Showing posts with label Guild Wars. Show all posts
Showing posts with label Guild Wars. Show all posts

Saturday, June 6, 2026

There's Something In The Water! There, In The Distance! I can Just Make It Out! It's... It's GW3!


There were other things I had in mind for today's post, things I'm a lot more interested in and that I'd certainly enjoy writing about a lot more, but I suppose I have to write about this now. ArenaNet officially announced Guild Wars 3 at this year's Summer Games Fest. There was a pre-event puff that told us they were going to announce something and some people thought that might be GW3. I was not one of those people. 

Then again, I was also not one of those people who cared all that much what they were going to announce. I was mildly curious but I assumed it would be some new thing for one of the two existing Guild Wars games, neither of which I play and neither of which I plan on playing, either now or in the near or distant future. 

I find myself in a very uncomfortable relationship with the Guild Wars franchise these days, particularly GW2. Mrs Bhagpuss and I played both games together and had some good times over a number of years but, while I remember the original fondly enough, the sequel is problematic. 

We played the original Guild Wars for maybe less than two months, back when it was new. We started a few weeks after launch because at first, like a lot of people, we thought it was a pure PvP game. ArenaNet's soon to become familiar misleading marketing making its presence felt, probably, since that was how it was reported until it launched, when players found out there was a massive PvE component, too.

Six or eight weeks was long enough to complete the original campaign, after which there didn't seem much point staying so we left. I've returned to GW1 a few times since, finished another of the campaigns, seen something of the rest and generally disported myself in an increasingly desultory fashion until I finally lost interest altogether. Mrs Bhagpuss has never gone back.

When Guild Wars 2 was announced, name recognition was enough to have both of us sign up and participate in the beta weekends. The game turned out to be radically different from anything else around at the time and it suited us both very well. We ended up playing for about ten years without a break, from launch in 2012 until after the pandemic. It was Mrs. Bhagpuss's only MMORPG and my main one and it formed the bulk of the content here at Inventory Full for many years. There are more than seven hundred posts here labeled "GW2".


Until today, there was only one post labeled "GW3". Now, I suppose, there will be a lot more. And I'm not very happy about it.

 Mrs Bhagpuss stopped playing GW2 a few years a go. It was her last MMORPG. She still plays video games, just not that kind. I gave it a few more weeks but, as I suspected, the only reason I'd been playing GW2 at all by then was because she did. As a game, I'd been done with it for a while.

I come away from most MMORPGs I've played for any length of time with warm feelings and an occasional desire to pop back in, see my old characters and catch up with what's been happening in the game. Not so GW2. I'm not quite the cliche bitter burnout, who wants to badmouth the game they used to love at every opportunity. It's a good game and I had good times in it. I wish it well.

At least, that's my rational, objective reaction. Emotionally, if I think about my time in the game at all, which I rarely do unless prompted by something like yesterday's announcement, it's with the kind of feelings I imagine people who've escaped from cults experience. Relief at being out. Anger at all that time and emotion wasted. A sense of grievance at having been used. And a dread of being somehow sucked back in.

Okay, that's over-dramatizing it. A little. I feel a bit niggled at the way ArenaNet consistently faffed and fudged and promised far more than they could fulfill. The way for years there was always jam tomorrow but never jam today. The countless revamps and revisions to cadence. The endless promises made and broken. The history of the development of the game is a litany of lurches and swerves, a directionless leadership forever searching for a path that leads somewhere and rarely, if ever, finding one.

My biggest complaint is with the story. For a franchise that claims to be built on lore and narrative, the stories were always thin, sparse and fragmented. Delivery was unreliable and sporadic and when we did get something it was never anything much. Even at the time, because I played other MMORPGs, I knew how meager the pickings were but at the time I did at least believe there was some quality there. 


That was mostly ignorance. Being locked as I was inside the MMORPG ecosystem, all my judgments were necessarily relative. The writing in GW2 was pretty decent - for an MMORPG. Unfortunately, what I wasn't entirely aware of was how degraded the genre is compared to others when it comes to storytelling.

Shouldn't I have known? Well, maybe. The thing is, until around about the time of the pandemic or maybe a bit later, I actively disliked getting any story in my MMORPGs. My motivations for playing are very well described in this post of Yeebo's. Narrative is the least of my concerns. 

In fact, it's something I actively tried to avoid whenever possible. One of the early posts about GW2 here on this blog bemoans ANet's insistence of making everything about the story. Especially about my character's "Personal Story". I really didn't like that concept, not in GW2 or Star Wars: the Old Republic or in any MMORPG that tries it on. To this day, with thousands of hours played in GW2, I have only ever completed the Personal Story on one character and that only under duress. 

The Personal Story wasn't the only core aspect of GW2 that meant nothing to me. The whole Legendary system was something I always loathed, too as was 100% map completion. 

In fact, there were probably more things about GW2 that I disliked than that I liked for the whole time I was there. It's a fiddly, nitpicking, pettifogging, mean-spirited game in so many ways, with check-lists that do their damnedest to bleed all the spontaneity out of exploring and systems cynically designed around making things just awkward enough that players will pay for convenience but not quite so irritating that they'll stop playing altogether.

Many people who've bounced off the game make these kinds of accusations. It has a reputation in that regard. But it has always been able to get by on the things it does well; a huge, exciting, vibrant open world that demands and rewards exploration; superb art direction; free and flowing movement in three dimensions; best-in-genre hot-join group combat... 


Things like that make it an exceptionally easy and rewarding game for in-the-moment play. If you go with the flow and don't let the game dictate to you, you can log in and find yourself effortlessly entertained for hours. It's only when you start to look for direction that it all falls apart. GW2 has some of them most unappealing, linear progression I've trudged through and much of that is down to the turgid, tedious story and the way what little of interest there is in it has to be stretched to make it last as long as possible by way of an interminable series of pointless set-piece fights.

