don't always seem to think it matters that much, but perhaps even more importantly, the dialog wasn't terrible, the acting was suprisingly understated and the set-up for the plot made sense. 

By the time we got to the coda at the end, which made me laugh, I was of the general impression that it might be something I'd like to watch, which I guess is the whole point of a trailer. Also, Whole Lotta Love weirdly works, which I didn't think it would...

A long way further up my street than either big fantasy movies based on game franchises or Led Zeppelin, come bands I like doing covers of songs I like. When I saw the item on Wet Leg covering the Chats' "Smoko" for Like A Version, I got one of those brief, physical reactions, where the hair on the back of your neck stands up.

Wet Leg are everywhere this year. Everyone knows who they are, not least because megastars like Harry Styles and Elton John keep name-checking them, covering their songs and hiring them as tour support. 

I'd like to think that in this corner of the blogosphere you all heard about them from me first, well before all these Johnny-come-Lately superstars got into the act. I, in turn, discovered them by way of a blog that's now sadly gone silent, Everett True's How Not To Write About Music

Everett last posted almost a year ago, when he gave us the thirty-first entry in his series Sixty for 60, in which he was planning on commemorating his sixtieth birthday by sharing sixty songs from 2021, as nominated by people he knew on Facebook, thereby adding yet another level of metatextuality to the referal process. There has, as yet, been no thirty-second entry. 

This, of course, makes Everett True a perfect candidate for Blaugust, other than the fact he's never heard of it and would almost certainly want nothing whatever to do with it. I would love to imagine him doing a vanity search on Google some time in the next week, catching all these references to his name, coming here to see who's been talking about him and ending up rebooting his blog for Blaugust. 

Yeah, not gonna happen.

That Elton John item I linked above deserves drawing out, by the way, in case you didn't click through. The gist is, he thinks "girls" are making the musical running these days and the "boys" need to catch up. I very much agree, although I think you have to be Sir Elton to get away with phrasing it quite like that.

Elton runs through a short list of examples, including several of my own personal favorites from recent times: Wet Leg (Of course...), Let's Eat Grandma and the Linda Lindas. He also mentions the Nova Twins, who are great but not in a style that does it for me, and Haim, who I've never really got. 

I've mentioned before how it was Boy George who introduced me to Let's Eat Grandma. It's very encouraging to see the old guard looking forward instead of back. And let's face it, it's a better look than this. I mean, would you want to be that guy? 

There is a real problem that I'm sure Roger Waters, who has "no idea what or who the Weeknd is, because I don’t listen to much music", is equally unaware of, namely that interest in new music is declining. The fear is that it's being suppressed, even pushed out, by the dead weight of all those classics. Not Pink Floyd specifically, although I'm sure The Wall and Dark Side of the Moon play their part. 

I'm all for rediscovering, sharing and celebrating the past but not at the expense of the present and the future, which is why I focus a lot more on what's new and great than what's old and great here on the blog. Well, that and wanting to look cool, of course, although cool to whom or for what end are questions I don't want to think about right now. Or ever.

 

Sometimes, of course, you can have your cake and eat it as with Starcrawler's latest. As I write, it's been on YouTube for all of eight hours but like most of their stuff it sounds like it could have been recorded in the South of France in 1972. Comments in the YT thread pick out notes from Britpop to Grunge, proving, as we all knew, that pop has very definitely eaten itself.

This has turned out to be more of a music post than anything, which wasn't exactly what I had planned, but what the hell... Since we're on the theme, I'll reveal I've been collecting tunes for another "New Stuff I Like" post. I'm thinking of making it into a series. Let's have something from that and then we're done for today.


I Want An Authentic Tail - Police and Pea - Isn't that magical? Or maybe I mean maniacal. It turned up in some Songs of the Week list I saw. I'd never heard of them but who could resist a title like that? There were no links in the piece so I went to YouTube because everything ever is on YouTube, right?

Well, this isn't. Or not under that name it's not. The only thing I could find was this:


That one's called Pineal Gland, it's nine minutes long, it's in Chinese (Cantonese, presumably, since the band's from Hong Kong...) and it's positively hypnotic. It also has the name of the band in ideograms and that's how I finally tracked down the tune I was looking for. 

As far as I can make out, Police and Pea is some offshoot of the excellent My Little Airport, several of whose songs I have in my files. I'm guessing, really, but a lot of their tracks turned up in the suggestions every time I picked another P&P track so it seems likely, although MLA are very much still going.

