Showing posts with label End Game. Show all posts
Showing posts with label End Game. Show all posts

Monday, May 23, 2022

Plus Support


Shintar
has a post up under the declarative title SWTOR's Endgame Is Alts, Not Gear. I haven't played Star Wars: the Old Republic for a long while but the post immediately started me thinking about the way my own gaming habits have changed. I left a lengthy comment but as I was typing I realized I had more to say, hence this post.

Shintar contends that "SWTOR is and has always been a game about alts." She's referring mainly to the (in)famous "Fourth Pillar" on which Bioware rested all their hopes for the game: story. As Shintar says, the game "launched with eight unique class stories, and you better believe that the devs didn't intend for you to only play one of them!"

In the early years of the mmorpg genre, story was nowhere near as central to the experience as it's become. I have very mixed feelings about the whole concept of narrative storytelling in live service games I don't believe it's a good fit at all for a number of reasons.

For one thing, every long-running game with an ongoing storyline featuring recurring characters risks turning into a bad soap opera. The longer the game lasts, the more convoluted, contrived and contradictory the backstories of the major players become. Every time I read another blogger bemoaning the sorry state of World of Warcraft's storyline I'm reminded of the decades when I followed the soaps and how in the end I had to stop because, while I could remember the past, the characters clearly couldn't.

Even in the rare games where the writers manage to maintain a degree of consistency, there's the Everything Everywhere All At Once issue. Since players react negatively to having any content taken away, even if it's content they'll never use again, every storyline has to remain in the game and playable, leading to a broken reality. 

Most devs just ignore it, which is probably for the best. ArenaNet eventually came out and stated that each map in Guild Wars 2 exists in some kind of temporal stasis, a snapshot of frozen time, a solution I find as inelegant as the problem it purports to resolve. Blizzard have tried a number of fixes, from the deeply unpopular revisionism of the Cataclysm expansion, through heavy-handed use of phasing to the recent introduction of Chromie Time. None of it really helps all that much.

SW:tOR probably made more problems for itself than most by leaning so heavily on the concept of multiple storylines. GW2 had already gone some of the way down the same road with the Personal Story, a narrative that had the odd characteristic of branching inward, starting out like a delta, streams flowing not just from each race but from a number of choices made at character creation, before all the streams joined together into one not-really-all-that-mighty river, sweeping every player over the same final cataract.

Shintar is clearly correct when she suggests Bioware didn't do all that work for nothing. If you go to the trouble of commissioning eight separate narratives to take players from creation to cap you certainly don't do it for redundancy. Had the game been as commercially successful as they hoped, perhaps all those narratives would have continued to expand indefinitely. Then there would have been less need to find alternative ways of keeping the hardcore happy.

Story, though, may be something of a distraction if we're talking about the choice between alts and
endgame. In the years when few mmorpgs even pretended to have anything you could call a narrative arc, many devs still seemed to expect players to create and level multiple characters. If not, why put so much time and effort into designing multiple starting areas and levelling paths? 

In part it has to be because leveling was originally seen almost as much as a goal as it was a means to an end(game). For many years, while I was playing anything up to forty hours a week, I wasn't leveling characters to get to anything or anywhere. I was leveling them because leveling was the game.

At the very beginning, mmorpgs didn't really come with much in the way of pre-designed endgame content, anyway. The levelling process itself took so long that many players would spend their entire time in a given game without ever reaching the level cap, let alone settling down there. It would have been seen as a poor use of resources to create content few players could access.

As the months and years passed and the games carried on, finding things to do for the increasing number of players who'd reached the cap became much more of a priority. That was how we got endgame zones, raiding and gear grinds. I doubt any of it was planned. It certainly didn't seem like it at the time. 

Once the pattern was set, though, it was set in stone. As Shintar says, there is a widespread belief among many mmorpg players that "engaging with an MMO in-depth must mean focusing on a single character, doing some sort of max-level grind, and expecting a steady stream of more of the same so that your single character's progression rarely comes to a halt."

My anecdotal experience is somewhat at variance with that reading. It probably goes without saying to any long-time readers of this blog that getting a single character endgame-ready never formed much of a part of my plans. I've played a lot of mmorpgs over the last near-quarter century but in very few of them have I even reached the level cap, let alone stayed there long enough to gear up.

Back when I was more sociable than I am now, though, I was often a fairly active member of a guild. Over the course of five or six years, I was in half a dozen or more small to medium size guilds on different servers in EverQuest, Dark Age of Camelot and EverQuest II, as well as a couple of fairly large ones, in which I was less obviously active.

Only in the large guilds did I see a significant number of players focusing their efforts on endgame activities. In the rest, even when there were forty or fifty members playing fairly frequently, most of them were leveling and not just the one character, either. 

Plenty of people never even got a single character to the cap before they drifted away and disappeared for good, sometimes with a goodbye, more often not. Not infrequently, people would play several characters to the mid-levels before settling on one to "work on". 

With the the leveling pace so much slower back then, even people who played most evenings and every weekend took months to get anywhere close to the cap, a target that was in any case always moving, thanks to the annual or even semi-annual expansion cadence that was the norm at the time. 

One of the reasons so many people kept rolling alts was the differential in advancement between low, mid and high level characters. When you found yourself looking at ten, fifteen even twenty hours to earn a single level, the lure of a level you could knock out in an hour or two, as things went back at the beginning of the game, could be too much to resist.

Then there was the appeal of variety. As I mentioned earlier, mmorpgs used to come with multiple starting areas and a wide choice of low and mid-level zones. In some games it was quite possible to level several characters to the higher end of the game without duplicating any content at all. Even when you did retread the same ground, the differences between classes and even races was much more significant than it was later to become.

It's no great exageration to say that playing different classes or races could feel like playing a different game altogether. In Vanguard, for example, there were three very different continents, each of which was probably as large as the full landmass of a latterday mmorpg. Raising a character in the deserts of Qalia felt existentially different to raising one in the forests of Thestra or the jungles of Kojan and even playing a different race on the same continent could make you feel as lost as if you'd never been there before.

Many mmorpgs were like that, then. As Shintar says about SW:tOR, for many players, playing multiple characters wasn't "some kind of side activity that you engage in when you've hit a bit of a lull with the "main" game - it is the game!" Not for everyone, of course; possibly not even for the majority, but for a very substantial minority, those people who either never aspired to reach the endgame or realised it was going to elude them if they tried.

In all the games I've mentioned and plenty more, I have multiple characters, usually a handful, occasionally a dozen or more. In one or two the count passes a score. In newer mmorpgs, ones I've started in the last decade or so, those figures fall away alarmingly. I'm not sure I've played a stable of characters in a single game since GW2 launched in 2012.

I hadn't really thought about that until I read Shintar's post this morning. My first reaction was to blame ennui or over-familiarity. I've been playing these games a long time, now. The appeal of starting over and over again must have palled.

Thinking about it for a little longer, I realized that's not really the case. Yes, there is a little of the "been there, done that" mentality creeping in around the edges these days but it must be evident in the enthusiasm with which I regularly write about new mmorogs I've played that I'm far from done with the genre yet.