Several years of modern, open-world games with all of GW2's benefits and few if any of its disadvantages, boss fights that last a fun couple of minutes instead of a miserable half an hour chief among them, have painfully demonstrated to me just how limited my horizons were while I was playing ANet's game all those years. I neither deny nor regret the many good times I had there, particularly in World Vs World, an area of the game gloriously free of all narrative structure, but the payoff for the effort involved seems poor.

And so to Guild Wars 3, which is coming in about eighteen months. Or rather the beta is. You can sign up for it now. I have, of course. 

That it's beta they're trumpeting and a long time from now is interesting in itself. No pre-alpha sign-ups. No alpha. And, I'll bet, no Early Access, either. Just a good old-fashioned beta, followed, if precedent serves, by a few open beta weekends and then launch. That'll be refreshing, at least. You can wishlist it on Steam, too, which I've also done because if it's on Steam from the get-go, that's where I'm going to play it. 

And yes I suppose I will play it although I'm very far from keen. It would seem churlish not to at least take a look. I'd say unprofessional only no-one's paying me. 

Since it's coming, like it or not, at this point I could go on to talk about the game itself, speculate what it might be like, start that conversation. But I won't, for a couple of reasons.

The first is we don't actually know anything yet. There's one video and some screenshots, all taken from that same video, which is apparently shot using the engine on which the game will run. There's also an extremely generic mission statement that makes it sound like they're making GW2 again only with modern action combat and a bit of parkour movement thrown in. 

This they call "a modern evolution of the genre that blends rich action-combat, character building, and skill collection." It sounds like the gacha games we're playing now, to me. 

How fresh that'll seem in 2028, probably the earliest GW3 will go live, remains to be seen. It will probably be a shock to many MMORPG players, those who've stayed inside the stockade these last few years, just like GW2 was a shock back in 2012. That game genuinely did feel so different back then that Anet had to jump in quick to fix it up to feel more familiar for the many curious WoW players that were bouncing off it within minutes of poking their heads in to see what this strange new MMO was all about.

The real reason I'm not going to go into speculation mode, though (You can probably sense me trying to stop myself doing it right now.) is that we've got a sodding year and a half of this ahead of us and I don't want to contribute to the feeding frenzy. All that arguing over things no-one knows. All the fantasies and wishes that turn into promises that were broken before they were even made. It's going to be exhausting.

And I'll be very nearly seventy when the damn game comes out! What if it turns out to be good? What If I end up playing it for as long as I played GW2 and then I find out it really wasn't all that good all along but I just didn't realize because playing it blurred my perspective? Then I'd be eighty and I'd have wasted another decade on a game that was pretty good at times but often not very good at all. 

That doesn't sound like the best use of whatever time I have left, now, does it? Do I really want GW3 to be my last chance at a good MMORPG? If so, the omens aren't good. Just look at the record.

But then, I don't imagine ANet is making games with the gray gaming market in mind. Millennials and GenZ are the target, I'd imagine, since GenAlpha famously doesn't play traditional video games at all. Grab your share of the shrinking market while it's there. It's never going to get any bigger.

And now I need to stop because I'm already slipping into the swamp of speculation. There's going to be a Guild Wars 3 but it's not until next Fall so let's all agree to forget about it until then.

Promise? 

Thursday, November 20, 2025

All The News That's Fit To Steal: EQII Rage Of Cthurath, Soulframe Preludes and Guild Wars Reforged


This isn't a news blog. Is there any such thing? Still, sometimes a bunch of stories turn up in the news cycle all at once with at least some relevance to what I do here. And sometimes they turn up when I'm short of time and happy to link a few press releases and embed a few promos and call it a post. 

Am I selling this? Yeah, maybe not...

So, anyway, let's start with the most relevant piece of news, which is that we have a date for the new EverQuest II expansion Rage of Cthurath. It's December 10, 2025

Obviously it's 2025. A bit pedantic of them even to mention it, isn't it? I mean, it really would be news if it was December 10, 2026, I guess. It's not like Darkpaw is Rockstar or something. (I've never actually played a Grand Theft Auto game, by the way. Maybe I should do something about that sometime...)

As part of the promotional push for the expansion. Darkpaw did a Livestream on their YouTube channel yesterday. It's pretty long. Nearly two and a half hours. Does anyone have time for that? If so, knock yourselves out. Here it is.

I certainly don't. I watched about fifteen minutes at the start, where they're flying through the new zones (Which look gorgeous, by the way.) until the swooping camera started to make me motion-sick. After that I skipped through to see what else was in there and didn't find much of interest. I guess I watched maybe half an hour altogether.

There's a full transcript on YouTube that I also flicked through. As far as I could see they don't really go into anything that affects me - a lot of stuff about group and raid dungeons and the new Public Quests, for example. I won't be doing the first two and PQs I always figure out as I get to them.

Other than that, mostly just confirmation that the outdoor zones are big and have record amounts of verticality. That makes sense when you consider the creatures that live there can all fly. Of course, we won't be able to fly, not until we've explored the whole place on foot, but I'm sure we're all used to that by now.

It all looks very impressive, visually. Solo content sounds solid. There are three overland zones and the Signature questline wraps up at the end of the second, leaving the third, I'm betting, for sopping up enough extra xp to hit the cap. If it's anything like the last two expansions, leveling will be slow going. I'm looking forward to it, although I'm not promising I'll get all that far this side of the New Year. Bad timing for me, these December releases.

Next up, something that got a mention in the comments of Tuesday's post, namely Soulframe. In case you either didn't know or had forgotten, which would be easy to do since it barely seems to get a mention in anything I read, Soulframe is the in-development MMORPG from Digital Extremes, makers of the very sucessful and also rarely mentioned around here Warframe.

Warframe is SciFi. Soulframe is fantasy. I tried Warframe a few years back, didn't hate it but didn't much like it either. It was the setting as much as anything that put me off. The gameplay seemed okay. 

On that basis, I'm mildly interested to see what the same game looks like with a fantasy skin and I'll be able to satisfy that curiosity very soon because in just five days DE is going to start selling "Founders Packs" giving access to what they're calling "Preludes".

