Showing posts with label PvE. Show all posts
Showing posts with label PvE. Show all posts

Friday, January 24, 2020

New World Coming

Earlier this week, Amazon announced that their upcoming MMO, New World, will no longer feature free for all player versus player combat. FFA PvP for short.

Stripped of the unmelodious jargon of the genre, this means players who don't choose to fight other players don't have to. It also means players who do want to fight other players will have to wait until they meet someone of like mind before getting down to it.

Self-evidently, this is a decision with winners and losers. Pacifists win. Aggressors lose. The reverse of the most probable outcome, should an actual fight ensue.

Hey! Say! JUMP Brand New World (Karaoke version)

It's also a radical re-envisioning of the game, from one where "You'll probably be murdered in New World... players will be able to freely kill other players" (ex-Studio Director Patrick Gilmore) to one where you'll "experience PvP by opting into Faction conflicts and Wars for territory ownership", as the latest dev blog puts it

It's not the only fundamental re-positioning for the game. All of the original promotional material focused on a setting relatively new to the online space the game hoped to occupy: the colonial era of the seventeenth century, albeit with added supernatural elements. The very name of the game reflects that choice.

But colonial adventurism no longer enjoys the swashbuckling image that once made it the staple of Boys' Own adventure stories. Invasion, exploitation and slavery make a poor backdrop for fun and games. Particularly so if we, the players, find ourselves cast as the invaders, exploiters and slavers rather than the invaded, exploited and enslaved or their defenders.

Nina Simone New World Coming

Beyond the look of the armor we'll be wearing and the sailing ships that take us there, the New World we'll all be able to explore when the game launches in May 2020 won't bear much resemblance to South America in the 1600s. It's now set to be something much closer to the generic fantasy we've become so familiar with, we no longer even notice its more unsavory implications. We'll be fighting undead and monsters as usual. The "New World" even has a fantasy name: Aeternum.

Predictably, these changes arrived to a mixed response. News of the revamped setting was met mostly with a shrug. There were some grumbles at the loss of a potentially original-for-genre option, a few catcalls from the usual suspects over the supposed caving to political correctness, but for most the change probably represented the most trivial of course corrections. After all, the gameworld, even in closed alpha, was already awash with restless dead and supernatural artifacts. It didn't seem much like our world to begin with.

The complete and unapologetic removal of what was for many the whole point of the game, though? That has not passed unnoticed. The news was met with the expected howl of anguish from that section of the potential audience which considered itself, not unreasonably, to be the intended core demographic.

Nas New World

And why not? For them it must feel as though teacher has taken the toy out of their hands, passing it to Timmy, saying "If you can't play nicely then you don't get to play at all". And Timmy, picking himself up from the floor, clutches teacher's skirts and grins. Smugly.

It's a truism that the only people who like ganking are the ones doing it and yet it's a truth that every developer seems determined to prove for themselves. Never take anyone's word for it. Never trust the evidence without testing it. To destruction. As the astonished tone of the recent Amazon dev blog has it:
"One of the problems we observed with this system was that some high level players were killing low level players, A LOT. Sometimes exclusively. This often led to solo or group griefing scenarios that created a toxic environment for many players."
 Gosh! Really? Who'd have thought? 

"We set out to build a compelling world full of danger and opportunity that begs to be explored. The intended design was never to allow a small group of players to bully other players."

It's so plaintive it's heartbreaking. But the good news, the really very good news, the news that reinforces my belief that Amazon come to this process like the grown-ups in the room, is that New World didn't have to launch and fail in flames like so many other "the players will police themselves" pipe dreams for the lesson to be learned. 

Sophie Whole New World

The closed alpha was one of the most professionally run and certainly one of the most purposeful and focused I have ever been a part of. It always felt as though information was not only being gathered but account was being taken. It never felt, as many alphas do, that the tracks had already been laid, the train was running and the only change likely to be made was to the livery on the carriages. 

Speculation now moves to whether Amazon can add sufficient PvE content and tune the new, more formalized territorial PvP in the scant few months before the late-Spring launch. It does look tight. Then again, Amazon have considerably more resources at their disposal than the average MMO developer.

The closed alpha took place under a rigorous NDA, which has been breached considerably less than is usual with these things, but as we move into the next phase, lips are loosening. It's been interesting to read the experiences of those who participated, not least because some of them seem to differ so significantly from my own.

Curtis Mayfield New World Order

I wasn't repeatedly ganked. The opposite, really. I can only remember getting into one fight, somewhere out in the wilds, which started with some wary circling before the stranger decided to rush me. I just stood there and let him get on with it. Then I respawned and carried on with my business.

Other than that, every encounter with another player outside the safe zones ended either with the two of us waving as we passed or simply ignoring each other altogether. Some fool did once attack me in a safe camp. I just carried on sorting my storage and since he'd flagged himself by attacking me, someone else standing nearby killed him. 

None of that particularly added anything to my enjoyment. I'm very happy to see it gone. I imagine almost everyone else will be, too. If people want to fight, they can fight. If they don't, they can get on with whatever it is they do want to do, unmolested. Seems like a sound commercial decision to me.