A more likely explanation might be the way mmorpg design has changed over the years. For sound commercial reasons, few games these days launch with multiple starting areas or leveling paths. Developers like to keep players together as much as possible to enhance the impression that a lot of people play their game and anyway, leveling itself is out of fashion; it's all about the endgame and how fast you can get there.

Even so, only the most linear design supporting the most meager content lets you see everything on one trip through the levels. In most modern mmorpgs there still some juice to be squeezed from playing different classes or races or from making different choices at various decision points. And yet these days I rarely bother.

The real reason, I believe, lies not with my level of interest nor with game designers' methods but in a change of payment models. It's no co-incidence that I seem to have begun to find rolling multiple characters in the same game less appealing at around the same time the Free to Play revolution kicked in.

The choice used to be between carrying on playing the same character or rolling another in the same game and starting over. Games cost money then and mmorpgs also required a subscription. Re-rolling made sound economic sense, a way of both extracting extra value from an existing purchase and feeling like you were getting something new at the same time.

Once developers began to give their games away for nothing and stopped charging a monthly fee to play them it began to be both practical and attractive not just to start over in the same game but to start over in a new game altogether. That whole "three-monther" thing, which eventually slimmed down into a single month, when players would game-hop almost continually, ostensibly searching for the next forever game, might perhaps be more realistically interpreted as a more intense, more exciting way to re-roll. Instead of rolling a new character we began rolling a new game.

Well, I did. I still do. Having the blog allows me to paint my serial re-rolling as research rather than
self-indulgence but I very much doubt I'd be behaving any differently if I didn't have a blog to post my experiences and opinions of every new tutorial and starting zone. If you're the kind of player who rarely settles down to play a single character in a single game anyway, the kind who always wanted to see all the starting zones and play all the classes and races, it's quite unlikely you'll be able to resist the lure of so many new experiences that cost you nothing at all.

Nothing, of course, other than any final sense of accomplishment, except perhaps for the broadening of your understanding of the hobby itself. After ten years of game-hopping, I feel I know a lot about mmorpgs as a genre but not all that much about any one of them in particular.

Which is fine. It's pretty much how I felt about all those games where I played a lot of characters. I always felt I knew a good deal more about EQ or Vanguard as whole than many of the people I played with, even though I would freely acknowledge many of them knew a good deal more than I did about specific aspects. 

Playing a lot of characters gives you a good overview. It gives you perspective. Playing one character exclusively gives you depth of experience and thorough understanding of the detail. The really dedicated players end up acquiring both but most of us have to settle for one or the other.

I've always preferred to contextualize. I like to feel I have some perspective. If that means missing out on the fine detail, I can accept that. For now, that perspective and context applies mostly to the genre rather than to any specific game. The time will come, I hope and trust, when the pendulum will swing again and I'll find myself re-rolling and starting over in the same game just to see more of what I'm already playing.

Wednesday, March 23, 2022

Mixed Messages

 

In the vague hope of finding something to post about tonight I logged into Steam to see if anything had happened in Lost Ark since last I looked. I thought I might even play a little, do some more levelling there. It is on my To Do list, although I'd have to say it's slipping further down every day.

The first thing I saw was an absolutely massive "Message from the Team".  It's a few days old and it's been reported elsewhere so I don't propose to go into it in the way I did with the Guild Wars 2 Studio Update yesterday. If I'm honest, my main reason for not digging into the detail isn't so much that it's old news as that I didn't understand most of it.

I had a quick scan through the whole thing, then I went back and read it all more carefully. When I'd finished I knew two things: Amazon and Smilegate are giving us a big present and I have absolutely no clue what the hell Lost Ark is supposed to be.

A large chunk of the Message revolves around two things: end game content and "honing". It seems quite a few of us have been slacking and haven't gotten to the endgame as quickly as expected. Instead, we've been "progressing at your own speed and enjoying horizontal content such as exploration, collectibles, quests, and more." 

Don't worry, though. There won't be detention. Apparently it's fine because "Our goal has always been for players to progress at whatever pace they see fit". I have to say that's jolly decent of them. 

I could go on at considerable length about the implications of this. God knows, whoever wrote the Message certainly did. There are reams and reams of apologetic explanations, excuses, justifications and elaborations on how, why and when endgame content should have, will be or has been added to the game. My main problem wasn't with the whys and wherfores so much as the whats.

I don't get what the endgame in this context is. By that, I don't mean I don't understand it intellectually. That's straightforward enough. I mean, as the hippies used to say, I don't grok the endgame, man! 

It's not just Lost Ark, either. There seem to be a bunch of mmorpgs these days where the whole point and purpose of playing seems to be to spend inordinate amounts of time repeating harder and harder versions of the same content so as to get gear that allows you to grind harder and harder versions of the same content. Why would you want to? That's the part I don't get.

Most mmorpgs do it to some extent, although the ones I like better hide it more convincingly. I generally manage to ignore it quite effectively in those games. The more recent trend, which makes it harder to ignore even at a more casual, non-endgame-focused level, involves some variant of the process that Lost Ark calls "honing".

I am not going to pretend to understand what "honing" is beyond the absolute basics. I'm fairly confident, however, that it's one of those systems where you grind or buy materials that you use to try to systematically improve the quality or rating of your gear. All these systems have certain things in common: ever-escalating costs, heavy reliance on RNG and some means of spending real money to avoid the worst of the pain.

As the Message poetically puts it, "We know that for every triumphant yell as a player succeeds a low percentage hone, there are other players frustrated with their attempt failing, leaving them without enough materials to try again." In many games that's exactly the intention. It's why other players' successes are broadcast to the general population, so as to create a sense that other people are succeeding where you failed. That's how you get cash shop sales. 

For various reasons, not least a glut of bots drivng material prices through the roof, Amazon/Smilegate would like to assure players that honing isn't always going to be a completely miserable experience so they're "supplying more progression materials for players to earn through fun in-game events" and "injecting more gold into the mid to end-game" as well as, naturally, "continuing our hard stance against bots."

Which is all very nice, only from my point of view it doesn't really address the central issue, which is who thought "honing" or any of the myriad systems across the genre it replicates were ever likely to be fun in the first place? I know everyone uses them. There's not really any choice if you want to keep progressing through the "vertical" content. The question is, does anyone enjoy it?

Yes. I did. The first time. My initiation into the eternal upgrade path by way of mat grinding and random number generation came courtesy of one of my favorite mmorpgs of all time, City of Steam

That game was revamped several times over a number of years, something I recorded here on this blog as it happened. One of the later iterations, after CoS became a wholly Chinese-operated enterprise, involved a good deal of "honing" or whatever term was in use back then. I didn't even notice it at first. It wasn't until the game was under sentence of execution and I was playing as hard and fast as I could to see as much of the content before the servers went dark that I began to push the gear upgrade boulder up the hill in earnest.

The surprise to me was that I enjoyed it. It helped enormously that it was a very simple system and the materials needed were both generously available through login rewards and obtainable directly from normal gameplay. Even then, I could never get enough but also I never managed to get far enough up the ladder to hit the really steep part of the curve. The game closed down before I even got close.