In the unlikely event anyone's been moved enough by Police and Pea to want to own some, here's the Bandcamp link,. Unlike everything else I've covered today, I don't imagine you're going to find it on Amazon or even Spotify. Other than that, I think we're done.

Sunday, June 23, 2019

On The Level

There's been a lot of talk about levels of late. Blizzard began it with the suggestion that World of Warcraft has too many. Something ought to be done about it, they said.

Yes, but what? If anyone knew the answer to that, surely they'd have piped up long ago. How long have we had levels, now? I make it... hang on, let me think... oh, yes... forever!

Online gaming was an entirely new concept for me when I stepped onto the precarious platforms of Kelethin back in 1999 but I'd known what a "level" was since the early 1980s. Even then I was late to the party.

I first saw Dungeons and Dragons played at University, where the people playing it confirmed every prejudice about the practice I might have had, had I had any, which I didn't, because I'd barely even heard of it. Nothing about the game or its players convinced me to give it a second glance but circumstances will conspire. A year or two after I graduated I found myself spending almost every Sunday for five years, from midday to midnight, rolling weird-shaped dice and improvising, cast against type and loving it.

We started out playing Advanced Dungeons and Dragons. It was the first edition ruleset, which we just called AD&D, because no-one imagined there'd ever be another. Of all the myriad arcane rules and systems in the many books, by far the most prominent were levels.

Levels ruled all. A lot about your character could change during the course of a regular play session but when the number next to your name on the character sheet incremented, everything changed. Well, so long as you weren't a Fighter.




Levels didn't merely make you more powerful by increasing your stats and giving you more hit points. They gave you entirely new abilities, put new spells in your spellbook, allowed you to do things you could never have done at all before you leveled up.

Perhaps yet more significantly, as your level changed, so did the world and that change was as marked as any real-world shift from childhood to maturity. Claw and fang scraps with kobolds the size of dogs faded into memory as concerns turned to giants, dragons and other-planar powers.

That's the part I didn't like. I loved levelling, sure, but I wasn't keen on where the level curve was taking me. It was all very well gaining new powers and skills but having to use them on demons and demi-gods stretched my personal envelope of disbelief to breaking point.

The rest of the gaming group tended to agree. We got to around Level eight or nine then re-rolled to start a completely fresh campaign from Level one. When we got back to where we'd been, we dropped AD&D altogether and spent the next few years running through various RPG systems, always moving on when our characters threatened to become too godlike.

EverQuest in 1999 felt both familiar and strange. I'd played a few video RPGs in the eighties and nineties, several either based on D&D or using the genre tropes that megafranchise established. EQ had classes and races and stats and spells and magic items. And it had levels.


When I started, about seven or eight months after launch, it had fifty and lots of people had done them all. I came to a game that already knew all about endgame ennui. There was plenty of talk of "bored fifties".

To hear people waxing nostalgic about the golden days of "Classic" EverQuest, you might be fooled into thinking everyone was happy to live in that pre-lapsarian world. They weren't. The atmosphere I recall, both in game and on the forums, was an uncomfortable melange of hyperactive excitement coming from the ever-growing flood of new players like myself and an increasingly uncomfortable and cynical impatience that seemed to be settling over those who'd done their six months.

It must have been plain to the developers back then that something would have to change if the numbers were going to carry on heading in the right direction. The game was opening new servers regularly to meet the growing demand but how many of those players would stick around once they hit fifty?

The solution to the problem was already baked into the structure of the game, of course. More levels. Sony Online Entertainment set out on a course they and their successor, Daybreak Games, has followed unerringly ever since: expand the game, don't change it.

"Expansion", in this context, was a concept entirely new to me. I was familiar with Campaigns and Adventures but the idea that you might "expand" the entire game by adding more of what was already there around the edges seemed astonishing.

From the very start EverQuest expansions included a lifting of the level cap. The first, Ruins of Kunark, added ten, taking the total to sixty. That turned out to be a huge change. RoK was so vast  and those extra ten levels made such a difference to what was possible, it felt like a different game altogether.

From then onwards levels were doled out more sparingly. The next step up had to wait until 2002's Planes of Power, the game's fourth expansion and even then the cap rose by only five levels, to sixty-five, setting a pattern that has persisted ever since, with several expansions passing before another five levels are doled out.