Preludes is DE's name for pre-alpha so this is a buy-in pre-alpha. Are we really desperate enough for those now? Ohh, yes!

How it works is a bit confusing but there's a video. It's only about seven minutes long. I watched it and didn't learn much. Here, you try.

There's also an hour-long livestream video that I haven't watched. Maybe that tells you more. I wouldn't know. I got all I needed from the FAQ,which I read in about a minute. That seemed way more efficient.

I am definitely not interested enough in Soulframe to buy into a pre-alpha. I mean, not unless it costs, like, five dollars or something. I don't think they've announced the pricing structure yet but I'm sure it won't be that.

And finally, something for free! Always my favorite price point.

Of course, it's only free for people who already own the base product, which in this case is the original Guild Wars. They are lowering the box price for those who don't, though. 

I do own Guild Wars, as it happens. All of it. The game plus all the expansions/DLC/whatever they're called.

This is relevant to the blog in a couple of ways, the first being that it's a game I have played and written about before but second and more important because Guild Wars has been in maintenance mode for more than a decade and look! People still play it! It still gets good service from the developers. You might almost say it has a future.

When Maintenance Mode gets mentioned, I can immediately think of two games that have been almost thriving under the regime: Guild Wars and Final Fantasy XI. What they have in common is that they're both under the protection of game developers who genuinely care about them, even though they each have newer, much more successful MMORPGs on their books.

New World (That's where I'm going with this but I'm sure you were ahead of me.) had a development team that cared for and valued it but I don't think many people believe it was beloved of the company that owned it. Maybe the comparison isn't valid. Or perhaps, since ArenaNet is a part of the much bigger and generally hard-hearted NCSoft, it might be.

I can think of another example, too: Rift. Rift also wasn't well looked after by the company that owned it, or at least not in the end. Trion sold Rift to Gamigo, who gave it a bit of attention for a while and then effectively put it out to pasture. 

No-one generally has a good word to say about either NCSoft or Gamigo but in a face-off with Amazon, I suspect both would coming out looking like the good guys by default. At least they've kept the servers up and even Gamigo manages to keep some events recycling in Rift to give the illusion someone cares. The game is currently experiencing a bit of a dead cat bounce thanks to a player-led initiative. It's not a lot but it does at least show that maintenance mode doesn't mean the end.

For Guild Wars, Reforging might even be the end of maintenance mode. There's yet another video. It's thirty seconds long. It went up on YouTube two days ago and it has nearly two hundred thousand views already. 


For comparison, the EQII video I linked has a tad under two thousand views. The Soulframe one has eight thousand. A lot of people are interested in a version of classic Guild Wars with updated graphics and Steam Deck compatibility, apparently.

Given a response like that, it's hardly surprising ArenaNet are hinting there could be new content, too. We'll see, I guess. I haven't played through all the old content yet. I was planning on it either but if there's a shiny, new version I'm going to get for nothing, I might change my plans.

At the moment, though, I'm enjoying New World. It's a really good game. I always knew it was, seeing as how it's my second most-played game on Steam at over 250 hours. And counting.

I just hope someone at Amazon notices what other companies do with their old MMOs and at least doesn't want to make things look even worse than they already do by closing the whole thing down at the earliest opportunity. I'm not counting on it, though. I doubt we'll ever get to see New World Reforged.

Thursday, April 30, 2020

Fifteen Again

Paeroka has a helpful post up running through some of the many free gifts and bonuses available in various MMORPGs during this time of trouble. She mentions the free questing in Lord of the Rings Online, now extended to May 31st, something I tried and found I didn't like. I find that particular game suits me better the fewer quests I do.

She also has also a nice picture of the free cape available in the Guild Wars 2 Gem shop. I logged all of my accounts in today to grab that one, including the third account that's largely dormant these days and my free to play account that I haven't used in several months. While I was there, I took the opportunity to credit the F2P account with the Saga of the Icebrood episodes, a totally pointless excercise since a) it would require Path of Fire to play, which I have no intention of buying even with the current 50% off and b) I only ever play Living Story/World/Saga content on my main account anyway.

Still, free stuff is free stuff, a point I believe I have made many times before. There's certainly a lot of it about right now but, for once, the giveaway in GW2 isn't related to the lockdown. It's part of ArenaNet's celebrations for the fifteenth anniversary of the original Guild Wars.

That set me thinking. I can't remember precisely when Mrs Bhagpuss and I decided to play Guild Wars. I know it wasn't at launch. We thought it was a PvP title and although by then we'd both had plenty of PvP experience in Dark Age of Camelot and elsewhere, we weren't really interested in another round of virtual fisticuffs.

By April 2005, though, our love affair with EverQuest II was very much on the rocks. Almost everyone we knew had left and we were finding it a real grind, leveling solo and duo in a game that was still designed almost entirely for groups. Plus EQII ran like a pig with a broken trotter on my PC.

My memory tells me we went from EQII back to EverQuest and I also seem to remember that when we were playing Guild Wars it was late summer or early autumn. That would fit the timeline, being maybe four or five months after Guild Wars launched.

I recall reading a piece on some gaming news site about the way the game had taken an unexpected turn from PvP to PvE, attracting a much greater number of players interested in the latter. That piqued my interest. I remember suggesting it to Mrs Bhagpuss as a game we might try as a direct result of that news item.

She agreed, I bought two copies, we tried it and we both liked it. It wasn't really an MMORPG. It arguably became one but in its initial form it was definitely a lobby-based dungeon crawler for PvE players with a well-developed PvP battleground alongside.

Belghast has a post up about what a mistake it is for developers to mix PvP and PvE in the same game. I don't entirely agree but I do think it's definitely better to keep the two modes separate where possible. Guild Wars and GW2 both do that very well but one thing that people rarely mention about the first game was that, at one time, you literally couldn't play the PvE campaign without first playing a little PvP.

Someone will probably pop in and correct me if I'm remembering this wrong. It was around eight years ago when I last made a new character in Guild Wars so my memory is hazy. As I recall, if you're playing Prophecies, as the campaign in the original base game is now known, when you reach the end of the pre-Searing introduction (itself one of the greatest bait and switch openings in MMORPGs, and there's some heavy competition for that), you have to enter a PvP battleground and complete a match.