After that I ran into the same kind of mechanics in Blade and Soul and Black Desert, just to name a couple of games where I made at least a token effort to improve my gear. Once again, I found it amusing enough so long as it cost me nothing and I mostly succeeded. As soon as it began to feel either expensive or annoying, however, my response wasn't to throw money at the problem - it was to stop doing it altogether.

All those games and many others puzzle me greatly. They all appear to have lots and lots of really enjoyable content, mostly the "horizontal" stuff, aka everything in the game that's actually fun to do for its own sake. More often than not, that's the part of the game everyone gets to enjoy for free.

The part of the game that's supposed to be the most appealing, the mythical "endgame", that gets tucked behind a virtual paywall by way of "gameplay" so frustrating and unnerving people are more than willing to pay to avoid having to do it at all - or at least to make it less likely to blow up in their faces when they do.

I'm really not at all surprised Lost Ark players have been slacking off, doing all that pesky exploring and collecting and questing. Can you blame them?

What does surprise me is the nature of some the presents we're getting to commemorate the Western launch of the game. It's almost all fun fluff stuff and I find it really hard to equate with what sounds like an incredibly hardcore endgame. There are pets and mounts, a big globe thingy, appearance change tickets and songs to play on your jukebox "when Jukebox content is released in the future."

Most surprising of all is the "New Animal Skin Collection Chest". From the image provided, reproduced at the top of this post, it seems we're going to be able to dress our characters in a variety of furry onesies. I can't wait!

Actually, I couldn't wait. I logged in to get mine right away, only it wasn't there. Too soon. Apparently we get the whole  "Thank You" pack "the week of March 21, after our weekly update and maintenance". It's the 23rd today but I guess we haven't been updated and maintained just yet.

I did still get a present for logging in, an entirely unexpected one. I'd already written off the current event, the Arkesia Grand Prix, which runs until April 14 because I'd read that you need a character with a minimum level of fifty to take part. And that's true but what I hadn't appreciated is that you also get a hefty chest full of the event currency just for logging in. 

If there's any kind of level restriction attached to that then my character exceeds it. I opened my chest and found three thousand Arkesia Coins inside. Of course, I had no idea if that was a fortune or a pittance. 

The tooltip suggested I find the Event Exchange Merchant if I wanted to spend them but nothing told me where that person might be. Fortunately, Lost Ark being very popular right now, I had no trouble looking it up. I found my answer here but there's a much more comprehensive guide to the whole affair here.

Having looked at what I can afford, it seems three thousand coins is a decent chunk of pocket change. There's nothing I couldn't buy, although a lot of the items are consumables you'd probably want to buy in bulk. I can get the hat, which is what matters!

None of which actually makes me want to play the game. Log in and get free stuff, sure, I'll keep doing that. Try it on, strut around town posing, take selfies, write posts about it? Yep, all of those. Other than that, I'm not sure I see the point. But then, I never did.

I'm still going to get a boat but only because I said I would. As for honing and the endgame, whatever it is, I think I'll carry on with the horizontal progression if that's okay with you, Amazon and Smilegate. I mean, you did say you were fine with us progressing at whatever pace we see fit, right? 

I just think maybe you didn't realize just how lazy some people can be.

Thursday, October 14, 2021

Who Would Live In A Place Like This?

The delightful scene above is a pretty fair representation of what I've been looking at for most of the afternoon. That's Weaver's Fen in New World. Charming, isn't it?

I've had it in mind for a few days to say something about how New World follows the unfortunate pattern of most mmorpgs in making the zones increasingly unatractive, not to say hellish, the higher up the levels you go. That's certainly been my experience so far, with the bright, colorful, coasts of First Light and Monarch's Bluffs shading into rich farmlands and autumnal glow of Everfall, before the gloom descends with the haunted house aesthetic of the ironically-named Brightwood and the dismal swamps of Weaver's Fen.

My faction, Marauders, by far the weakest on Zuvendis, holds just a single zone now. We did have two but we lost First Light days ago and despite warring for it ever since show no signs of getting it back. 

Our stronghold, such as it is, is the truly awful Reekwater, a zone that is, I'm sad to say, very accurately named. I imagine the only reason we hold it is because no-one else wants it. No-one with anywhere else to go would dream of setting foot on the rotten, rickety planks of the shanty town it calls a capital, let alone raising a flag.

I went there to see what our faction town was like, just in case I might have wanted to settle there. I think you get some benefits for crafting and so forth in zones owned by your faction. In my case that gives me a choice of one.

Reekwater is apparently a level 58-60 zone but I had no trouble whatsoever getting there in my early thirties. Well, maybe I did have a little trouble. The first time I tried to come in via the road that travels eastwards out of Everfall but that turns out to run right through the middle of a ruined village populated by angry ghosts. I took one look and thought better of it.

Next time, I came down from the north, along the road from Weaver's Fen. It's one of the bigger roads, not just a track. By and large in Aeternum, the wider the road, the safer it is. It helps that just about everything seems to have the same run speed. Provided you get past something, it can't catch you, so long as you don't turn around to see how far behind you it is.

And this is the nice part of town...


One quick trip around the waterlogged decks of Reekwater town confirmed all my fears. It's a classic mmorpg end game zone - ugly, dark, miserable and depressing. They're always either that or frozen solid or on fire.Of the three, I think swampland is the worst.

Based on everything I've seen for myself so far, I'd have been justified in lambasting Amazon's designers for falling into the trap of making the path from character creation to cap a journey from comfort to despair, visually at least. Only I've heard otherwise.

Belghast dinged fifty today and he's been pondering where he might settle down when he caps out and buys a house. He's thinking about Ebonscale Reach, a level 50-60 zone, which he describes as "...really gorgeous... its layout somewhat reminds me of the temples in Pandaria with everything terraced out of the face of a mountainside.

Someone else (I apologize to whoever it was. I know it was someone whose blog I follow but I can't remember where I read it.) was talking the other day about one of the later zones looking like the Plains in Valheim, an aesthetic that strongly appeals to me. Unfortunately, I also can't remember which zone it was. This isn't helping much, is it?

The point is, there's anecdotal evidence building up that not every endgame zone in New World is dank, dark and deacayed. It looks as though there's actually some geographical logic to it, not just a desire to exploit the inevitable correlation between the aesthetic tastes of players most likely to make it to the level cap and the kind of imagery traditionally found on the covers of heavy metal albums.

It seems that, from the center to the south-eastern coast, the isle of Aeternum is covered by one massive swamp. Upward from that, along the coast, by all reports the climate improves. I'm going to have to go and check it out for myself.

So far I've visited eight of New World's fourteen zones. I find almost all of the game's progression systems compulsive but by far the most satisfying of them all are the Standings. In a way it's nothing more than the faction we're familiar with from many games but the mechanics and implementation and the fact it's linked directly to the towns themselves make it feel different. And desirable.

Where would you rather live? I mean, come on...

