Showing posts with label End of Dragons. Show all posts
Showing posts with label End of Dragons. Show all posts

Thursday, March 31, 2022

This, That And The Other.

A bit of a grab-bag today, I'm afraid. I'm not really feeling it for long, involved treatises at the moment, which is probably just as well. Then again, I also haven't come up with any clever new ideas for short, pithy posts, so it's just going to be a little bit of what I've done and what I've read.

And mostly what I've done is get my Charr Engineer in Guild Wars 2 set up as a Mechanist, the new elite specialization for her class that comes with End of Dragons. I mentioned I was working on her in the post on planning but at the time about all I'd done was spend the points. That's the easy part.

Yesterday I got down to the detail. I went to Metabattle to look for a build. As I may have mentioned about a hundred times, I find making and changing builds every bit as compelling a piece of content as camping a two-hour spawn for a rare drop. Actually, not even that compelling. At least if the drop does finally drop there's a moment of euphoria before the grim realization of just how much time you wasted sets in.

My dislike of builds puts me in an odd position in regard to Metabattle and sites like it. In theory I kinda, sorta disapprove of them. They're somewhere in there with all the other forces that push mmorpg gameplay towards some kind of bland, cloned efficiency. It drives originality, whimsy and quirkiness to the perifery, whereas I'd like those sorts of behaviors to be right in the center.

On the other hand, they are really useful and they save a whole lot of time. When it's something I don't find fun to do the long-winded way, it's extremely easy to overlook the implications of taking a shortcut. 

In this particular instance I felt happier than usual about doing it because it's far too soon for any genuine "meta" to have coalesced. All we have so far are are suggestions. The build I followed, the Power Mechanist, is in the "Draft" section and so far just one person has voted on it. They did give it the full five stars, though.

I was drawn to it by the description: "Power Mechanist is a simple build that offers very high damage. It is exceptionally easy to play and is one of the best generalist options for open world farming currently."I especially like the part that says "exceptionally easy to play."

Naturally, I couldn't resist fiddling about with it. I didn't like the sound of the bomb kit much. I remember using that many years ago and finding it both exciting and unreliable. I stuck the speed signet in that slot instead and resolved to stick with my trusty rifle.

I did go with the suggestions for gear, more or less, which led me to a typically bitty, frustrating crafting session as I tried to remember which of my characters was the Leatherworker and then who had all the mats. Despite GW2's nominally excellent material storage, there's always something you need for Ascended gear that isn't where it's supposed to be.

In the end I opted for a mix of Ascended and Exotic gear, using some Ascended chests I had lying around, unopened, in the bank. They had the wrong stats, of course, so that meant making all the relevant items to throw into the Mystic Forge to change them to the stats I needed, namely Berserker (It's almost always Berserker for me, even now.)

After that I had to find which Guild's vault I'd used to store my runes and sigils and then of course it turned out I only had five Scholar runes so I had to buy a sixth on the Trading Post. Eventually I got it all done. It took me a couple of hours, including the most important part of all, coming up with an appropriate new look.

As the screenshots in the previous posts and this one show, the new look is radically different. As an Engineer, this character has always fancied herself something of a cool customer, clad in black leather and looking like she means business. As a Mechanist she's show-offy, stylish, even a little bit glam rock.

The gloves, which I think look great, come as a reward for becoming a Mechanist in the first place. All the rest are things I had unlocked in the wardrobe except for the rifle and shield, both of which come from the End of Dragons Saltspray set. I bought them on the TP for a few silver.

As you can see in one of the shots, but not, for some reason, in the one at the top of the post, which is from the login screen, I've given her orange, glowing eyes. I don't usually go for that look, which is very commonly seen in GW2, but the colors went perfectly and it seemed to fit the quasi-robotic theme.

All in all I'm pretty pleased with how she's turned out. Now I just have to learn how to play her.

New World

Following on from another recent post, I spent a couple of hours in New World today. The postponed patch has landed and as far as I can tell hasn't totally wrecked the game. Yet. 

I wanted to find one of the Easels for the new pictures you can put in your house but so far no luck. I was hoping they'd be marked on the map but if they are can't see them. I also didn't happen across any of the new random roadside encounters and the Level 40 Group Instance that was blocking me from continuing with the Main Story Quest is still in my journal. It hasn't been converted to a solo option. Boo!

On the plus side, the linked storage seems to be working. I completed a quest in Monarch's Bluff using some timber I pulled out of the storage in Weaver's Fen and it didn't cost me a coin. Even more positively, I had a great time running around Aeternum. I remembered very quickly why I enjoyed myself there so much for so long last year. 

I dinged 55, cleaning out some old quests and I feel moderately motivated to motor through to sixty. Fast travel and linked storage make the game feel considerably more like a regular mmorpg, something about which I have mixed feelings. I'm very glad I got to play before they changed it but as has always been the case for me, having had my chance to do it the slow way when everything was new and exciting, I'm more than happy to do it the fast way now it's familiar and routine.

A couple of other things of minor note to mention before I move on from New World. For some reason, all my Achievements had been reset. It was just a mouse-click to restore them at the game's prompt but I have no idea why it was necessary. Also there's a free bear-skin rug in the cash shop. I've claimed it but my rent hasn't been paid so I haven't placed it yet. Something to look forward to next time!

And finally, The Metaverse. Oh, god, not that again!

Don't worry. It's just a couple of links. I expect most people reading this would have already seen Andrew Ross's summary of the GDC 2022 panel entiteld “A Brave New (Virtual) World: Ethics and Governance of XR and the Metaverse” over at MassivelyOP. It's an interesting, if occasionally hard to follow, read. 

Less likely to have been spotted but even more interesting is this piece at The Atlantic by Ethan Zuckerman from the University of Massachusetts at Amherst. It's well worth reading not just because of the good sense Prof. Zuckerman talks about the Metaverse and what it can and can't be but also for a whole lot of historical detail about the kinds of proto-metaverse platforms that existed anything up to a quarter of a century ago.