If you don't you can't carry on to the campaign itself. It's a fairly harmless trial by fire. I don't think you can fail it in any way. You just have to endure it until it's over and then you never have to think about PvP again. But just that once you have no choice.

I remember being mildly irritated but not because I objected to the intrusion of PvP in principle. No, my problem was that PvP in Guild Wars is so insanely fast I can barely even understand what's happening when I watch a match, let alone do anything meaningful if I'm in one.

The game has a spectator mode which I used to use quite often when I played. Watching a match gave me the impression of two teams of tasmanian devils having a fight in an exploding fireworks factory. I did try playing a few matches but it was utterly hopeless. Given that, over the years, I've played with reasonable facility and moderate success in battlegrounds in DAOC, World of Warcraft, Warhammer, Rift, The Secret World, GW2 and EQII, just to name the ones I remember, I think it's fair to say Guild Wars PvP is on a different skill plane altogether.

Guild Wars is currently in maintenance mode but it still celebrates whatever anniversaries and holidays it had running when it was under active development. I read on Massively:OP that for this notable anniversary the handful of people keeping the lights on and dusting the furniture have made a special effort, adding a new boss and some elite skills.

I did think I might make the effort to see that for myself, which is how I came to be back in old Lion's Arch earlier today, but although I managed to find the NPC who hands out the doohickey that lets you fight the new boss it all looked like considerably too much work. I always forget just how complicated everything in the original Guild Wars has to be, involving all kinds of items and NPCs and fiddling about in menus and inventories.

Instead I contented myself with watching the hourly firework display then finding the Xunlai Gift Giver so I could exchange my Birthday Present Voucher for actual birthday presents (told you it was fiddly). I had this year's and last year's in my bag and I was fortunate enough to get a gold and a purple mini for them.

I took those to my Hall of Monuments and placed them on the podium. I'm not sure how many more I need to place there to get another HoM point for my Hall of Monuments in GW2 and it's rather a moot point these days anyway, but you do these things, don't you? Or I do.

It did surprise me that after I'd done that I still had both minis in my bag. I thought placing them meant you lost the use of them for good. There's even an in-game warning that suggests as much. Maybe they've changed it.

If I can summon up the willpower I might log in all my other characters. I believe they all get individual birthday presents. The minis are tradeable so I could, if I was feeling particularly insane, log in both accounts simultaneously and hand all the good minis from my old account to the one I have linked to GW2.

That might be taking the whole free stuff idea a little too far. I don't mind logging into games I don't play to get things I won't use but I have to draw the line at logging in to games I don't play to get stuff I don't need so I can use it to get stuff I still won't use in different game altogether.

Tuesday, April 28, 2020

Five To Conquer

When I saw the replies begin to roll in on Krikket's post about her Five Favorite Games Series I was certain I wouldn't be joining in. I wasn't sure I'd even played five games series, let alone ones I could call favorites.

As I kept reading the posts, though, names began to bubble up from the swampland of my memory. Then the topic came up on the Blapril Discord and in thinking about it some more I found myself with four, then five, titles I had at least played.

Luckily I don't have Wilhelm's scruples on what counts as a series. I agree that including expansions to MMORPGs might be stretching a point but a check on the accepted definition finds "a number of similar or related events or things, one following another" from Cambridge University Press or "a number of things or events of the same class coming one after another in spatial or temporal succession" from Merriam-Webster.

There's no stipulation as to how large that number must be. For the purposes of this excercise, I'm going to allow it to be as low as two, although I don't genuinely believe that's  what we usually mean when we talk about a "series". If it was, we probably wouldn't talk about "pairs" or "couples" instead, would we?

I have considerably fewer qualms about the question, raised again by Wilhelm, of whether we need to have played all or most of the games in a series for it to count as a "favorite". In all seriousness and entirely without irony, I don't see any reason why we should have played any of the games in a series at all to consider it a favorite. 

I could perfectly reasonably include Pokemon based on the posts I've read and enjoyed about the games or Grand Theft Auto because of its cultural significance. I have favorite bands I've barely listened to and favorite authors I've scarcely read, after all. Why should games be any different?

I'm not going to do that, if only because I think I can come up with five series from which I have played at least two games. The first is blindingly obvious, of course.


EverQuest.

My first MMORPG. Responsible for a fundamental change in the direction of my life and for much of my last two decades. 

There are more EverQuest games in the series than you might immediately remember. I've played only two of them although I own three and wish I'd played four. I played EverQuest itself from November 1999 and EverQuest II from September 2004 (beta). I played both of them this morning.

I own a copy of Lords of EverQuest but I have yet to install, let alone play it. It's an offline RTS set in Norrath that came out in 2003 and I just discovered that it's available as a download from a website called MyAbandonware. I've downloaded it, which gets me one step closer to playing it, I guess.

There were three Pocket EverQuest games released for a forgotten device called the PocketPC. I wrote about them less than a year ago. I still haven't gotten around to trying that free trial.

Then there's the console mmorpg EverQuest Online Adventures. I regret never playing that one and hope I still might, even though it sunsetted long ago. There's an emulator project called Return Home I have bookmarked to that end.

And of course there's Landmark, once known as EQ Landmark. Or EQNext Landmark. Or something. I liked Landmark. I don't miss it, though. It was a time vampire.



Guild Wars

A series of two, so far. Speculation on a third seems to have no basis in fact.

I played Guild Wars for something like a couple of months, close to the time it came out. I wasn't all that interested when I thought it was a hardcore PvP title, which was how it was advertized prior to launch. When reviews started talking about the large amount of PvE content, though, Mrs Bhagpuss and I decided to give it a try.

I stuck with it long enough to reach Ascension on two characters. Took me about six weeks. I have the clearest memory of how frustrating some of the fights were. I remember having to stop one Sunday afternoon and go for a long walk because if I'd carried on playing I probably would either have had a stroke or thrown my PC through the window.