 

Improving my Standing in Everfall made up the main thrust of my gameplay from the moment I decided that was where I wanted to buy my first house. I only changed focus when I started to feel a little burned out from running town and faction missions back to back, session after session, by which time I was already Respected, the title you earn at Standing 15.

At that point I was also Standing 13 in Monarch's Bluff and Standing 10 in Windsward, meaning I could have bought a house in any of them. I'm also at least Standing 5 in First Light, Brightwood and Weaver's Fen by now. Everywhere I go I make an impression, it seems.

You can't really help it. The missions bring in the most credit, of course, but just as everything you do gives you xp, so it gives you Standing. Even running along a road from one side of a new zone to the other without stopping will usually get you enough Standing from discovery xp to raise your profile from Stranger to Newcomer.

I took a couple of sessions off from grinding Everfall faction to go level up a bit. That took me from the late twenties into the early thirties and also filled all my resource pools to the brim. At Level 32 this afternoon I couldn't receive any further Azoth rewards, faction tokens or faction reputation. If I could change one thing about New World it would be to take those caps and hurl them into the ocean.

I made some armor I didn't need and ported somewhere I might just as well have walked to get my Azoth down. I bought a rune of holding for 3000 tokens (and 500 gold, which I could ill afford) to let me earn yet more tokens.

The faction reputation, though, I could do nothing about. I'd run up against the hard cap of a new Rank. 

Ranks have a different name in every faction. In the Marauders, the third rank is Ravager. To become a Ravager you need to do a "Trial", just as you did for the previous rank, Gladiator

The trial, which is just a fancy name for a quest, is recommended for Level 35. The Gladiator one didn't just recommend Level 30, it required it or so I thought. I think now I may have misunderstood what was going on because I was able to get the Ravager quest at 32. 

Except when I got it it said it was recommended for Level 40. Gulp! Oh well, it's not like anyone stays dead in Aeternum, is it? (Actually it is but that's a whole other post...) So I followed the marker and went to see how far I could get. 

All the way. With ease. Literally the only difficult part about it was getting to the first of the three or four villages I needed to cleanse. That one was inconveniently crammed between a cliff and a town full of highly agressive Elite mobs, capable of sending me back to spawn in a couple of hits.

Once I'd navigated a route past those obstacles, though, despatching the requisite ten mobs was ridiculously easy. Yes, some of them were six or seven levels higher than me but mobs in New World vary incredibly in difficulty and threat compared to most other mmorpgs I've played. These were all Lost and for my build at least, Lost are just about the softest of kills.

So now I'm a Ravager, which means I can buy the third grade of faction armor. I don't want to, because I don't need it, which is just as well. I can buy it but I can't equip it. Clearly the developers did indeed expect players wouldn't be doing these quests until they hit 35 or even 40 because those are the level requirements to wear the bloody stuff!

Seriously? What do I have to do to get some respect around here? Arm-wrestle alligators? Because I will!

 

Never mind. At least I can gain reputation with the Marauders again and make my way towards the fourth trial so I can become a Destroyer. And there are some useful utilities I can buy for tokens.

Along the way I did do a few more missions in Everfall. My Standing there is now 19, just one level short of being able to buy the Tier Three house I wanted. Note past tense.

I might still want it. I'm not sure. It's a great house. And Everfall is a great town. There's just one problem. It's also an insanely busy town. I get more frame-rate lag there than anywhere else in the game. I can barely move after eight in the evening. I'm begining to think it would be a mistake to settle there.

Then again, I have all that Standing. It would be a shame not to take advantage of it. I can't see myself waiting until I hit the mid-50s to start all over again in Ebonscale Reach, no matter how delightful it is. 

And in the long run, it'll be the endgame zones that are busiest, won't it? It usually is. By then, Everfall might have slipped back into being a quiet, low-level backwater. 

I hope so although I suspect not. It's just too conveniently placed and as we all know... location, location, location.

One thing's for sure. Wherever I end up living it won't be Reekwater, no matter how damn quiet it is. I have some standards, at least!

Friday, July 12, 2019

Bubble Pop

Going off on a complete tangent, a few posts ago I mentioned a website called GamesIndustry.biz. I said I probably ought to take a look at it more often because it seemed interesting. For once I actually followed up on something and put it in my Feedly, erm... feed... where it's rapidly become the source of the some of the more interesting game-related posts I read.

Being an MMORPG enthusiast with only limited enthusiasm for other genres, I've never followed any of the big, general gaming sites like Kotaku or Polygon or PCGamer. I only really look at them if there's a link in a Massively:OP news item or on someone's blog that I'm reading.

I do like to read commentary and interviews from the more business-oriented end of the media, when I happen across them. You often find out all kinds of things that way. Back when he was active, John Smedley of SOE/Daybreak fame (or infamy, if you prefer) regularly said things to games business journalists and, indeed actual business journalists, that he wasn't saying in interviews intended for a more general audience of players and customers.

GamesIndustry.biz, though, seems to be more of a magazine format with a focus on meta-concerns rather than reviews or individual products. The pieces are well-written and nicely laid-out, usually short enough not to outstay their welcome yet long enough to get into some satisfying level of detail.

The editorial policy is plaeasantly neutral and matter-of-fact, something I greatly appreciate. No-one seems to be testing out material for their open-mic slot at Friday's comedy club. (I know, I can talk, right?).

The writing isn't bland, though. There are plenty of opinions expressed. Most days I could easily spin a post or two out of something I've read there. Today I'm going to do exactly that. I'll try to keep it short.

Look at those key assignments: ToggleShowObjectBounds ctr-shft-O. Come again??

The post in question is called "The industry is still "developing games in a bubble", a quote from the interviewee, FlavourWorks' Jack Attridge. Jack is primarily talking to GamesIndusty.biz to promote awareness of his company's first game, an "interactive live action thriller" called "Erica", whose usp seems to be that rather than using CGI it employs an actual camera pointed at an actual actor, because "...all you do is point the camera at an actor and you get all this nuance for free".

He also talks about the way the game functions in terms of player interaction with the content:
"The game is structured much like a film, albeit one where the audience can interact with what's happening on the screen throughout. And that interaction uses the studio's proprietary touch-based technology, meaning players can control the game with either the PS4 touchpad or, more likely, a smartphone (Erica is part of Sony's PlayLink series)" and how it will be "geared more towards "emotional drive than skill," relying on engaging the player with a compelling character and story that allows them to choose how they want to progress."
I think he's pretty much saying they're making an interactive movie. How much of a "game" it will be is harder to assess.

I've been saying for years that the real future of the broader gaming medium - outside of what we currently see in Mobile, that is - will be movies people can feel they are part of. I'm amazed we aren't there yet. There have been attempts in the past, some of which drew significant general media attention, but by and large things have carried on much as they always have - games are aimed at gamers and most people, even though they may play games for many hours a week, do not think of themselves that way.

The bulk of the article addresses what has been the fundemental problem for gaming for the entirety of it's existence. Well, almost. Arguably just about anyone could pick up and play "Pong". Even by the time Space Invaders appeared, with its two-button controls and one-screen gameplay, though, a line had been drawn between those who "got it" and those who didn't.