It certainly wasn't news to me that we'd seen all of this before but it's very satisfying to see it laid out in chapter and verse with links to the evidence. This one, particularly, looks worth investigating further. It's the write-up of something called The Metaverse Roadmap Summit, which took place in 2006 and featured, among others, our good friend Raph Koster.

And finally, one more from The Atlantic. Dating back to late last year, this one goes under the provocative title "The Metaverse Is Bad." It's an extreme position, to be sure, but I suspect what the author really means is "Facebook's version of the Metaverse is bad" and no-one's going to argue with that.

Monday, March 28, 2022

No Plan Survives Contact With The Inner Me


Belghast's Damascene conversion to Guild Wars 2 has finally confirmed something I first began to suspect back when both he and I were playing New World and blogging about it: Belghast is the anti-Bhagpuss! I don't mean we're some kind of elemental forces that, should we ever meet, would react so explosively the fabric of space-time would be rent in twain, more like we approach the same games in diametrically opposite ways. It only goes to show how flexible the genre is and also how there's no right or wrong way to play an mmorpg.

Bel's post today is a great example of what I mean. He's been playing GW2 as a convert for just a few weeks and he's already talking about "the What Now problem". Granted, his point is that Guild Wars 2 always seems to have something new to do, but as I read his posts it's clear he's already done more in those few weeks than I managed in years.

Having things to do has rarely been an issue for me when I play. It took six or seven years of playing daily before I really began to run out of steam and then it had nothing to do with there not being anything left I hadn't already done. Even now, as we come up to the game's tenth anniversary, there's far more left in the game that I haven't done than there are things I have.

Let's see. What core game activities have I never done at all, not even once?

  • Map Completion.
  • Legendary Weapons.
  • Legendary Armor.
  • Skyscale Mount Collection.

And what have I barely touched in something like 12,000 hours? (8k on one account - haven't checked the others but they have to be at least half that - maybe more...)

  • Personal Story on twenty of my twenty-one characters.
  • Most of the Elite Specialist Weapons collections from Heart of Thorns.
  • Most of the Elite Classes from Path of Fire.
  • Almost all Fractals.
  • More than half of the original Dungeons.
  • The overwhelming majority of all collections of any kind.

And many, many more things I can't bring to mind because I've either completely forgotten about them or I never knew they existed in the first place.

Things I have done include

  • Finished the personal story on one character, my original ranger. It took me about eight years but I got there in the end. Not that I particularly wanted to.
  • Maxed all crafting classes, some of them twice (On different accounts.) even though most of them are next to useless.
  • Ranked up over 2000 times in WvW. Currently I'm a Gold Major. That's almost exactly halfway up the ladder in terms of titles although only a quarter of the way in terms of experience required. Mrs Bhagpuss hit the same point sometime around 2015.
  • Saved 17,000 gold, enough to buy nearly 60,000 Gems at current exchange rates. 60k Gems would cost over £600.
  • Hoarded vast stores of materials across three accounts, enough to double my personal fortune if I sold them on the Trading Post.

And I've had nearly a decade of all-but-free entertainment. That's probably the most important thing.

At this point I could claim I never make plans or set goals in mmorpgs. Sometimes I do like to give that impression. I think it makes me sound cool, which is something only a deeply uncool person would ever think, let alone say out loud. And it's not even true, anyway.

What I really do is make plans all the time and then forget I've made them or lose interest in them before they get going or put them aside after I've started and never pick up from where I left off. I quite like having a plan but unless it's something I can complete in a session or two there's every chance I'll just abandon it in favor of something else long before I get to the end.

Guild Wars 2 is both good and bad in that regard. As Bel says, there's an incredible number of things you could be working on at any one time. You'd need to be pretty determined to tick every last box the game puts in front of you. 

On the other hand, many of the activities presented involve what seems to me to be a positively horrific level of commitment. For me, they can all-too-frequently feel, quite literally, too daunting even to start, let alone finish. 

Take the Skyscale mount, for example. I would quite like to have one of those. They're ugly and annoying but inarguably useful. I have thought about doing the collection a few times but when I read up what's required I lose the virtual will to live. 

Other collections I've not been able to bring myself to do, even though I'd quite like the end result, include Mawdrey, the craftable Ascended back item that also salvages bloodstone dust (Okay, technically Mawdrey II does that part but you get them as a twofer so it's a moot point.) and the WvW Legendary Armor. That one's so long I feel ill just thinking about it.

Sometimes it's not even the time and effort that puts me off. I have most of the necessary items for a few pieces of that Legendary Armor, for example, and almost everything for several Legendary Weapons. I just can't imagine using them if I had them so it seems like a waste to burn the very valuable materials making them.

Mostly, though, it is the time and effort. Even things I've already proved I can do and which I genuinely enjoyed at the time lose a lot of their appeal when I come to do them a second or third time. I had plans to do all the HoT Elite Spec Ascended weapons, for example, and I said on this blog that I was going to make all the variants of the Ascended weapon Caladbolg

For years I've also been planning to do the collection for Princess for the third time so I have one on all my accounts. So far I still haven't managed to make myself do it. I did three or four of the HoT weapons before I ran out of enthusiasm, which might be my best effort ever. I still own just the one Caladbolg. 

So, as you can see, it's not plans I lack, it's discipline. When I do finish a project it's usually something I've started on a whim. It's the surge of energy that comes from an ad hoc decision that carries me though. 

That's pretty much how I ended up with map completion on all the End of Dragons maps. I just got fired up with how much fun it was and didn't want to stop. Map completion is per character, though, and I can already tell it's not going to be anything like as much fun the second time so my Elementalist may end up being the only character with all the Cantha maps completely free of fog.

This afternoon, with no forethought whatsoever, I made my Engineer, who I never play, into a Mechanist. I can't even remember how it started but somehow I found myself running round Dragons End, Echovald Forest and New Kaineng City grabbing easy Hero Points to fill out the skill wheel. 