Mrs Bhagpuss carried on for a couple of weeks after I stopped, taking her characters into some fiery hellhole that passed for endgame back then. When she stopped too we forgot all about the game for many years, until the sequel went into open beta. At that point I bought all the expansions, nearly finished Eye of the North, messed around in the others and collected points for my Hall of Monuments in Guild Wars 2.

GW2 has been my main MMORPG, on and off but mostly on, for the last eight years.


 Baldur's Gate

Mrs Bhagpuss and I both played BG1 through to the end, including the expansion or add-on, whatever it was called. We used to watch each other playing, often, but we never played co-op. 

My memories of the game are colored by the voice and image pack I downloaded right at the start. I made a custom bard and gave her the character portrait and voice of Daria from the eponymous animated tv show. I wrote about it here.

Mrs Bhagpuss played Icewind Dale, which kind of counts as part of the series. I tried it but didn't like it. Too hack and slash. I bought Baldur's Gate 2, played it and finished it. Mrs Bhagpuss was deep into MMORPGs by then and didn't have any interest in making time for offline games.

I'm currently playing (actually on a break from playing but I'm close to the end) Divinity:Original Sin 2, whose creators are working on Baldur's Gate 3 as we speak. I will buy that and play it. I hope it's better than D:OS2.


Broken Sword

Mrs Bhagpuss and I played the first Broken Sword together when were still a one computer household. When the sequel arrived we played it the same way even though, by then, we already had a computer each. Back in the early eighties, when I was married to my first wife, the two of us played text adventures that way on the ZX Spectrum. I still think it's the best way to play adventure games. 

I've owned Broken Sword 5 for several years but I still haven't played it. Well, I've played a little on my own but I'm waiting for a suitable opportunity for us to play it together. The fact that it requires a Steam account has put a block on that, simply because it adds a level of irritation too many when it comes to setting it up so we can both play. I wanted to install it on a handheld device and take it on holiday but my Windows tablet died, which put a stop to that.

We still do impressions of Nico's fruity French accent sometimes. We're such a caution.



Might And Magic

This is the longest series on my list, with ten numbered games and a load of spin-offs. We only played two of them, VI, Mandate of Heaven and VII, For Blood and Honor. That was in 1998 and 1999, immediately before we discovered EverQuest and MMORPGs, which explains why we never bothered with the rest of the series. 

We both loved Mandate of Heaven. I wouldn't mind playing it again right now. Mrs Bhagpuss often mentions it, particularly when we're out walking and she thinks some piece of farmland looks like somewhere lizardmen might lurk.

Might and Magic seems to be one of those series where the controls and the gameplay change from game to game. We neither of us enjoyed Blood and Honor as much. 

That's always a problem with series of games. Series of novels or movies frequently all stick quite close to each other in style but games tend to careen around all over the place. I think that's why I don't feel the same kind of drive to follow them. It's often better to find a different game that plays closer to what you remember about an old favorite than it is to keep adjusting for the inevitable disappointment and confusion series insist on bringing.

I also notice this list of favorites ended up being a list of series Mrs Bhagpuss and I played together. I don't think that can be a co-incidence.

Friday, October 4, 2019

The Other Side Of The Door

Continuing the "riffing on the news" theme from yesterday and as Jeromai mentioned in the comments, Mike O'Brien has left ArenaNet. This is kind of a big deal, seeing as how he co-founded the company. He's been with it for what seems like forever. His leaving is almost like taking down the sign over the door. And yet in a way it's also kind of not so big a deal after all. We've barely heard a word from him for what feels like a couple of years now.

He's leaving to start a new company called Mana Works. There's a lot of that going on these days. Paeroka at Nerdy Bookahs has an excellent, fully researched post up with all the details on just who's going to be working there, along with some speculation on what they might plan on doing.

There's clearly a lot going on here that no-one's going to talk about. Paeroka lists the eight people who have apparently jumped ship from ANet to follow Mike O'Brien to the sunlit uplands of independent development. That's a significant defection, especially coming off the back of the massive job cuts imposed by NCSoft earlier in the year.

When we learned that NCSoft had brought the curtain (or was it the guillotine?) down on a number of unspecified new projects I wasn't particularly concerned or, indeed interested, other than for the usual human concerns over the impact it would have on the individuals concerned. As far as Guild Wars 2 was concerned, my feeling was that a renewed corporate focus on core activities could only be to the benefit of that game and its players.

I didn't know then and hadn't heard since, until I read it in Paeroka's post this morning, that one of those cancelled projects might have been Guild Wars 3. Now that does make a difference.

GW2 is seven years old. As we are all coming to understand, seven years is barely into middle age for MMORPGs. The market is saturated with games that date back a decade, a decade and a half, twenty years, even. We all tend to get worked up over the occasional "sunsets" but few of us give a thought for the plethora of games drifting through a seemingly eternal twilight, neither growing towards the light nor shrinking into the darkness.

A long while back ANet claimed they planned to run GW2 indefinitely as their only ongoing MMORPG (the original Guild Wars having been officially shunted into maintenance mode). All that dithering with "cadences"  and "seasons", shuttling between a "Living Story" and a "Living World", that was ANet trying to figure out how to keep the ship afloat. They had to. There were no lifeboats.

Except apparently there were. Mike O'Brien may have been building one that could have launched, sometime, on a course for an undiscovered land, which might or might not have come to be known as "GW3".

Baby, it's cold outside.

Well that, as they say, is a pisser. While it's self-evident that GW2 could, and no doubt will, carry on largely as-is for many years, my personal feeling is that its future lies in the cruise ship trade. It long ago ceased to be an expeditionary vessel, headed away from the safety and security of the shore towards an unknown destiny beyond the horizon. These days it's a super-annuated hulk, living out its days as a half-heartedly refurbished tour boat, visiting only the best-known, most familiar ports.

Whose to say whether a new MMORPG from ArenaNet would have been any better? After all, the fine promises Mike and his team made before GW2's launch came to nothing and his custodianship was, to put it mildly, uneven. Even so, I'd have liked to have seen it.