One of the first comics Iremember reading on my own.
I had nightmares. Still have the original somewhere.
I grew up reading comics. My mother had to read American comic-books to me before I could read them myself. I read British comics, newspaper strip cartoons and eventually bandes-dessinees and graphic novels. I learned their languages and dialects without consciously considering what that entailed.

Occasionally I'd meet people who were intrigued by someone who enjoyed and respected a form they'd previously dismissed as beneath their intellectual level, or simply not something they'd considered at all. I tried the usual things - giving them issues I thought were particularly smart or clever or iconic. Trying them out on things i thought were straightforward and of good quality, easily accessible.

It never worked. Even with good will and genuine interest they would always get hung up on some aspect I would barely notice, sound effect bubbles and advertisements being the usual culprits. If we could get past that things only got worse.

People couldn't follow the story because they couldn't figure out what order to read the speech bubbles. They did read the lengthy blocks of descriptive text that most comics readers merely scan or skip because those look like proper writing.

As untrained readers, they missed almost all the nuances in all the text because they had no idea that a particular, hand-lettered "font" implied a specific emotion, let alone that, because the font was hand-written, which emotion it might mean would depend on who the letterer was, which was why his or her name was in the credits, which of course, meant nothing to them anyway.

They didn't understand that dotted bubbles leading to the big bubble meant you were hearing the character's internal narrative or that a blue outline to the speech bubble meant a cool or cold demeanor. These and a thousand other factors meant that I might as well have given someone with a grade C GCSE in Spanish La Pais and asked them what they thought of the op ed piece. They could understand a lot of the words but they had no clue how they fitted together.

And that's without even considering the whole visual language of narrative line art, which has no equivalency with reading but much with cinema. It was a hopeless task and I soon gave up trying.

Instead, if I thought someone was genuinely curious, I would recommend they read Scott McLoud's briliant "Understanding Comics", which treats the whole processs as though you were learning a brand new language from scratch, which is precisely what you are doing. Of course, then they'd have had to buy a copy, which they never did, so that didn't work too well, either.

As the GamesIndustry.biz piece summarizes so well, the exact same issues apply to gaming. I'm not going to rehash them here - go read the piece and also watch the Conan O'Brien "Clueless Gamer" video. It's highly instructive. I'll even put it here so you don't have to click away.


Now, "Clueless Gamer" seems to be something of a regular slot on The Conan O'Brien Show, which I rarely if ever watch, so it's hard to tell how much of an act O'Brien is putting on here. Regardless of authenticity, his reactions are very much in line with what I'd expect of someone who knows, at best, the very basics of how to move and shoot. A lot of genuine new players, of course, would have no clue how to even do that much.

He gets immediately de-railed by what the game won't let him do and by how arbitrary and ridiculous those red lines are. If you try to make your characters look and feel like human beings with emotions, how can you take that seriously when they utterly ignore interactions that would send a real person into fight-or-flight mode in moments? If you create visually rich, realistic environments, how can you expect anyone to become involved with them when almost everything is inert and normal physical laws don't apply?

Let's take opening doors as an example. MMORPGs are maddeningly inconsistent on this. In some games opening a door is virtually a mini-game of its own. I've known games where it takes three separate actions to open a door. Other games simply omit doors altogether, which makes it all but impossible to consider the society depicted as analagous to the one it attempts to show.

As Jack Attridge says, 
"...99% of games end up being about traversal, which is really weird because it means all our challenge, all our gameplay comes out of your exploration of a 3D environment. That's really funny because we don't really think about that in the real world. We don't think about how complicated it is to walk up to a door and open it -- that's second nature for us.". 
 But almost nothing that's required of a player in an MMORPG is "second nature". All of it has to be learned.

When we talk about MMORPGs being all about the journey not the destination, what we tend to mean is that they're about learning. Learning the mechanics, learning the systems, following the story, discovering the world. We don't mean an actual journey but as Jack points out, mostly that is what we undertake when we choose to level up.

Sixteen sub-menus, two dozen gear slots, a stat list that's too long to fit in the window... and that's your main character screen.


The leveling process is like a road-trip movie. You begin at home and an unrolling set of unexpected and unplanned circumstances send you careening off across the countryside, increasingly out of your depth and alienated from all you know, dealing with situations and events that become ever more bizarre and threatening. Along the way you meet a whole bunch of strangers, some real (players) others fictional (NPCs), sme of whom you fight, some of whom you help, some of whom team up with you and join you on your journey for a while.

But is that what players who've never played an MMORPG before expect? Or want? Conan O'Brien, playing Resident Evil 6, soon hits the point where he doesn't want to explore hallways and talk to NPCs - he just wants to kill some zombies. In MMORPGs, as is often discussed, what new players want to do is either play with their friends or play the part of the game everyone else is playing.

But they can't do that because a) they can barely understand how to get their character to move in a straight line b) almost nothing they encounter makes any logical sense and c) if they do manage to get past all that, the game they want to play is on the far side of the world and the only way to get there is walk.

In come all the leg-ups and boosts to skip the journey part, but without going through the journey the destination makes even less sense and the mechanics and systems are even more obtuse and impenetrable. If it's so confusing to play a Level 1 character through a tutorial that more people give up than carry on, how must it be to start at close to the end-game with no more understanding than that?

Gamers don't see this. They already have the transferable skills to bootstrap themselves into a new game and learning the specifics is something they expect and often relish. They are frequently dismissive of new players who don't demonstrate those abilities, assigning such behavior to laziness, ineptitude or plain stupidity.

The helpful players, who try to explain and answer questions, almost always assume a far greater pre-knowledge than the floundering newbies posses. Not just knowledge of mechanics but of the jargon and argot of the specific game and of gaming in general. Even the helpful answers are incomprehensible.
Rider of Icarus has an excellent in-game help utilty, although all I want to know about duels is how to avoid them.

This, at least in part, is why Mobile Games are flourishing while Console and PC games remain, as Jack Attridge says, locked in a bubble of their own invention. One thing he may be wrong about is the absence of games that would suit his mother, who wanted only to "have this nice quiet village by the sea" in a God game he worked on. There are plenty of games that would let her do something like that - but you still need to be a "gamer" to play them, because console and PC games are made for gamers, not for game-makers' mothers. Mobile games have a broader perspective.

Obviously I don't have any answers to any of this. I just find it facinating to observe. I also find it fascinating that some people don't need any help or assistance to read a comic or paly a game. They look at it, it interests them, they teach themselves how it works by trial and error and never look back.

No publisher or developer needs to court those people. They're not the problem. Yet. They will become the problem, though, because soon they will become The Audience and that's who pays the bills. So the comic book readers and the gamers get what they want and everyone stays comfortably in the bubble together, while outside everyone else either ignores them or points and laughs.

Until something comes along to pop that bubble. It's happened, astonishingly quickly and overwhelmingly, to comics.

When I was growing up, comics were just recovering from the congressional hearings spurred by the scare stories of Dr. Frederick Wertham. The 60s saw a recovery in popular confidence in superheroes driven by the huge success of the high-camp Batman TV Series. The 70s saw the medium follow cinema into dark introspection but throughout all the changes the popular opinion of graphic narrative art in general (in America and the UK, it should be said, not necessarily in other cultures around the world) remained locked at the intellectual level suited to lowbrow adults, slacker adolescents and impressionable children.