It took me a couple of hours. Now I have a Jade Mech and a whole load of skills I have no idea how to use. 

In the course of doing it, I discovered only my Ele can use zip lines and mana batteries, despite the Mastery for them being account-wide. When I found my Engineer couldn't zip up a tower, I went and looked some stuff up and now I realise there's a whole upgrade path for Jade Bots I never knew existed, including various modules and power cores you can craft, buy or find as drops. I'd just been using the one you get from the story without even realizing it was the basic, minimal version.

The benefits of upgrading look substantial so now I have a plan to get my Ele's Jade Bot fully upgraded and then maybe do the same for any other characters I play regularly. We'll see if it actually happens.

As Bel says, though, GW2 is a bit of a smorgasbord. I'm happy to pick away at whatever looks good just as the fancy takes me. The great thing about the game is that, while there's an awful lot you might want, there's very little you actually need. 

It's nice to have plans but it's a lot nicer knowing you don't have to do anything about them.

Monday, March 21, 2022

The Turtle Is The Mirror To The Soul... Or Something.

Roger from Contains Moderate Peril dropped into the comments on the recent post concerning the upcoming changes to Lord of the Rings Online's free to play offer, something about which he'd already posted. Among other things, Roger mentioned he hoped I'd carry through with my notion of leveling up a new character in LotRO since, as he put it, "It is always interesting to read someone’s new experience of something that you personally are quite au fait with.".

It's true. It refers back to something I said in a slightly different context recently, when I was writing about the function of the review process: "Reading reviews after the fact feels far more appropriate to me than reading them in advance." Shintar observed in the comments that one of the reasons for going to other people's opinions after the fact is "to gain a better understanding of the material and [your] feelings about it."

It can be particularly revealing when the person describing their experiences is coming to the game fresh. One of the inevitabilities of a long-term relationship is familiarity and there are few places where the heavy hand of experience feels more crushing than in the perpetual present of an mmorpg. 

I've been reading Belghast's series of posts on Guild Wars 2 with mixed emotions. It's always nice to see someone so enthusiastic about a game you, yourself enjoy and when it's someone you know you also feel happy for them for having such a good time. On the other hand, it can point up some of the things in "your" game that you may not be as comfortable with as the person who's seeing them anew. 

When it comes to Belghast's newfound interest in GW2 there's another level of complexity in that, by his own account, it's a game he's always struggled to enjoy in the past. He even resigned from the closed beta because he felt it wasn't a game for him.

Now he's having a much better time for all kinds of reasons, many of which he explains in detail in his recent posts. Clearly, Bel has had an epiphany that's allowed him to see and play the game in a way he previously hadn't been able to do but as I read his explanations and analyses of why that might be, I'm painfully aware of an uncomfortable subtext: one of the reasons GW2 may be working for players for whom it hasn't worked in the past is that it's no longer the game it was.

Replying to Bel's most recent post on the game, in which he outlines a number of shortcomings he sees in the way GW2 introduces new players to its systems and prepares them for the content they're going to be asked to consume, I expressed my long-held opinion that the game lost its way within a matter of weeks after launch. Making this argument in the past, I used to go on to say "and it never recovered" but patently that's no longer a reasonable interpretation, if ever it was.  

The problem from my perspective is that it recovered all too well. GW2 set out to be the alternative to what at the time was the norm for the genre: World of Warcraft clones. Unfortunately for ANet, that turned out to be an idea very much ahead of its time. As I said in my comment on Bel's post "...they’ve spent the rest of the nine and a half years since simultaneously refitting their game to make it as much like WoW as possible while also dragging their feet and trying to act as though they’re doing anything but."

The interim result, because of course it's an open-ended project, is a exactly what Bel describes: an mmorpg whose "design ethics feel like the deck is stacked against anyone who is not extremely motivated to learn the game" and one which can only be recommended "...with a long list of caveats."

These are not just the inevitable complexities of an mmorpg that's been in active development for almost a decade. Every similar title that's enjoyed even marginal success over a similar timescale presents newcomers with a patina of accessibilty layered over a palimpsest of obscurity. In the case of Guild Wars 2 it's not so much evidence of organic evolution over time as the awkward compromise arising from an attritional battle between opposing ideologies.

As vicious shorthand, I like to say the only real difference now between GW2 and WoW is what ArenaNet calls the quests they claim their game doesn't have. As Bel worked out pretty quickly, they call them "Achievements" but quests is what they are.

It's not quite that easy. There's a bit more for Azerothian incomers to learn before they fit in than a few local phrases. Bel's right to point out that GW2 remains a tricky switch for players coming to it from WoW or FFXIV expecting a seamless transition. Significant differences between the games remain but the gap is closing all the time. I suspect one of the reasons Bel didn't bounce on his latest attempt is because this time the game has moved a good way onto his ground to meet him. 

Reading his detailed dissections of what is and isn't working for him is instructive for me as a longtime player. A veteran, even. Some of the things he approves are the very things that make me cross. Others I find equally delightful. 

While my immediate reactions have been predictable, at a remove his commentary has made me ask myself some awkward questions. I really like End of Dragons, for example. Do I like it mostly because it's more like the version of GW2 I used to like or is it because it's less like the version I don't like? Certainly, some of the things Bel's going through in the Living Story remind me painfully of what I don't miss about the era when those chapters were current.

I always claim to strongly prefer the original conception of the game, a much more freeform, almost abstract experience with no questing and no extrinsic framework other than the Personal Story, which taks place in instances, gatekeeps nothing and can easily be ignored. If that's so, why did I welcome the introduction of Mastery tracks with Heart of Thorns, along with the increased focus on overtly questlike content with the Elite Specialization weapons and similar Collections?

Even more worryingly, I berate the introduction of mounts to the game at every opportunity and yet I've been spending an inordinate amount of time on both my griffin and my springer these past few weeks, indulging in an mmorpg mini-game that goes back all the way to the earliest days of EverQuest, namely seeing how far up things I can climb.