The unnamed, twenty-sixth expansion this autumn will add the ritual five, bringing the grand total to 115. In terms of power, a Level 115 character will be to a Level 50 as a supernova is to a birthday candle. This brings problems.

As many MMORPG developers have discovered, even success can be problematic. By any measure, an online video game that can still maintain a population sufficiently large to justify the production of new, paid-for content twenty years on has to be taken for a success. But a success for whom?

Most long-running MMORPGs rely in very large part on continual growth, creating a sprawling confusion of continents and alt-planes, a palimpsest of contradictory systems and a plethora of arcane mechanics, all of which put up barriers to entry for potential new players. Those barriers can climb to impossible heights and the level cap represents the most insurmountable of all.

A new player may be willing to overlook the aging graphics. They can certainly learn the necessary systems and mechanics. Wikis and fan sites do a good job of cutting through the clutter, opening up the essentials to the light of knowledge.

All of that is manageable. Levels, as originally conceived, are not.

Even back at the turn of the millennium being Level 60 in EverQuest didn't make you seventeen per cent stronger than a Level 50. It added an order of magnitude  - at least. For that to make sense in gameplay terms, the lands those higher characters were exploring had to grow as well.

The mobs needed to be strong enough to put up a fight. The items they dropped needed to be powerful enough to provide a reward. The further the level cap receded, the more irrelevant the rest of the gameworld became.

A level 60 might not have been able to wander Lower Guk alone with impunity but a Level 65 most certainly could. By the time 2006's The Serpent's Spine expansion raised the cap to 75, Mrs Bhagpuss and I were able, gleefully, to duo through the Elemental Planes, leaving nothing standing where once, at cap, we'd cowered in corners with a full group, praying the puller wouldn't bring more than one.

I love that about levels. As a solo or duo player, an ever-increasing cap consistently expands horizons. When a new expansion arrives it's filled with places I can't see and mobs I can't kill. But all I need to do is wait.

In time a new expansion will appear and another and over time my number will float up. I'll pick away at what I can, take my xp where it comes and one day what was impossible will become possible, then easy, then trivial. It's the circle of life.

Or it used to be. Unfortunately, trivializing older content can be problematic in itself.

Veteran players often enjoy re-visiting old challenges and breezing through them without breaking a sweat, especially if there are still rewards there to grab. Some games facilitate that behavior or even make a feature of it, adding achievements and cosmetics that bypass level-based gameplay. It's an approach that works well with instanced dungeons, where over-levelled characters can monty haul at no risk without offending anyone. To the developers chagrin it's a solution that doesn't work at all in the open world.

Allowing high levels to operate freely with low in the same environment causes any number of issues. If there are targets of opportunity the high levels will monopolize them. If there's nothing of interest to the bubble of players sitting at cap in an aging game, that zone will be all but empty. Anything that relies on co-operation better have strong incentives for the capped players or it will fail.

In most older MMORPGs I've played, after a while there's been a call to re-purpose old content. It's not being used, say the players who aren't using it. Let's revamp the lot. Make all the mobs our level, give them the loot we want. So what if a few new players won't get to do what we did? When did you last see a "new" player, anyway?

Game designers are surprisingly resistant to such demands, luckily. There's the economic argument. Revamping content costs. Also someone created all this stuff and chances are they're still there, somewhere, caring about it. And, as Cataclysm showed us, players don't always take kindly to having their memories erased.

In latter years a compromise solution has appeared: level scaling. The world reflects the level of your character. Wherever you travel, in new content or old, the mobs will give you a tussle and the gear they drop will fit. It's a solution ArenaNet incorporated from the outset for Guild Wars 2 and which many other games, from Elder Scrolls Online to WoW itself, have adapted for retrofit.

And yet all those MMORPGs still have levels. GW2 has 80. ESO has 50. WoW has 120. And many games not only have levels but multiple level-like systems, carrying on way past the cap, with the direct intent of mimicing the same mechanics. Indeed, as I think about it, just about every MMORPG I can think of has levels, except for those few that replace them with "Skills", another, very similar discussion of its own.


Only yesterday I started playing Secret Worlds Legends again. SWL is the revamped version of  the excellent but under-performing MMORPG The Secret World, one of the very few games of its genre that chose not to use levels. When Funcom rebadged and remarketed the game in an attempt to appeal to a larger, more mainstream audience, one of the changes they made was to remedy that omission. I did three levels in SWL yesterday evening.