Probaly the simplest of all the AA trees. I've been playing since launch and I can immediately spot something there i don't uinderstand. How have I got seven unassigned points in a tree that's 25/25 and locked?


The sea-change to those presumptions and the acceptance of the superhero as a viable dramatic protagonist did not come from within comics. It came from other media using the raw material comics produced, morphing it and feeding it back to a much larger and more profitable demographic in a form that audience could readily understand.

With Avengers Endgame breaking global box office records and on track to become the world's bigest-grossing movie of all time, that process is complete. Superheroes are as mainstream as it's possible to get and they will stay that way. Superhero comics, though? They're pretty much where they always were.

Gaming is set on exactly the same path - or journey, if you will. The hungry maw of mainstream entertainment, having glutted itself on novels, non-fiction, biography, real-life stories and now superheroes is in pursuit of the next seam of gold.

Gaming movies have had a poor reputation until now but that's slowly changing. It might take a decade. It might take two. It will happen. It's not going to change the way games are made, though. That bubble's going nowhere.

What it might change is what comes after games. Something that's neither wholly passive nor wholly active. Something you live rather than play or watch. We're nowhere near that, yet. When we get it, will we want it? And will we get a choice?

I really didn't manage to keep this short, did I? Oh, well...


Saturday, August 6, 2016

When You Climb To The Top Of The Mountain

I arrived in Bloodstone Fen last night in the middle of a heated discussion in map chat over whether or not GW2 was a "grindy" MMO. The first line I read was "if you don't like it go back to WoW" so it was already clear any further contribution on my part would be pointless. Not that I let that stop me.

A little while later, tabbing to check Feedly between zones (GW2 has some of the longest zone loading times I have ever seen, although the new PC has improved things somewhat) I came across Aywren's plaintive post entitled "MMO Soul Searching: How Do You Learn to Relax at End Game?". The two events, co-inciding, set me thinking.

Aywren's post has attracted some excellent, thoughtful and helpful comments from Jeromai, Dahakha, Karinshastha and several more. Some could easily stand as blog posts in their own right and the thread is well worth reading in full.

My own reply there is perhaps more negative than I intended but the question of what to do at the cap has always been a thorny one for MMO players. The traditional vertical progression model, developed in the days of a near-universal subscription model, has always relied very heavily on building retention, often at the expense of entertainment. As I said in my comment "these games rely on players never reaching a plateau where they can stop, relax, look around and take stock. If that were ever to happen there would be a significant proportion that would conclude they had “beaten” the game; they would stop playing and stop paying".

I missed that memo. Again.

As a natural Low Energy gamer, playing primarily for relaxation and amusement, I have not spent a great deal of time at the cap in most MMOs. My tendency has been either never to reach the maximum level at all, even in games I played for a significant period of time (Dark Age of Camelot, WoW, LotRO), or to quit altogether soon after I did (Wizard 101, Rift).

It's very telling that the handful of games in which I continued to play just as fervently after hitting the cap are those that heavily encourage the making and leveling of "alts". (Alts is a term I have always disliked and avoided but that's a topic for a post of its own. I'll stick with it for clarity).

Aywren's difficulties in FFXIV, as she describes them, are twofold. Firstly, the activities necessary to continue playing and - most importantly - to feel she is pulling her weight at the cap, tend to be stressful rather than relaxing. Secondly, due to the game's "do all the things on a single character" design, the escape hatch offered by other games of simply rolling another character is firmly closed.

As she says, "FFXIV really discourages alts...in fact, rolling an alt just feels like even more work". My own short time with the game, which I loved in many respects, told me exactly the same thing. Indeed, the sheer implausibility of ever playing and enjoying multiple characters in Eorzea was one of the main reasons I declined to subscribe after the free month.

Now what, Piggy?

MMOs in which I have had - or currently do have - one or more max level characters all take the opposite approach. EverQuest, EQ2, Vanguard and GW2 each have many races and many more classes, multiple starting areas and an array of disparate leveling paths that make it not just possible but positively appropriate to repeat the leveling journey over and over, even when the destination has already been reached.

They all also benefit very strongly from having either a huge choice of horizontal content, alternative and discrete vertical progression paths, or both. Frequently, if you would like to become self-sufficient - always one of my goals, if one that's seldom achieved - an army of alts is not an indulgence but a necessity. Players of the traditional "one Main, one Alt" variety find this approach as unattractive as I find it delightful, which is, of course, how game economies are built.

The argument in map chat over GW2's "grindiness" fell down over definitions: one person's "grind" is another's "farm". I confess to willfully contributing to the confusion. Sometimes I just can't help myself.

I have a very straightforward definition of "grinding" in MMOs: grind is any form of repetitive activity I don't enjoy. "Farming", on the contrary, can readily be defined as "something in game that I'll happily do over and over and over just for the fun of it". 

Harvesting nodes for materials or killing easy mobs for faction so that I can make an item that will make my character more powerful or allow her to use a vendor that currently won't trade with her  - these are classic farming activities. Running the same dungeon over and over to kill a boss who may, but most likely will not, drop a piece of gear I need to raise an arbitrary statistic on a specific slot by a small amount so she can edge a step closer to passing a gear check to enter another grade of the same dungeon and begin the process all over again is a classic grind.

Farming and Flying
There is no natural law that says spending time on one of these activities is morally superior to the other. It's all pixels as the saying goes. Some people absolutely loathe harvesting or faction grinding, seeing it as busy-work of the worst possible kind. I'm not attempting to place any of these essentially frivolous ways of passing the time into any kind of hierarchy of value.

What I am saying is that, while there may not be any extrinsic difference in worth between grinding or farming, there is a difference nonetheless. That difference is Agency.

When you farm you have complete control. It's a pick-up and drop activity. You can start it when the mood takes you and jack it in when you get bored. No-one is relying on you to hit one more Ancient Wood node or kill one more Corrupt Guard. No-one, that is, but you.

What's more, farming generally allows you to be as social as you wish. You can chat on all your channels, with your guild, your friends, randoms in zone, while keeping the mats or the faction flowing. By contrast, for all, its supposed social benefits, grinding, at least in its modern LFG/LFR form, has become a soulless, mechanical, silent drudge. If you're lucky.

The invention of Dailies muddied the distinction between grind and farm and between agency and obedience. Dailies were introduced, in part, to counter discontent with the perceived "grind" of faction farming (see how confusing these terms are?). They replaced killing large numbers of creatures Faction A disliked in order to make that faction like you by doing a small number of tasks for Faction A instead.

Easy Dailies!

This approach, which caught on and replicated across the genre like a virus, offers an uncomfortable half-way house for Agency. You have a limited freedom over which Dailies to choose and when (or rather whether) to do them but they tend to offer a much smaller range of options to achieve the same result and they come with a timer that the old farms happily lacked.