How far have things gone, though? And is it too far already? Looking at the increasing proliferation of siege turtles it's almost impossible not to make the emotional leap and decide the Wowification of GW2 is complete. Nothing says WoW as loudly or clearly as a horde of gigantic multiple-seater mounts getting in everyone's way.

Does it make the game more or less fun to play, though? And if the answer is "less", then why am I playing so much right now? Do I not know what I like? These are the kinds of questions you find yourself asking when you begin to see the game you know so well through the eyes of someone who barely knows it at all. 

As Shintar says in her post on the new character experience in Star Wars: the Old Republic following that game's latest revamp, you can't un-know everything about a game after ten years of playing.That kind of insight, though, can come vicariously. Whether the knowledge and understanding it brings is welcome or not, that's another matter entirely. 

If I do end up going back for annother run at LotRO, a game with which, like Bel and GW2, I have so far never truly managed to click, I'll be very happy to give my impressions and interpretations of the experience here. If it happens, I just hope Roger doesn't end up regretting what he wished for. Seeing ourselves as other see us can be a sobering experience.

Thursday, March 17, 2022

Thursday Night FIsh Fry

That blur above is my Elementalist, killing a shark. I suppose I should really call her my Tempest. She's been using the Heart of Thorns elite specialization since it first became available. I still think of her as a Staff Ele. She carries a staff and mostly uses core Elementalist spells. She only uses Tempest for the Overloads. She doesn't even have the Tempest's signature Shouts in her build at all.

I dabbled with the Weaver elite specialization when it was added to the Elementalist's toolkit with Path of Fire but although it was powerful I found it a bit too hands-on for my tastes. I don't like to have to time things to perfection and the Weaver needs a certain amount of finesse to shine.

Then, the Elementalist has always been reckoned a fairly challenging class by Guild Wars 2's admittedly lenient standards. It makes it a strange choice for someone as self-avowedly lazy, not to mention old and fat-fingered as myself. 

Over the first year or two of the game's life I tried all the classes, spending probably the majority of my time with the notoriously easy-mode Ranger but once I started playing World vs World regularly, for reasons I can't now remember or even easily reconstruct, the Elementalist became my favorite. I think I just like setting things on fire. Especially other players.

Fire looks different underwater. I guess it would, wouldn't it?

Luckily for her - and me - she hasn't even started to look at the latest elite spec, Catalyst, yet. According to the latest patch notes, people were just having too much fun with it so it had to be nerfed into the ground

I will get to it. All in good time. I'm working steadily through my End of Dragons to-do list and it's on there, somewhere.

Yesterday I completed the fourth and final EoD map, Dragon's End. I'm sorry to have finished. I wish there were more. The first two maps were relatively straightforward but Echovald Wilds and Dragon's End were so convoluted I would still be working on them if I hadn't had the benefit of advice from some helpful people on YouTube

I would strongly recommend getting outside help when doing map completion in GW2. Either that or hire a local guide. Unless you enjoy spending hours examining maps with a magnifying glass, that is. And even then, you can't know just by looking whether a particular point of interest is locked behind some event that needs to be completed or accessed via a tunnel, whose only opening is on the far side of the map.

Why yes, I bet I do look good on the dance floor. Thank you for noticing.

If you like both puzzles and exploring, though, it can be good time.  I've certainly been enjoying it. After finishing the Dragon's End map I gave myself a little victory lap by finding all the PoIs in the new hub zone, Arborstone. It doesn't officially count as a "Map" in the completion stakes. There's no reward for filling out all the blanks other than your own satisfaction but in a way that makes it even more appealing.

Also, that last PoI, the one that's seemingly impossible to find? It's Canach's casino and it's a nice treat when you get there. I won't spoil it by telling you how find the way in but I will say it's not through a broken stained glass window. Been there, done that, got the splinters.

The vendors at the bar sell all the fish recipes I'd been looking for, there are moa races and a some gambling machines and if you have the patience to collect a thousand of Canach's coins (I got about thirty in an hour so it'll take a while.) there are a few rather spiffy backpacks you can buy.

That really is a long-term project. I'll get back to it. Right now I'm working on my Masteries. That's how I came to be killing sharks.

Sharks, Naga, I'm not fussy.

Back in Heart of Thorns, the last time I worked on Masteries with any intent, I found the easiest, albeit not the fastest, way to get the necessary XP was to buff up with every XP bonus I could grab then go find some mobs in an out of the way place that hadn't been killed for a while and slaughter the lot. 

There's a huge bonus for fresh meat in GW2 although the exact nature of the calculations involved isn't always entirely apparent. Some mobs in the same spot give massive bonuses while others give less or sometimes none at all. Kill em all anyway is my motto.

It took me a while to find a good spot. I tried Echovald but it gets hectic there and it can be too easy to get more mobs than you bargained for. As usual, the neutral, non-agressive animals that everyone ignores are great for bonuses but for every crane and deer I killed, I got a bunch of rebels or jadebots of various kinds shooting at me from a distance. It was good xp but exhausting.

6.5K XP Bonus. That's the bunny!

After a while I jacked that in and tried Dragon's End. The meta had just started so I joined a tag and ran with the pack for a bit. The XP from the big mobs and events was good but there was too much downtime moving from place to place for it to feel efficient. Then we failed on the penultimate phase and the map closed and we all got kicked out so that was the end of that.

It's no wonder people are complaining non-stop about the Dragon's End meta event. I like it but it is very badly judged. It takes a long time, requires a great number of people, has a lot of moving parts and multiple fail states. As someone said in map chat just before we failed, it would go a long way in a two-hour event if there was some reward for trying. There isn't. If you fail you get nothing. That is not a great way to motivate people to keep coming back and if they don't come back they'll never learn to do it better.

Not that it's all that easy to work out how to do it at all. Belghast, a recent convert to GW2, pointed out how badly the game explains just about everything and it's absolutely true. It's always been that way and this latest meta demonstrates that, whatever else ANet have learned over the years, how to let players in on the secret of what they're supposed to be doing isn't one of them.