Players complain about levels all the time. Levels cause any number of problems, only a very, very few of which I've mentioned in this lengthy post. Almost every mature game nowadays includes multiple ways to speed up or skip over the painful process of leveling: instant max levels, xp boosts, heirloom items. Scaling content attempts to render levels all but irrelevant. And yet, here they still are.

Blizzard, worried about the ever-growing number next to the name on your character sheet, wants to squish it. But no-one's talking about making it go away completely. Whatever problems levels may bring, it seems not having them is worse.

There's more to say about all this and more will be said. Levels aren't going anywhere and neither are the problems they bring. For now, though, I'm going to pass the conch. I'm sure it'll come back around again soon enough.

Just like my next level cap increase.

Sunday, August 5, 2018

He's Good-Bad But He's Not Evil

A few days ago, Atherne was the latest to bring up the ever-popular topic of D&D alignments, linking a couple of tests, one from the rights-holders themselves and one from Buzzfeed.

It's always fun doing those. I tend to come out fairly consistently as either Neutral, Chaotic Neutral or Chaotic Good. It depends a lot on how game-oriented the tests are. The further away from the ruleset the questions travel, the more good or chaotic I tend to become.

Questions that stick very tightly to the concept of role-playing games, as the Wizards of the Coast ones do, tend to be flat, emotionless and arid so it's hardly surprising they draw a more neutral, less involved response. I much preferred the Buzzfeed test, whose questions felt much more human and immediate.

The results varied quite significantly. WOTC judged me to be True Neutral, which I feel reflects my lack of emotional involvement with their static, abstract scenarios rather than telling you much about me. Buzzfeed rated me Chaotic Good, exactly where I'd like to see myself, so naturally I favor their methodology.

This kind of labelling underpins most MMORPGs. I've been choosing between "good" and "evil" ever since I made my first character in EverQuest, a wood-elf ranger who died, minutes later, falling, from the treetop walkways of Kelethin, city of a thousand elf and safety puns.


Very few MMOs go much further than that simple binary and even then it rarely means what it says. For most, "evil" means something like "moody emo goth" while "good" means "football captain and homecoming queen" (probably not the same person, although it is 2018...).

The ongoing moral panic over the pre-Battle for Azeroth trailers and cinematics over at World of Warcraft has also turned something of a spotlight on alignment, with many Horde players waking up to the fact that they've been Evil all these years and never knew it. Reactions have been...variable.

It occured to me, reading the comment thread at Massively:OP (rarely a good idea) that maybe what we need are some new alignments. Or, I should say, some new names for the old ones. Human nature doesn't change but language and culture does.

I tried to think of things players born long (long) after Gary Gygax might recognize and free-associate with and I took five minutes to come up with the list below. It's a weighty topic. It deserved that degree of in-depth analysis. This is what I've got:

Lawful Good = Control Freak

Neutral Good = Neurotypical

Chaotic Good = SJW

Lawful Neutral = Normie

(True) Neutral = Chilled

Chaotic Neutral = Edgy

Lawful Evil = Asshat

Neutral Evil = Cold

Chaotic Evil = Psycho

If you think you can do better, the comments are down there. Or maybe  you'd like to use this as a springboard for a Blaugust topic. Don't thank me, thank Atherne. She started it!

*Author's note. Yes, I have used that title before but it was in 2011 and no-one remembers, ok?


Sunday, July 20, 2014

When Can I Hit Something?

Tobold has a post up about the new, 5th Edition of Dungeons and Dragons, a topic that's popped up in a number of my Feedly feeds of late. There's clearly a commonality of interest between the two hobbies, pen and paper/tabletop roleplaying games and MMORPGs, and most people reading this have probably tried both at some time or another.

My own introduction to traditional role playing games was slightly muddy, oddly mirroring the stages by which I later found myself playing MMOs. I came late to AD&D compared to most. I don't believe I'd even heard of it when I was at school. Certainly no-one there played. We did have a wargaming club and indeed my two closest friends belonged to it but I could never see the attraction.

When I went to university one of the first friends I made there shared rooms with an obsessive D&D player, who used to hold all-day sessions that drove my friend to find something, anything to do elsewhere until the madness was over. That was my introduction to the concept of "roleplaying games" and it wasn't one to inspire further curiosity.