You don't have to do your dailies every day but, hey, they're called "Dailies" for a reason, aren't they? Miss a day and feel yourself slipping behind. And that's also the innate problem with vertical progression for anyone who isn't wholly on board with a life of High Energy High Achievement as a preferred way of spending their leisure hours.

Story time. There was a brief period when I was at the cap in EverQuest. It wasn't even that brief: I'd been at the Velious cap of 60 since some point in the life of the following expansion, Shadows of Luclin. I reached the  increased level cap of 65 during the Planes of Power expansion in 2002. I remained there until the cap was raised to 70 in Omens of War two years later.

I played EQ for four expansions at the 65 cap. I had two max level characters, a Cleric and a Shadowknight. I didn't raid but I both healed and tanked regularly for full groups in at-cap content for a couple of years.

I also played umpteen lower level characters throughout the run. By and large I managed to retain a Low Energy approach even though much of the activity was nominally High Energy. The way I did that was by retaining the maximum possible amount of agency throughout.

I did the entire Bard Epic. I never even played a bard.

At that time Mrs Bhagpuss and I were in an active guild and we did a lot with them but our primary social resource was a cross-guild custom chat channel. This was started by a friend of the time with our encouragement and over a couple of years we used it to build a network of like-minded individuals.

We invited people who enjoyed running dungeons for the fun of it, not just to get specific drops. We were laid-back enough about it all that, generally, we wouldn't even need to use /random to determine who would get most items. People were added to the channel based on whether they were good company not on how well they played.

How good anyone's gear was didn't even get a look-in when we were handing out invites or picking groups, although we did end up with a couple of top tier raiders, who appreciated the opportunity to kick back and relax once in awhile. As a Cleric I should have had my Epic. All clerics had to have their epic. But I didn't and it didn't matter.

Epic Quests were on the list of things I didn't fancy much, like raiding and getting flagged for the higher Planes, so I passed. Ironically, I did take part in several, but only as one of the party or raid helping someone else to get their Epic weapon.

I even once tanked Trakanon (the relatively easy triggered version) for a friend's Bard epic, probably the highlight of my limited tanking career but the only Epic I ever completed on my own behalf was the famously short and simple (relatively speaking) Beastlord version.

Another day, another Epic.

That was years later on another server and by then I was high enough level to solo most of it. Another Low Energy option - wait it out. Meanwhile, back in the PoP era, my capped characters opted out of the gear grind and yet were able to enjoy a full and varied palette of max-level content for a couple of years until EQ2 came along and derailed the train.

 At the beginning of my reply to Aywren I claimed "I think it is, both by definition and by design, impossible to have Low Energy fun *and* remain competitive in the endgame of a vertical progression MMO – especially one that uses a subscription-based payment model". The key word in that sentence is *and*.

If your goal is to live a relaxed, low energy life at the cap of an MMO designed around vertical progression you have to accept that you will not be competitive. You won't have the best gear. Your iLevel or equivalent will be sub-optimal. You won't be top of any ladders, meters or leader boards. You will, in the estimation of some, be coasting. You may feel your more driven friends are carrying you and they may be.

This is fine. You don't need to be competitive. You merely need to be competent. As Jeromai says "Priorities shift so that it’s no longer mission critical to be considered best of the best… “Good enough” will do". And "good enough " is by definition good enough. Your friends, if they are your friends, will be willing, happy even, to take some of the weight but that doesn't mean you need to be a burden.
Venril Sathir - is that the Druid Epic? It's all just a blur.

I was a good healer as a cleric in those days. I didn't have my Epic and my gear wasn't cutting edge but I knew what to cast, when and on whom, I didn't panic in a crisis and I kept people up when they might have gone down. My cleric was a first pick when groups were being made, partly because back then all groups wanted a cleric, but also because I was a good team player and because I was "good enough".

As a low energy gamer playing for relaxation and fun at the cap it is, in my opinion and from my experience, essential to be "good enough" while taking things seriously but not too seriously. You are there to enjoy yourself. If you find that, for whatever reason, that's not happening then it's time to make a polite excuse and leave.

If you can hold on to some agency you can enjoy life at the cap as much as you enjoyed the ride that took you there. Some MMOs, like GW2, make that a much, much easier thing to do but if it can be done in classic EQ then it can be done anywhere. Even FFXIV.

I look forward to hearing how Aywren squares that circle.




Sunday, November 8, 2015

Legion And The Great Outdoors : WoW

I'm no kind of a Blizzard fan. Indeed, WoW is the only Blizzard game I have ever played and I haven't really played all that much of that, so the annual BlizzCon bash for the faithful tends to slip past me largely unnoticed. If it wasn't for the reports on various blogs and news sites I follow I wouldn't really be aware of it at all. Even then I tend to pay only the most fleeting attention to the detail.

That said, there was a time earlier this year, when I was toying with the idea of buying the next WoW expansion, Legion, when it arrives so I have been paying slightly more attention than I normally do to the news coming out of Anaheim. The timing of Legion's arrival has been the subject of some speculation as expansion dates, especially WoW's, always are, but the pleasure of reading the runes has been rudely curtailed by the announcement of something close to a launch date. A launch season, at least: Summer 2016.

Along with the date comes a modicum of hard information about the content and to this curious outsider some of it looks more appealing by a margin than anything in the last two expansions, neither of which tempted me for a moment. Take this, from the MassivelyOP summary of the Legion panel:

"An open world to explore, no set path beyond ending in Suramar. All four zones scale flexibly."

Or this:

"The whole world will have constantly changing world quests and objectives"

Or this:

"Expect minigames, gathering skills, garrison-style missions for players, reputation objectives, PvP objectives, world raid bosses, profession missions – the idea is to give insane amounts of variety. “Freedom without press or obligation.” They’re calling it “outdoor endgame.”

And on it goes. People a lot more familiar with Blizzard's oeuvre than I are comparing it to Diablo III’s adventure mode but to me it sounds an awful lot like what other MMOs, particularly GW2, have been offering players for several years now: choice and self-determination.

Whatever the inspiration behind the change, on paper, at least, it looks well-tailored to fit my personal preferences. The expansion comes with the now-traditional leg-up to the new de facto starting level of 100, leaving ten levels to gain, supposedly, by exploring the new continent in any way that takes your fancy.

Well, that's right up my alley, that is. Of course, I'd do it my way, anyway, whether the game systems support it or not, but the journey's always smoother going with the grain. Some of the statements on the mechanics do puzzle me a little, though. Whereas GW2 scales the player down to the zone, for example, Legion will apparently scale the zone to the player.

Ten levels will positively fly by. Not just metaphorically this time I hope.

Questions have been asked about how this will work for, say, a duo where one player is level 100 and the other is 108. I haven't yet seen an answer although there has been much speculation on phasing, a technique used extensively in WoW and a few other MMOs I've played, and one which I generally dislike. On the other hand, its only ten levels. Maybe the difference won't be that noticeable anyway. Beta starts "soon" so I guess we'll find out more then, NDA permitting.