Naga in the hole!

Killing fish might be a lot less exciting but it's easy to understand and it's steady work. That's what I ended up doing, rather poetically, to fil out the XP for my final Fishing Mastery. I took the waypoint back to Seitung Province and spent a couple of hours in the calm waters just off the coast.

I had the place to myself. Judging by the multi-thousand XP bonuses for every tuna and jellyfish I killed, no-one had been there for a good, long while. I didn't see another player the whole time I was down there. 

What I did see, apart from countless fish and a lot of coral were plenty of chests to open. The sea bed is littered with them. I found an event, too, while I was poking around in a little hole. A bunch of Naga spawned and tried to eat me. That was fun. I did wonder what optimistic developer decided to put an event trigger down a coral tube on the bottom of the sea and just who they thought would set it off but then I thought, well I just did, didn't I? I guess they knew what they were doing after all.

Just as I emerged from the waters like the world's shortest Venus to claim my reward, the final Fishing Mastery, the map meta event kicked off right next to where I was standing. Someone tagged up and started a squad so I joined in just to see what it was all about.

Unlike Dragon's End, the Seitung Province meta takes about twenty minutes, most of it good, knockabout fun. There are even rides! It ends with a big boss fight that we won quite easily. The crowd was in a good mood throughout and everyone went home with presents. That's how to do a meta.

Okay, it's one way. Dragon's End will be a lot more memorable when it's tuned more sensitively and players understand what's expected of them. If anyone's still interested by then, that is. GW2 history shows players will learn if they feel there's a fair chance of success but also that for most of them the bar needs to be set relatively low before they'll make the effort. There are only so many elitie gamers to go around, after all, and right now I imagine most of them are still playing Elden Ring.

Next up on my dance card, Jade Bot Mastery. I'm about three-quarters of the way through. I think that should be something like five thousand sharks.

Tuesday, March 15, 2022

Please Do Not Adjust Your Settings. Cantha Really Looks Like That.

MagiWasTaken has a post up called "Don't you ever run out of topics?". The answer is a very simple "No" although he still manages to get a couple of thousand words out of it. 

He's on an unbroken posting streak going back four hundred and forty two days. Wilhelm mentioned recently that he's posted for seven hundred days straight. I'm waaaaay behind both of them on my current daily run, which stands as of today at two hundred and twenty seven days of posting without a break.

So, have I run out of topics? Or ideas? Or energy? 

Nope! I have, however, run out of time to write anything of either significant length or meaningful content because yet again I spent the entire day playing Guild Wars 2. I got away with it yesterday because I just hammered out a quick precis of what I'd done and pretended there was some purpose to it.

I'd be perfectly willing to pull the same trick again if I thought I could get away with it but unfortunately (as far as the blog goes) I did almost exactly the same today as I did yesterday, minus the big meta event, which wasn't being done on the map I was on, or I would have done that, too. I think I'd be pushing my luck if I tried to spin another day spent peering at maps trying to find elusive points of interest, peppering golems with an arrow cart or sorting bags on four or five more characters into anything anyone would even pretend to find worth reading.

I could always fall back on what's become an old favorite (Of mine, that is. Not of anyone else's, I'm sure.) and pretend this is my own pirate radio station. (I suppose, with the internet being what it is, I could actually have my own pirate radio station... there's a thought...) but that would make for the third music post in just over a week, which seems a little much even to me, especially since I also did a TV post the day before yesterday.

That leaves one obvious choice. It's quick, it's easy and it's all about mmorpgs so it's inarguably On Topic. Yes, it's time for a screenshot post!

And you know what, I've even thought of a peg to hang it on. Honestly, this isn't just a bunch of random snaps I took while I was playing!

Here's the thing. No matter how much I complain about ArenaNet and Guild Wars 2 at times, I have never been anything but highly complimentary about the art team. Every time I review any content drop, no matter how I moan about it being short or tedious or badly-written, I always end up saying something like this:

"The ANet art team knocked it out of the park again. We expect it but even by their standards this is gorgeous work."

That's what I said about End of Dragons in my first impressions post. At the time I believed it was an uncontroversial, indeed most likely an uncontested opinion. 

I was wrong. I was looking for something on the official GW2 forum the other day when I came across several threads complaining about oversaturated colors. Someone (In a thread I now, of course, can't find.) even went so far as to claim that the graphics in the original game as it launched nearly ten years ago were significantly better than they are now - and they posted some very convincing evidence in the form of screenshots to prove it, too.

After that, I started looking at the Canthan maps with a more analytical eye and I have to say I can see what people are complaining about. I hadn't really noticed because I'm a huge fan of saturated color, as must be obvious from the distorted images I churn out as headers for music posts here. If you're not, then yes, there's a problem.

Once you look closely at the scenery in the new maps, it does have a flatter, less detailed quality than the much older maps. The lighting effects are definitely not as realistic. And the colors are turned up well beyond eleven.



If you value naturalism and subtlety in your fantasy art, I guess the game hasn't necessarily been following the ideal trajectory all these years. The brush strokes have been getting broader, metaphorically speaking. 

If it's spectacle and showmanship you're after, though, the whole shebang just keeps getting bigger and brighter. And louder. Where the art used to croon, now it shouts.

There are plenty of subtle touches if you look for them but it is more a case of finding a quiet spot. Back in 2015 I was able to post an elegy for Ascalon supported almost entirely by images of calm, reflective serenity. The colors are muted autumnal browns, yellows and greys. Try something like that in Cantha and you'd need to use filters. Or wear sunglasses.

Even though I don't necessarily agree with the players who find Cantha garish, brash and even badly rendered, it was instructive to be reminded of what the game used to look like. Something has changed and I hadn't even realised. 

I'm not even sure whether I prefer the old art to the new. It is brasher but it arguably punches harder.

The nice thing is, I don't have to choose. Ascalon is still there whenever I want to go walking in the woods in the mellow afternoon sunshine but now I have a whole hyperactive meta-landscape to romp around, too.