Anna Tsuchiya Step Into The New World

I'm less convinced by the proposed "50 versus 50 PvP battles by appointment". This sound a little over-optimistic to me and also somewhat arid. "Companies will declare War on territories they wish to take over, draft a roster of 50 combatants, and agree on timing for the battle"sounds like quite a big commitment in organization. It's like PvP Raiding, isn't it? 

The format of the engagement itself, which is basically "Protect the Flag" in an instanced setting, seems a long way from the immersive ownership of land in the world, something which proved highly popular in alpha. It's an attempt to provide riskless territorially-based PvP, I think. It could be interesting. Might need some iteration in beta, I suspect.

As for the enhanced and expanded PvE offer, scheduled to include "new enemy types" and "world events where the ground opens up and erupts with corrupted energy and enemies", that sounds like some welcome fleshing out of what was already a very intriguing gameworld. I've read a few testers complaining that PvE in alpha was lackluster but I think they mean the kind of PvE you find in a theme park MMO. 

Motörhead Brave New World

That gameplay was all but absent, it's true, but there was a wealth of exploration to be enjoyed. I spent hours just wandering through the woods, taking screenshots. When it comes to PvE I guess it depends what you mean by "environment" and what you mean by "versus".

I am curious to see the proposed home invasion mechanic: "Territory owners will need to protect their Forts and withstand an onslaught as waves of enemies attempt to bash theirs gates down and wipe out their Company". I wonder if monsters are required to make a formal application and receive acceptance before setting a time and date for the battle, as PvP invaders do? I somehow doubt it.

Nothing in the latest announcements from the dev team has affected my decision on whether or not to buy the game. I pre-ordered at the first opportunity. That said, I don't expect it to be something I play a lot, let alone for it to become my new forever game. I see it as a dip in, dip out amusement.

80 PAN! Carry A New World

The main reason for that is the skill floor. New World is intended to be a game that rewards player skill, by which they really mean reaction time and manual dexterity. I'm sixty-one years old. I'm not the player that sort of combat is designed to attract. Let's be honest, I wasn't that player when I was twenty-five.

So long as I can wander and explore with reasonable facility, gather resources, craft and maybe build a home (if that's an option outside of a Company) I'm certain I'll get my money's worth. The removal of FFA PvP makes that a certainty, I think. And it will be good to be able to talk about the game in detail, with pictures, at last. It's been very frustrating, having to talk around the edges all the time.

Closed beta comes as a perk of pre-ordering. Looking forward to it. It can't be too far away.
Maybe the NDA won't be quite as ferocious. Let's hope so.

If not, at least there's no shortage of songs with "New World" in the title.

Saturday, December 8, 2018

Atlas Obscura

A couple of unrelated news items caught my attention at MassivelyOP yesterday. One was a report that Daybreak had laid off another sixty or seventy people. The other was the announcement of a major new MMO, launching before Christmas.

News of layoffs at any MMO studio isn't generally much of a surprise - worrying, maybe, but hardly unusual. I'm tempted to say the most surprising thing about this one was finding out Daybreak still had seventy people left to let go.

John Smedley flared up on Twitter with some choice quotes that look likely to come back to haunt him one day. I imagine he thought so too when he'd calmed down because they've both disappeared from his timeline, although you can read them in the linked M:OP post.

It's one thing to criticize the running of a studio and the care it takes of its employees but that criticism takes on an entirely different tone when it comes from the person directly responsible for arranging the transfer of said studio to its current owners in the first place.

The background to the story seems murky, as is usually the case in affairs of this kind. My dog in the fight is really the health and future fortunes of the current stable of games but as a longtime fan of SOE/DBG's style of MMORPG I'm also interested in what Daybreak might do next.

The good news, in so far as we know anything, is that the existing games seem to be unaffected by the latest round of redundancies. M:OP clarified the original report with some qualified reassurance: "It sounds as if the core MMORPGs are safe".

This opinion appears to have been derived by MassivelyOP directly from sources among the DBG staffers actually laid off, although the linked article from Variety does include a boilerplate quote from a DBG spokesperson: "we remain focused on supporting our existing games and development of our future titles.”.

Conversely, one of the most striking elements in the M:OP edit, the reference to "a secret game with a top IP", doesn't appear at all in the Variety story.  Indeed, on a first reading, the Variety piece appears to contradict M:OP's precis, with Variety reporting the DBG spokesperson as confirming

"“Our Austin office is not closing.""
while Massively:OP reframes that as:
"those laid off may have been working on a secret game with a top IP (at the Austin studio – now confirmed publicly by Variety)."

I guess both could be correct, if the layoffs are at Austin but Austin stays open with whoever's left still working on...whatever it is they do there... but it's a confusing picture to say the least.

What really struck me - other than the fact that Variety even knows DBG exists - is how little we know about anything major studios are up to behind the scenes. Given that MMOs take years to produce, and especially given the recent trends towards turning their development into some kind of reality show, I find it genuinely surprising to learn that there are still so many secret projects out there.