And maybe we will. The Mana Works website currently consists of a single page that reads "This website will return October 9th." I await that date with bated breath. There's also a sub-reddit, whose strapline, as quoted by Paeroka, reads: “We aim to create worlds to live in, skills to discover, and adventures to share with friends."

The Kotaku piece makes the point that the eight defectors, all of whom comprise the collective that "amounted to the early development team for a new Guild Wars project, potentially Guild Wars 3", didn't take any of the work they'd done with them. Like NCSoft would have let them!

I'm guessing that they also won't have any rights or access to the intellectual property that comprises the Guild Wars franchise, despite Mike O'Brien having co-created it all. As far as I can tell, gaming stil resides somewhere in that nebulous legal hinterland that was known in the comics industry as "work made for hire".

Years of legal battles, particularly by Jack Kirby and his estate eventually saw that tradition broken. Kirby lost his claim but new writers were able to sign contracts that gave them royalties and rights, sometimes including ownership of the characters they created, which they were then able to take with them to other companies when they left.

The upshot of that was comics writers and artists becoming millionaires. Also a lot of very bad creator-owned comics. Freedom does not always equate to quality. For good or ill, that kind of freedom only seems to accrue to video game developers if they're canny enough to own the company that makes their games. Which may explain why so many of them leve to start their own studios.

Onwards and upwards
Regardless of the legal issues, the Mana Works tagline suggests Mike and the rest of his freedom-loving crew will be staying in the virtual world business. Whether that's in the form of an MMORPG or a plain old RPG it's a fair bet it will have something of the feel of Guild Wars about it, even though I'm certain any overt references to that I.P. will be assiduously avoided.

As I was saying yesterday, older creators tend to polish and burnish their ideas. They don't usually spend much time or effort on coming up with new ones and why should they? Those that try usually end up embarassing themselves and alienating their audience. (Yes, I know I always link to that clip. That's because it's always true. Also because I'm old so I have no new ideas).

If Mana Works would care to come up with a small-scale MMORPG-like game that reminds us all strongly of games their CEO made in the past, well that would be perfectly fine with me. As I also said yesterday, there's absolutely nothing wrong with elder creators refining and perfecting their art for the pleasure and enjoyment of the audience that grew up with thier earlier works and would like some more, please. I'm looking at you, Brad...

If I had to bet on a horse in the non-existent race between Playable Games and Mana Works, on the equally non-existent evidence of what they're doing now and the rather more solid form book of what they've done in the past, I'd probably give it to Mike O'Brien by a nose. His project at least sounds less abstract and more feasible.

I hope they both make it over the finishing line. We could do with more passion projects by committed creators, regardless of their age or origin.

Tuesday, April 9, 2019

Seven Years In Advertising: GW2

Above is a still from a new promotional video for Guild Wars 2. Here's the whole thing:


Here's another one:


Those are from the "Summoned" series. There's another set:"GW2 Tourism". Here's one of those:


That was Divinity's Reach. This is Rata Sum:


And Hoelbrak:

The Grove:


And Black Citadel:




 Finally, there's this rousing call to arms, going out under the noble banner "Play for Free":




I took all of those from this forum thread. It was started by a player but Mike Silbowitz, ArenaNet's Head of Global Marketing, jumped in fast to quell the inevitable suspicions over authenticity and steer the discussion in a positive direction.

Conversation moved along predictable fault lines:

Who is this aimed at? 
"People who are not currently familiar with GW2"

 Why don't you just show gameplay footage?
"CG grabs the eye of that "outside" audience more effectively"

Are these leftovers from the cancelled mobile project?
"All these videos were made specifically for GW2 with the specific intention of bringing new players into our vibrant community".

All of which is perfectly fine, as far as it goes. And it's certainly nice to see some money being spent on advertising the game. It also makes for an intriguing contrast with Holly Longdale's recently-stated position that EverQuest and EverQuest II can get by very nicely with the audiences they already have, thank you very much.

Not that ANet is ignoring the legacy market. After all, as the F2P video boasts, there are eleven million current and former GW2 players out there, somewhere. And there's already a campaign under way to bring them back into the fold.

Without doubt, this new lust for fresh or former blood for GW2 comes off the back of the recent retrenchment, a development that must have placed ArenaNet in a precarious position. All the proposed projects they spent the last five years working on have been summarily cancelled. They appear to have no prospects of expanding, either via new platforms (Console or Mobile) or new products. Their fortunes now rest on a single property, the Guild Wars franchise, currently represented by one very old game and an aging sequel.



What's more, they have precious little to sell off the back of either of them. Guild Wars is officially in maintenance mode, while GW2 hasn't had an expansion since 2016, won't get a new one this year and may never get one. Plus, they already played the F2P Conversion card several years back. It's the very definition of putting all your eggs in the one basket.

Still, you work with what you have. In two decades of MMO gaming I don't think I can recall a single instance of a developer launching a major promotional campaign for an MMO that had nothing new to sell and no new payment model to promote but that doesn't mean it's not worth trying.

There are, after all, orders of magnitude more potential customers out there who haven't tried the game yet than those that have. It's just a question of getting them to take notice.

And as I said about Rift, if Trion had been able to launch that game "as is" in 2019 it might well have been quite a success. It doesn't feel "old" and neither does GW2. For most MMOs made in the last decade, aging technology, mechanics or graphics aren't really what's holding them back. Getting anyone to look at them in the first place: that's the problem.

It's going to be very interesting to see how this all plays out, although how we'll be able to assess the success, if any, of these campaigns is hard to see. I very much doubt we'll get any announcements boasting how many digital boxes were sold as a result, let alone any hard numbers on how many people are actually playing.

As the old saw goes, though, all publicity is good publicity. For the health of the hobby, let's hope it works.

Friday, February 22, 2019

What A Difference A Day Makes : GW2

It's not been the greatest twenty-four hours. I had some bad news about my health yesterday that's going to have a significant impact on my life over the next few months, at least. Before my hospital appointment I spent the morning playing EverQuest 2, which kept my mind off the prospect of a procedure I wasn't much looking forward to.