It wasn't until about two or three years after I graduated that another friend, one who had never previously shown the slightest interest in either RPGs or the surrounding subculture, told me he was DMing sessions at his house on Sunday afternoons and asked me if I'd like to give it a try. Come to think of it, I have no idea why he started and he's dead now so I can't ask him. Some things we're just never meant to know...

I was, to put it mildly, less than enthusiastic but for various reasons I found myself at a loose end one weekend so I thought I might as well give it a try. After a shaky, self-conscious start, something bit and stuck. I ended up spending most Sundays there, gaming, for something approaching five years. Everyone in that group was in their twenties, all but one of them married. Perhaps it's no co-incidence that when the group eventually broke up every one of us, bar the guy who's house we met at, was divorced.


Tobold opens his piece with an intriguing proposition:

"I have a very simple model of games in general: They usually have one core activity that is frequently repeated, and then some shell around it that gives structure to the sequence of core activities. In role-playing games, both on paper and on the computer, the core activity is usually combat"

I think that's a very useful and illuminating way of looking at gaming in general and RPGs in particular. Because my introduction to the hobby came via a relatively mature (in both senses of the expression) group, my conception of what it was all about probably evolved in an atypical fashion. We gamed once a week in a session usually lasting around twelve hours. I would guess that, on average, about eight or nine of those hours were spent on things other than combat. Nevertheless, combat did indeed represent the undeniable core of the game, around which we wrapped a shell of both in and out of character chatter, banter and storytelling.

There were rare occasions when we went an entire session without any combat at all but when that happened I think we all felt unsatisfied. Mostly we'd go for a couple of hours of amateur dramatics, argument and general chit-chat and then we'd all be ready for a fight that lasted a couple of hours more. Then we'd all stop for tea with MTV or WWF wrestling on in the background (our host had cable, very unusual back then, and he never missed an opportunity to show it off) before repeating the cycle until it was time to call for taxis and slope off home.

By the time I decided to buy Everquest in 1999 I hadn't played a tabletop RPG in over a decade but by then I had played a lot of CRPGs. Indeed, I was drawn to the scary, unfamiliar, expensive world of online gaming largely because Mrs Bhagpuss and I had run out of new offline RPGs to try.

Now with added highlighting. Didn't have that in my day...

It would be neat if I could say it was a direct, linear progression from AD&D to offline CRPGs to Online MMORPGs but it wasn't quite that tidy. Before I ever played D&D, going all the way back to when I was at University, I played a lot of computer games. One of my favorite genres of the time was the Text Adventure.

Text adventures seemed to have almost no correlation to tabletop gaming and precious little with most graphical CRPGs, which soon pushed them into the wilderness of extreme hobbyism. It was a surprise, then, even a  shock, when I stepped out onto Norrath for the first time, (eventually) found myself face to face with my Guildmaster and discovered that he expected me to communicate with him using the exact same, gnomic hint-and-guess routine that had so cardinally failed to lead me to The Golden Apple all those years ago..

In Everquest all these things, along with a host of others I don't have time to mention, seemed to come together as a gestalt. Rather than the Frankenstein's Monster it might have been the whole edifice grew inexorably to become something very much more than the sum of its disparate parts.


The chat channels, the groups and the guilds all emulated and expanded on the socializing of those Sunday afternoon sessions;the deep, rich, mysterious Lore of the game world matched and easily surpassed the narratives of the CRPGs; the seemingly endless arrays of NPCs willing to hold conversations eclipsed the limited, linear options of the classic text adventures. Once I fell down that rabbit hole there was no climbing back out.

And yet, despite all that richness and complexity, despite all the subsequent innovations and improvements that have burned through the MMORPG genre over the succeeding years, the core of the game remains as it ever was: combat. The shell that surrounds that core now is vast, a Dyson Sphere around that dense, central star. The shell contains all the socializing, questing, character growth, narrative, storytelling, exploring, homebuilding, collecting, sorting, codifying and just plain hanging out that make up the majority of the time many, probably most of us spend in these imaginary worlds but without that core glowing steady at the heart all the rest of that frenzied, fervent activity would slowly ebb and die.

When it comes right down to it, even I can only sort my inventory for so many hours before I really, really need to hit an Orc with an axe.

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