And hey, I can get blog posts out of both of them, so I'm not complaining.

Monday, March 14, 2022

Window Of Opportunity


I spent very nearly the whole day playing Guild Wars 2 today. I'd guess I've played more GW2 since End of Dragons than the rest of the year put together. 

It's not just the expansion, either, although I have spent a great deal of time in Cantha, mostly doing map completion, which I've found to be far more enjoyable and compelling than usual thanks to the extreme verticality of all the maps and the strong element of puzzling involved this time around. I know from map chat that some people absolutely loathe it for the exact same reasons but they had boring old Path of Fire - now it's my turn!

I also did the hyper-controversial new endgame meta again today, just because I happened to be in the map, the appropriately-named Dragon's End, when it started. It was my second run and it finished the same way the first did, with the dragon stil about 25% health when the timer ran out. 

It was a full map, give or take, and we had maximum NPC support and an experienced, if not very successful commander. He said he'd had about forty tries so far and won thee of them. Far from reducing anyone's confidence in his ability to lead us to victory, the general sentiment seemd to be that, with a seven and a half per cent success rate, he was doing better than most. 

The whole mood of the map stayed cheerful throughout, even when it became obvious we were going to lose. People did start to bail towards the end but with no complaints that I heard, only a few rueful comments along the lines of "We'll get it next time". 

I haven't read up on the tactics and the entire event from start to finish is so mind- boggling chaotic I had very little idea what was happening, let alone what I was supposed to be doing. As with Dragon's Stand, the Heart of Thorns meta it's modelled on, there are three lanes, all of which have to progress down the map, beating various bosses and completing diverse tasks before everyone comes together on a platform for a gigantic death match with the dragon. 

Both times I've done it I've taken the center lane, so I now have a rough idea of the nodal points of that one but I still have no real clue what the mechanics are. At any point where I was supposed to be doing anything other than killing mobs what I was actually doing was watching other people to see what they were doing. Didn't help much. Most of them had no idea, either.

Dragon's Stand was just the same when it started. It took me half a dozen runs to get the hang of it and maybe a dozen more before I got to be competent. After that, I was the one yelling in map chat about what we ought to be doing. I never could keep my trap shut. 

The reason I did Dragon's Stand that many times wasn't because I was desperate for the rewards.  It was because it was a whole lot of fun, particularly on a wet Sunday afternoon, which seemed to be when I usually found myself there.

Someone piped up in map chat today to say Dragon's End was the best meta the game's had since Dragon's Stand and several people chimed in to agree. I certainly think it has that potential, once ANet tune it a little and a critical mass of players understand the rules. I'll certainly be going back for another try, anyway.

The meta took about forty five minutes, with a two-hour lead-in but that was nothing compared to the time I spent reorganizing my banks. That's GW2's real end game. 

I've been at it for days now. I started with the guild banks, all three of them, then I moved on to my main account bank.

I long ago expanded my storage to the maximum number of vaults. I'd very happily give ANet (imaginary) money for more but they won't take it so I had to get creative. I considered buying a new characeter slot to make a dedicated bank mule but then I realised I had the ideal candidate already.

When HoT added a new character class, the Revenant, and gave us a new character slot to play one, I felt honor-bound to give it a go. I made the class and tried to play it but I couldn't get on with it at all. 

Revenants have turned out to be quite popular but mine has been standing on a patch of grass in Lion's Arch next to the NPC who ports you to the daily Activity for years. I only ever do that daily if it's the best of a bad bunch or if Sanctum Sprint is up. I like Sanctum Sprint. 

It occurred to me that if he was just going to stand there, he could mind everyone's stuff while he did it. I converted some of my vast pile of gold to Gems and bought him a couple of extra bag slots, then I gave him some twenty-slot Halloween Pails to put in them, plus a few more to replace the smaller bags he was using. 

That reminded me my Elementalist is also a tailor and she can make bags up to the largest size GW2 allows, thirty-two slots. They cost a fortune to craft, though, so in the end I made a twenty-eight slotter, which itself cost almost as much as the Gems I'd bought. And then I decided the Ele would get more use out of it than the bank mule, so I swapped it for one of her twenty-slots and gave him that instead.

After that it was on to the hard part - sorting through seventeen thirty-slot tabs of largely unrecognizeable icons, trying to decide what to stash on the mule, what to sell, what to use and what to leave in the bank. I even did my best to organize all seventeen tabs into some kind of coherent pattern.

I was doing it in the Citadel in World vs World, which is where I do everything practical in the game other than craft. I was about half way through when some gang of thugs from another server decided to take our Garrison. I was so wrapped up in my bank sorting I didn't even notice until the battle had been raging for about twenty minutes but as soon as I realised what was going on I left off what I was doing and legged it to the keep to help.

The battle went on for nearly as long as the Dragon's Stand meta. There were about double the number of the enemy as there were of us but we kept harrrying them and kiting them and chipping away like an annoying cloud of gnats until finally there were only about even numbers left, at which point they gave up and ran away. 

It was a famous victory! And then, about five minutes after I got back to my bank-work, the whole thing kicked off again at our keep in Eternal Battlegrounds, so I got to do it all over again. We won that too!

Put all that together and I think I've been playing GW2 for about seven hours today, at least. I only really stopped because I wanted to get a post done. I haven't finished sorting the bank, either. I'll have to do more on that tomorrow.

Yeebo has a very good post about how expansions in mmorpgs don't mean what they used to and both he and Tyler F.M. Edwards, who has a post over at MassivelyOP on much the same subject, pick out the recent Star Wars: the Old Republic expansion, Legacy of the Sith, as a prime example. 

Yeebo makes the point that some mmorpg companies seem to have figured out they can get away with taking money for stuff they used to give away for free but also that the promise of a good expansion brings people back to the game. If the expansion lives up to that promise, those players don't just whip through it and leave, they remember why they liked the game in the first place and stick around for a while. 