Tobold, who isn't impressed by any of it but who has nevertheless already pre-ordered, mentions that the Level 100 character, access to which is available immediately, comes with a Level 3 Garrison. Given the numerous bloggers I've read who found the maintenance of Garrisons onerous over time and the widespread opinion that it was a one-expansion idea that Blizzard would allow to die on the vine, that sounds like a decent bonus in itself for new or returning players who skipped Warlords of Draenor.

Although I guess you get WoD bundled in with Legion so how the garrison grind on alternate characters that broke so many will figure come next Summer remains to be seen. Honestly, I don't know enough about how WoW works even to take a stab at how that might go. Just thinking aloud here...

Didn't I see something about the Tauren featuring in Legion? I wasn't really paying attention.

Returning to the point, such as it was, as a result of all this new news, Legion is back on my radar and the possibility of my playing WoW next year has improved. In the end, though, whether I do or don't will most likely depend a lot more on what else is going on around the time it comes to market than in the specific qualities of the expansion itself.

For all the supposed malaise of the genre, there seems to be an inexhaustible supply of new product. It's hard to predict what might catch fire and what might crash and burn. For example, I never expected to be so completely taken over by Heart of Thorns that I'd literally play nothing else for two solid weeks after it launched, with no slow-down of interest yet in sight. Come Summer 2016 who knows what might be holding my attention hostage?

With the recent announcements, though, Legion is definitely in with a shout. I do like me some open-world gameplay and leveling up!







Monday, March 4, 2013

Direction Of Travel: GW2



I wanted to slap Saturday's breathless, Herbie inspired gasp of approval up because it occurred to me that a lot of what I write about GW2, both here and in comments on other blogs, not to mention much of what I say out loud at home, may come across as overly negative. If so, that doesn't accurately reflect the experience I'm having in game. I'm having a whale of a time.

I woke up this morning intending to carry on in much the same vein. That was until I read this  excellent piece at Healing The Masses. It helped quite a few things fall into place and made sense of some confusion I've been having lately over why it is that I find myself disapproving of so much about the way GW2 seems to be going yet at the same time having so much fun playing it.

GW2 is turning out to be an entirely different experience than I anticipated, and indeed than the experience I was having in beta and for the first few months after launch. It's no longer the game we were "promised" or the game we were sold and far from breaking any molds or creating any new paradigms it increasingly appears to be looking back to long-established MMO tropes for inspiration.

...and over the next hill? Another hill...
In beta GW2 gave me one of the best open-world exploring experiences I've ever had in an MMO. Skeptical though I remained, it did seem that there was at least the prospect of an ever-changing world.  That optimism continued in the whirl of Headstart and through the first few weeks after launch. Looking back at my posts from that time there's plenty about exploration and the surprises it brings.

Then came the Karka and with them Fractals and Ascended gear and we all know where that went. What hadn't really sunk in with me until today was how much my own expectations have changed as a result of what happened back in November. Effectively, GW2 turned into roughly the same kind of MMO as EQ2 or Rift and my approach to playing it adapted accordingly without my really noticing.

Might have been better if we'd let them win
Most MMOs have an "end game" with which I don't engage. Usually it's raiding, usually it involves a gear grind. Before the Karka the nearest GW2 had was Legendaries, which I took to have been included merely as an ironic nod to the established obsessiveness of some original Guild Wars players. I fully expected 95% of GW2 players to ignore Legendaries completely.

That they seem to have been accepted as a rite of passage by a substantial segment of the playerbase shouldn't surprise me, given that I was there when Epics were introduced to Everquest. Epics, however, were extremely powerful weapons that made your EQ character substantially more capable in combat. Legendaries just look pretty. So, yes I am surprised. Apparently Barbie went Hardcore while I wasn't looking.

Life begins at 40
Legendaries aside, it was with the arrival of a whole new tier of gear that everything changed. It's been discussed to death so suffice it to say that no matter how many new routes to Ascended Gear may be added and no matter how accessible it can be made, the gear grind genie cannot be forced back into the bottle. J3w3l makes this point very clearly indeed. A lot of people are likely to find themselves increasingly boxed in by this one change and the prospects for players playing even the traditional Main and Alt look bleak.

Bleak, that is, if they are the kind of players who value efficiency, who want to be the best they can be, who are, for want of a more elegant term, Min-Maxers. I'm not. Never have been, never will be. And that's part of why I'm still having a roaring old time in Tyria.

J3w3l comments on leveling alts "The different classes are a lot of fun to play even if leveling them isn’t..." but of course for me it is. I love leveling and GW2 offers enormous variety and potential. My seventh run through, Mesmer, is half-way there. She dinged 40 yesterday. I'm already impatient to get her to 80 so I can start my second ranger, an Asura this time, and play him or her up through a lot of the Southern areas I don't really know very well. And since I have no intention of getting Ascended gear for any of my characters, there's no sinking feeling in the pit of my stomach at the prospect of adding another to the roster.

Why would you want to?
GW2 for me has turned into a still-new, still-shiny version of every other MMO. There's an increasingly big part of the game, the part the developers seem mainly focused on and to which players are expected to aspire, from which I have largely opted out. Even though I've had very thoughtful and welcome invitations in the comments here from readers and bloggers like Ursan and Phil to join them in doing some of the content I appear to be missing out on, I haven't taken the offers up so far because I really don't feel I am missing out.

Like many MMOs before, where I had ample opportunities and offers to go raiding, for example, I find I have more than enough things I want to be getting on with already. As Calvin and Hobbes would say, the days are just packed. I still don't like or approve of the direction GW2 has taken, something I may examine in more detail another time, but I absolutely can live with it so long as I keep finding this much content that I'm both eager and able to do.

Don't need to tell me twice!
There are unexpected, possibly unintended side effects to the New Direction. I purely love the new loot changes. It embarrasses me to admit not just that my current gameplay revolves around a completely artificial, un-immersive map-hopping circuit of lag-ridden loot-fests but that I'm loving every minute of it. Everything from studying the timers to riding the event wave to the banter in map chat while we wait to the frame-rate killing firework display when the Boss spawns to the "what's in the box?" reveal - fun fun fun fun FUN!

I have a lot of max level characters to dress. Most of them were in Masterwork greens with a smattering of Rare yellows before this change. Steadily those greens are being replaced by yellows and the yellows I can't use are being converted into ectos to become exotics. Mrs Bhagpuss has looted Final Rest twice, along with a couple of other named weapons. I haven't been so lucky but I open every chest in the knowledge that this could be the time.

It's exciting, it's satisfying, it's entertaining and it's easy. I think it's time I admitted to myself that after a decade and a half that may not be all I want from an MMO but it's enough to be going on with, at least until something better comes along. And if nothing better does come along, well I'm having fun and that's the important part.

Everyone loves fireworks
As for where the game is going, I suspect ArenaNet are painting themselves into a corner with an increasingly restrictive, coercive, hardcore end-game bolted onto a free-wheeling, roistering, genuinely casual-friendly open-world leveling game. Unless they have better solutions than anyone else has come up with so far this is a road that can only lead to a fractured, dislocated playerbase where different interest groups lobby hard for their individual, incompatible aspirations.

Same place as every other MMO, then.












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