When I got back from the hospital, having received the news I was hoping to avoid, I settled into doing my dailies in Guild Wars 2 and then spent the rest of the evening in World vs World. It very much helped to settle my mood. Generally I don't play MMOs to escape problems in real life but I have to say that, when such problems occur, those virtual worlds do offer an attractive alternative.

This morning I woke up feeling fairly sanguine. I hope to be reasonably pragmatic about health problems and while I'd rather not have any to worry about, if I do then I'm all in favor of having  something done about them as soon as possible. Now I just have to wait for that to happen.

In that mood I sat down to read Feedly, where I found this bombshell waiting for me. The headline reads

"Guild Wars 2 studio ArenaNet is suffering heavy layoffs, but the game will continue".

Well, that's surprising, disturbing and incredibly unreassuring...

There's a good amount of detail in the MassivelyOP report and also in this GamesIndustryBiz piece. The gist is this:
  • ArenaNet is not performing well enough commercially for NCSoft's liking.
  • The underlying reason is a combination of decreasing income from aging franchises and insufficient progress on expensive new projects.
  • There will be a round of significant lay-offs.
  • Guild Wars and Guild Wars 2 will continue on their present course. 
Songyee Yoon, CEO of NCSoft, summed up the problem:

"Our live game business revenue is declining as our franchises age, delays in development on PC and mobile have created further drains against our revenue projects, while our operating costs in the west have increased. Where we are is not sustainable, and is not going to set us up for future success."

ArenaNet themselves issued this bland statement on the forums:

"We know you have a lot of questions about the future of Guild Wars 2. We want to share with you what to expect moving forward for the game. First and foremost, we are still fully committed to all of our players and ongoing support of the game. We will be moving directly from Living World Season 4 into Season 5 as promised, and we plan to continue a regular cadence of updates and releases.
We know Guild Wars 2 is important to you, and as our players, you are important to us. Rest assured that we are still working to add great new content to the game. We are deeply grateful to all of you for your support during this difficult time."

Reaction on the official forums is, as yet, muted. There's a fairly short thread filled with some astonishingly smug, uninformed or plain self-deceiving comments, largely from people who seem to know little or nothing about NCSoft or its relationship to ArenaNet. Or about reality, for that matter.

Taken together with the recent layoffs at Blizzard and the speculation that kicked off about the future of World of Warcraft,  it's clear that neither size nor market presence gives much of an indicator towards stability or longevity. WoW is the biggest MMORPG of all and GW2 would probably have featured in many people's top ten most-successful current MMORPGs in the west; maybe top five.


I'll get to GW2 in a moment, but in more general terms I think what underpins both Blizzard and NCSoft's actions has more to do with the impending and inevitable decline of the PC gaming market than a decline in interest in the MMO(RPG) genre itself.  For a long time, MMOs were intrinsically bound up with the platform upon which they ran and that platform was almost exclusively the desktop computer. A handful of games were devised for consoles and there have been mobile MMOs as long as we've had smartphones, but until recently almost everything of significance in the MMORPG field came to us via the PC.

That's no longer true. We read all the time about MMOs being converted for consoles. It's pretty much expected now. Some are created for consoles first then ported to PC.

Mobile is booming. The quantity and quality of MMORPGs available for handheld devices increases every day. And, of course, mobile gaming is becoming not just more profitable than any other platform but vastly so.
At sixty years of age, and particularly with reminders of my own mortality fresh in my mind, I'm starting to feel hesitant about the sweeping statements I've been prone to make in the past about this or that MMORPG outliving me. That's beginning to look like an increasingly weak assurance either for me or the games.

If I stick to straight numbers, though, I'm beginning to question how long the ordinary person will be able to buy a new desktop personal computer. Ten years? Probably. Twenty years? Not sure about that. Thirty? I really doubt it. When the home desktop PC becomes a curiosity of the past, where will that leave the MMORPG?


While I do believe that some MMORPGs, as we now know them, will continue to be available virtually indefinitely, what devices they'll be developed to run on is a lot harder to predict. Trying to see things from the point of view of major games developers, planning for the next five years, it's getting ever harder to imagine major resources being directed towards the combination of a genre and a platform both in evident decline.

Getting back to Guild Wars 2, information coming out as a result of yesterday's news confirms an awful lot of things some of us had been speculating about for a year or two. It's been extremely hard to explain how a company with around 400 employees could be so unproductive, so unresponsive and just so all-round slow.

If most of those people had been working on Guild Wars 2 then you'd have been well within your rights as a customer to ask what the heck they were all doing. The explanation, as many long suspected, is that a lot of them weren't working on either of ANet's Live games at all.

Jessica Price, the GW2 writer who was sacked last year after a very public row, confirmed that while she was still with the company ANet were working on "two major projects", one of which was "indefinitely suspended" even before she was fired.



She also made a very telling statement about what was going on at GW2 while she was still working there:

"For those of us working on GW2, our mandate was essentially to make it look like there was the same level of resources devoted to GW2, when they were actually steadily moving people off of it onto the other projects."

Smoke and mirrors, as many of us suspected. So, where does all this leave Guild Wars 2 players?  That's quite hard to say.

The real concern for anyone hoping to go on playing GW2 for years to come is NCSoft. If ArenaNet was an independent company that had made some poor decisions on future projects and been forced to retrench, we could expect a renewed focus on the one game that does make money. We could expect, as many in the forum thread seem to do, that some of the resources diverted to unnanounced projects would be returned to the core game.

In that scenario, we might even see an improvement in the GW2 experience. Faster response times, shorter content droughts, more attention on meeting cutomer expectations. We might even get an expansion this side of forever.

And, if ANet was an independent company, should things get truly bad we could look forward to an eventual transfer of assets. The Guild Wars franchise might change ownership in a merger or even in some end-of-life fire sale, as we have seen happen to so many other familiar names in recent times. That would ensure at least a few more years.