That's exactly what End of Dragons has done for me. Okay, I hadn't technically left GW2 but I had checked out emotionally. Now I feel re-invigorated and ready to carry on and find out where the game goes next. If EoD had disappointed the way the SW:tOR expansion apparently has, it might easily have been the final straw, not just for me but for many.

Luckily for me that isn't how it turned out. Like Belghast, who seems to have had a kind of damascene conversion to the game, I'm having a lot of fun in GW2 right now and for once I can imagine it continuing for a while. 

Having put that in writing, I imagine next week I'll be here pounding out two thousand words about some other game I've magically started playing but until then expect a few more postcards from Cantha. I have to do something with these hundreds of screenshots I've taken.

Saturday, March 12, 2022

The Main Idea


A few seemingly random ideas, floating around the blogosphere of late, coalesced into a mini-epiphany for me this morning: How We Play Now. Or how I play now, anyway. 

First there was MassivelyOP, asking how good a fit alts are for the genre these days. Then there was Shintar, talking about the appeal, or lack therof in Star Wars: the Old Republic's new combat styles. Redbeard was musing at length about the joys of old-school class quests in World of Warcraft and Yeebo was enjoying the parts of EverQuest II that time seems barely to have touched.

Meanwhile, I was sailing happily through Guild Wars 2's latest expansion, End of Dragons, following the story and ticking off boxes. Story's a big thing in mmorpgs nowadays. Given Final Fantasy XIV's surge it could well become bigger still. Kaylriene's surely not the only one wondering if narrative spines with the heft of movies are where the future lies. Maybe BioWare were right all along.

I did take a brief sidetrip to Norrath to check out EQII's latest dungeon but other than that all the mmorpgs I'd happily been playing this year are back on the virtual shelf. By now my house in Chimeraland must be thick with moss and I can't even remember what I was doing in Lost Ark. I know I was well past the flooded dungeon Wilhelm enjoyed so much but there's still a fair old way to go before I can join in the latest bizarre event, for which you need to be a minimum of Level 50.

Cast adrift behind me as I navigate these choppy seas are the abandoned hulls of countless mmorpgs, some of them rotting hulks, barely breaking the waterline as they sink into oblivion, others calmly adrift, so many Marie Celestes, just waiting for the crew to return. It's a very different picture from the way things looked a decade ago, let alone back at the beginning, when the century was just about to turn.

The Friendly Necromancer, aka Stingite, has just started playing New World. He's not bothered that he's arriving in Aeternum just as everyone has left. Nor should he be. It's a great game for at least fifty levels. After that... well, I wouldn't know. 

As I said in a comment on his post "I got well over a couple of hundred hours out of it before I drifted away. If that was a single-player title I think we'd all agree it was value for money. Why mmorpgs are supposed to provide endless entertainment for the same box price is unclear."

It's a question that was a lot easier to answer back when nearly all mmorpgs came with a monthly subscription. They were supposed to provide endless entertainment because we were endlessly paying for them. Now they're mostly either free or the same single purchase cost as any other video game, that doesn't really wash.

Even if we were content to take our forty or sixty or a hundred hours of value and move on, mmorpg developers can't afford to let us leave satisfied. They need to keep us around so we'll spend money in the cash shop or pay the premium that stands in for an optional sub. Preferably both.

A chunk of cash from the box sale is a nice bonus but as many developers have found to their cost, even a one-off charge can dampen interest to the point where it's deemed to have damaged the game's long-term prospects. If you have to give the game away free, focus moves to keeping players logging in long enough to spend money, which is why we end up with both huge swathes of Free Stuff! just for turning up and insanely long, drawn-out or difficult grinds to get anything worth having.

In-game goals that take forever or have you doing the same thing over and over again are, of course, intrinsic to the genre anyway. Free to Play didn't invent this stuff. Remember one of EverQuest's many snide nicknames - Evercamp

The whole genre has always revolved around extremely time-consuming content, frequently highly repetitive, often not all that entertaining, if looked at objectively. Over time those unappealing yet compulsive concepts have been refined and concentrated until they're about as potent as they can be. They've also largely been shifted away from the begining of the games so as not to frighten away nervous customers.

There's always been a high reported rate of attrition in the early stages of all games but at least, when you were making people pay an up-front fee, there was a fighting chance sunk cost woud keep them around, at least for the time they'd paid for. Investment in a free to play mmorpg is more fragile; no more than the few minutes it took to download.

That's why all F2P mmorpgs start off easy, something that's pretty much the diametric opposite of the introduction subscription games used to offer. If your first experience of a new free mmorpg consisted of falling off the starting platform and not being able to find the way back up, forcing you to re-roll, or having the first questgiver you spoke to punch you to death, chances are you'd uninstall.

It's also why story feels so important now. Levelling doesn't matter any more and no-one really cares about gear or skills until the cap. There has to be something to attach yourself to, something to keep you playing until you get to the endgame. Why not "What happens next?"

There's not much that's inherently bad about any of this. It's not like the old ways of playing were flawless fun. What's ironic is the way some of the changes seem to work in direct opposition to the supposed goals.

Let's go back to that question about alts and whether playing multiple characters in the same game works any more. Why did people do it in the first place? I can't speak for players in general but I know why I did: to have new experiences.

In the older mmorpgs, starting a new character usually meant playing through new content. Most games had multiple starting areas, usually based around race. Dwarves generally did not live with Elves nor Orcs with Humans. There would be a new town to visit and a different newbie zone or two at the very least. Sometimes the hunting zones wouldn't converge until you'd been playing a character for days or even weeks.

In those days, classes often tended to be race-locked, too. There's a controversy today concerning gender-locking that derives from a desire to see real-world identity accurately represented in the gameworld but locking race to class is purely a gameplay issue. If you start from the premise, as most high fantasy games do, that in-game races have hardcoded belief systems, meaning you have to roll an evil race to play a Shadowknight but a good race to play a Paladin, any player who wants to find out which class suits them better is going to have to make at least one alt.

Many of us ended up making alt after alt not because we wanted to play those characters at endgame but because we wanted to see the places where they lived and try out the classes they could become. There aren't many old school mmorpgs I've ever played where I haven't left half a dozen characters behind. In some it's double figures and in one or two it's more than a score.

As I played those characters, some of them grew on me while others didn't. I never knew which would click until I tried so I kept trying. There are mmorpgs I ended up playing for twice as long as I expected because an alt caught my attention and carried on well past the point where I was back playing the same game I'd already played as someone else.

Having new things to see, fresh creatures to kill and different stories to follow extended the life of the games and kept me logging in. I was never a player who aimed for the endgame. If I got there at all I usually saw it as the perfect opportunity to roll another character and go back to the beginning - a new start.

All of that would seem on the surface to be an ideal fit with the supposed desires of free to play developers; keep the punters playing and maybe we can sell them stuff. Of course, it's not quite that simple.

One of the more expensive aspects of running a live service mmorpg has to be content creation. Five genuinely different races with five genuinely different starting areas is five times the work for artists, animators and writers. Okay, maybe not five times; there are probably some synergies. It's more work, though, for sure, and work costs money.

As well as the cost of creating all that extra content there's the non-trivial risk of splitting the playerbase. Free to play games rely on looking Busy! and Popular! to new players. When you make your first character and log in to a new mmorpg, you want to be sure you're making the right choice. There are so many to choose from nowadays. You wouldn't want to pick one no-one else plays.

If you have five starting areas, even if they're all equally popular, which they won't be, each of them is going to be eighty per cent emptier than if you funnelled everyone into the same one. Apart from the first few days or, if your game is exceptionally successful, weeks, pretty much anywhere outside The Bubble is going to feel empty enough, without having people starting on different continents.

Once you've made everyone start in the same place, you might as well make them all look the same, too. It certainly saves on animators and it's well-known that most players want to play pretty people who look like idealised versions of themselves. The whole Dungeons and Dragons derived notion of racial advantages and disadvantages got thrown under a bus years ago so racial choices are purely cosmetic. They have to be or they get metagamed and no-one rolls the bad ones.

There's a trend at work here, even if it didn't start with F2P and it's far from universal or consistent. Every developer has some idiosyncratic ideas that don't fit the mold, whether it's Chimeraland with its dozens of wildly varying racial appearances, all entirely irrelvant to gameplay, or New World with its multiple starting areas, where every new player arrives with the identical back story.

The trend is convergence. Whatever variety the games once had it's less now. Sometimes that's managed with the player's convenience in mind, others very much the reverse.

Shintar's post, linked above, discusses the recent change to SW:tOR that allows players to try out different combat styles without having to re-roll as the classes to which they have hitherto been locked. As Shintar acknowledges there are pros and cons, but from an outsider's perspective it does at least look like a well-intentioned addition to the game.

The revelation that ArenaNet have chosen to lock every new End of Dragons Elite Specialization behind story completion looks, by contrast, very much like a cynical attempt to compel players to spend a lot longer replaying the same content than they might otherwise have done. As Eliot at MOP archly observes, it does make you wonder whether some of these people even play their own game.

It's not hard to see where this is all going. FFXIV, arguably the current market leader in the West, is pretty much there already. With every class and job being available to a single character and every racial appearance just a glamor away, there was never much incentive to roll alts there. Some people, inevitably, did it anyway. but as the Main Story Quest grows to the length of several movie box sets, the number of players who are likely to try seems vanishingly small. 

Which brings me back to where I started, namely my own mini-epiphany. I used to have a clear view of my identity as an mmorpg player; when it came to alts, I wasn't just an altaholic, I was a player who simply did not have either "alts" or "mains". I just had characters, some of which I played more than others.

For a long time that was objectively true. I had lower level characters in some games with more played hours than higher ones. I logged in characters according to mood and whim every bit as much as what I was meant to be working on right then. I would play healers or tanks or crowd control or dps to fit in with other people or just because that's what I wanted to play, forget about whether it fitted anyone else's agenda at all.

It's been a while since almost any of that was true. I just hadn't noticed until now. About the last new mmorpg I played where I followed that pattern has to be Guild Wars 2 and that's a decade old this summer. 

I certainly followed my pattern there at first, buying three accounts and making more than twenty characters. It's been a long time, though, since I can truly say I play more than a handful of them and I can't deny any longer that I clearly have a Main, my original Asura Elementalist. 

Until End of Dragons I had a "Story Main", too; my Asura Druid, who I'd played through both previous expansion storylines and every Living Story episode as well. This time around he stayed on the bench as I took my Ele through the story instead. It seems I really am down to just the one Main.

If I look at all the recent mmorpgs I've played and written about here recently - Lost Ark, Chimeraland, New World, Bless Unleashed - or the mmo-adjacent Valheim and Genshin Impact - I have just one character in all of them. 

Going back a little, I only made single characters in Blade and Soul, Riders of Icarus, SW:tOR, Elder Scrolls Online, Secret World Legends, ArcheAge... Even in mmorpgs where I did roll more than one character, Black Desert for example, it was only because I came back and started over from scratch.

Some of it - a lot of it - comes down to the kinds of content compaction I've been describing but I think I also need to accept that, after more than twenty years of doing this, the allure of starting over in the same game doesn't have the magnetic pull it once did. Time was, I just couldn't stop myself. Now I find it all too easy to say no.

Once again, I'm not sure it's a bad thing. I'm going to have to think about it. It may be that, now I've drawn my own attention to what's been happening, I'll begin behaving differently. Sometimes all it takes is an awareness for perceptions to shift. 

Or maybe I'll just settle into it, get comfortable, learn to enjoy playing the way other people have always played. After all, it looks as though I've been playing that way for a while without even realising. Maybe I like it better and just don't know, yet.

However it pans out, one thing I can say for certain sure is that I will not be playing through the entirety of the End of Dragons story nine more times. Not even if it's the last expansion GW2 ever gets. 

It was good but it wasn't that good. ANet need to get over themselves.

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