With ANet being a wholly-owned subsidiary of NCSoft, however, you can forget all of that. The sad fates of both City of Heroes and WildStar tell us that NCSoft has no interest in selling IPs to other potential competitors. If they close ANet, that will be the end of the Guild Wars franchise.

In the short term I'm sure GW2 will persist. NCSoft has culled everything at ArenaNet that doesn't directly support the two Guild Wars titles. The recent, utterly unexpected re-launch of the support website for the original Guild Wars suggests there may even be plans to monetize the older game again.

There are firm statements that planned content will roll out, so I would expect to see Living Story Season Five conclude. That should keep the lights on for the rest of this year. After that, if nothing else has changed, I would expect a final throw of the dice with the announcement of a third expansion.

Looking any further ahead seems futile. At that point it would depend on unknown and unknowable factors including the commercial success or otherwise of that expansion, the health of the PC-based MMORPG market in general and how well NCSoft is doing overall.

GW2 will turn eight years old this summer. Right now, I wouldn't count on GW2 being around for its tenth anniversary. This time yesterday I wouldn't have said that. A lot can change in a day.

Tuesday, May 15, 2018

Long Distance Runaround : Guild Wars

As far as I know, "Maintenance Mode" for MMORPGs is a relatively recent innovation. While any number of MMOs may have slipped into de facto maintenance-through-neglect over the years, the first time I heard of one being officially mothballed was when ANet decided to "automate" the original Guild Wars in 2013, following the successful launch of the sequel, GW2.

Square Enix followed suit, pulling the plug on further development for FFXI a couple of years later. It was a decision driven primarily by the increasing difficulty of keeping the game running on ancient consoles, although, like ANet, Square no doubt also hoped to avoid splitting the audience after the eventual, successful resurrection of FFXIV.

Not a huge difference between this...
That turned out to be a famously ironic decision.  There was no maintenance mode for the PS2 or  XBox 360 players. Their versions simply stopped. For the PC players, however, things carried on almost as normal. Three years after development supposedly ceased, FFXI still receives more updates in "Maintenance" than many MMOs get in their prime.

It's a telling example of how "maintenance" can mean very different things to different developers. SmokyMonkeyS began by abandoning their intent to create a fully-blown MMORPG with Ninelives before going on to give up on the single-player version too. The game went into what they called "temporary suspension" but it remains up and running and it's even received a couple of significant updates since development came to a halt. Funcom's The Secret World, on the other hand, seems to have dropped off the radar entirely since it was replaced by Secret World Legends.

...and this.
ANet have left Guild Wars assiduously alone since they announced the end of active development. Their version of maintenance included the full automation of repeatable events like holidays, aniversaries and special bonus weekends. The idea was that the game would remain up indefinitely for those who still wanted to play but it wouldn't require - or receive - any input or resources to keep it running.

It was something of a surprise, then, to read last week that the game was getting a graphics overhaul. It's certainly true that many MMOs start to show their age in the visuals long before the gameplay dates. As the genre ages some developers have been puzzled, even dismayed, to find a significant number of their customers sticking with old favorites for far longer than expected, which has led a number of of them to attempt to give their fading stars a facelift  - with varying degrees of success.

More noticeable here.
That makes sense if the old game is still the one bringing in most of the revenue. Moreover, if a developer is entertaining even the smallest hope, however misguided, of attracting new players, it's true that 2005 graphics don't make for much of a shop window.

Guild Wars doesn't seem to be actively promoted any more, although you can still buy it from the website, so why bother tuning the graphics? Turns out it was one of those "passion projects" we often hear about, most of which turn out to be something else entirely.

Not this time. This one was genuine.  According to Eurogamer, a power surge at ANet's European data center led indirectly to a couple of developers using their off-hours to tweak the old Guild Wars engine to add a whole slew of new options inluding "windowed fullscreen support, a new 8X MSAA anti-aliasing option, 16x Anisotropic filtering support for the existing "use best texture filtering" option".

The new version looks sharper, something that was even more apparent in-game.

They also fiddled with the draw distance and the LODs and added a toggle to maximize both. In my experience, changes to draw distance can be one of the most revelatory changes a developer can make to a game. When SOE pushed EverQuest's draw distance out to the horizon it changed the game overnight. Huge areas that had been shorouded in thick fog for the years I'd been playing suddenly came into view. It was awesome.

The changes to Guild Wars aren't on that scale of magnitude for the simple reason that Guild Wars zones tend to be designed rather cleverly to give an illusion of space while actually being quite constricted. Unlike EQ, where the plains of West Karana stretch into the middle distance, regions like Deldrimor Font or Borlis Pass are full of twists and turns that restrict the line of sight. Even the mountains that form the backdrop are scarcely a jog-trot away.

If the differences between the first two pairs were subtle, here they are unmistakeable.
 Or perhaps I just went to the wrong zones to test the changes. Maybe I should have tried the snowfields of  the Far Shiverpeaks or the savannah of Elona. Instead I went to revisit Yaks Bend, one of my favorite spots in Tyria and also somewhere I can remember very clearly. I figured it might give me a better chance of appreciating the changes.

The difference is quite subtle but noticeable and certainly worthwhile. I think it's fairly easy to spot the Before and After in the screenshots. The new version removes a deal of the "fog" from the zone walls, bringing the mountains into sharper relief. It also reveals details like smoke from the fires and the occasional previously unseen peak. In one shot there's even a mysterious light in the sky that might be either a graphical glitch or an astronomical object.

Not only do the hills and far trees come into focus but smoke can be seen where there was none before.

There's nothing here that's going to pull in new customers but for anyone still playing or returning for a nostalgic visit it should come as a very welcome sign that someone's still paying attention. Stephen Clarke-Willson, one of the developers who did the voluntary work to make these changes happen, along with less-visible but equally welcome fixes for the tools used to report bots and RMT trades, is quoted as saying he'd "like this game to run for many years".

Let's hope he gets his wish.


Wider Two Column Modification courtesy of The Blogger Guide