The other news story I mentioned is a case in point. ARK developers Wildcard are launching a brand-new MMO next week. Yes, next week!

If you get your MMO news from Massively:OP, as I do, you'd be forgiven for thinking the first anyone knew about this was when the trailer was shown at the Twitch Game Awards a couple of days ago. (I didn't even hear about the Twitch Game Awards until they were over, despite having a Twitch account, but leaving that aside...)

Checking YouTube, however, I see that there are several videos up for Atlas, which is what the pirate-themed survival MMO is called, going back at least four months. As my own channel has often demonstrated, if you want to hide something from the general public, you can't do better than post it on YouTube.

The Steam page for Atlas also contradicts the M:OP piece, which describes the game as "first person MMO", while the actual description on the page linked by M:OP clearly states that Atlas is

 "a massively multiplayer first-and-third-person fantasy pirate adventure" (my emphasis).

All sources agree that the game will offer a vast open world capable of holding up to forty thousand players at once, which is Massively Multiple by anyone's criteria, I'd say. Wildcard describe it as an MMO "on the grandest scale" and with claims like this, who can argue?

"Physically sail in real-time across the vast oceans with the proprietary server network technology. Explorers will voyage to over 700 unique landmasses across 45,000 square kilometers, with thousands of Discovery Zones, and ten distinct world regions..."

I'm not sure whether the part about sailing in real-time is a threat or a promise. I don't see much future in a game that requires two weeks of your life just to get from one landmass to another. I'm guessing they just mean no instant travel.

Although the game is described as a "a survival MMO", as you might expect from the makers of ARK, the Steam page makes it sound far more like a full-on sandbox. It will even have some theme-park content featuring "challenging main questlines".

If it all sounds too good to be true - and it does - then temper your excitement in the knowledge that next week's "launch" is in fact the start of a proposed two year period of Early Access. How much of the mind-boggling feature set will be in place by Christmas 2020 I guess we'll just have to wait and see.

Wildcard does have an impressive record with ARK, though. I've never played it but I've read a ton about it and for all the teething troubles and complaints, most of what I read was people enjoying themselves. ARK's overall rating on Steam is "mixed" but its recent rating, from almost seven thousand votes, is "very positive", which to me suggests an Early Access project that produced a solid, successful game.

The official early-access release trailer is impressive even though you can see it's very much a work in progress. This article at PCGamer fleshes out a lot of detail about how the game might play. I'm not particularly a fan of pirate settings and I positively dislike ship-to-ship combat, but even so I'm very tempted. 

The 100GB download and the fact that my GPU might not quite meet the minimum spec is about all that's putting me off. Certainly the $30 price tag sounds reasonable and the option of playing on either PvE or PvP servers is perfect.


What I'm really left wondering, though, is what else might be out there? Who knows which studio is working on what project? We base our expectations for the genre on what we can see but so much is hidden.

We don't even know what that "top IP" Daybreak were working on was, let alone whether the layoffs mean it's been cancelled or just changed development phase. Was it an internal or an external IP? Did the last hope for EQ3 just die, or was that the rumored Planetside 3 that crashed and burned? Or was it an IP on license that we'd never even imagined DBG might be working on and so will never miss?

All we can say for sure is is there's a lot more going on than we ever know about. Until we do. And I like it that way. Long may it continue!
 

Tuesday, March 6, 2018

Pirate Love? : Sea of Thieves

I tend not to write about MMOs I'm not playing. Nor about those I've never played and most likely never will. Time was, there weren't many.  I used to try just about every MMO I heard about. Now, not so much.

When I posted a while back about not needing any new MMOs, about being quite happy with the ones I already have, there was a subtext. They aren't making the kind of MMOs that interest me any more. Whoever "they" are.

It's not the controls, not really. I make a fuss about not liking action gaming but I like it well enough when it's in a game I enjoy - DCUO for example. I probably won't ever have an Action MMO as my long-term go to game but I'd certainly not let the mechanics prevent me taking a good long look at something if it piqued my curiosity.

It has more to do with the "gameplay loops" as we now seem to be calling what we used just to call gameplay. The set of things you do, then do again, then keep doing, until you uninstall and take to the forums, or these days Reddit or your Twitch channel, to rant about what a terrible game you just wasted a thousand hours playing.

When I fell in love with MMOs they were almost all MMORPGs. Some of them had pretentions to being virtual worlds. Everyone, developer and player alike, was making it up together as they went along but the general gameplay loop seemed to be that you played a character (or several) and that character experienced growth. When growth stopped there was an expansion or an update that reset everything and off you'd go again.


It was an open-ended but largely vertical experience. There was often a huge amount of breadth, a wealth of options, but the underlying narrative was the story of you as expressed through your character. And the stories of your friends and guildmates and the celebrities on your server or in the game expressed through theirs.

As the genre grew and developed those personal experiences became sidelined and eventually shut down altogether. The new narrative was just that - an actual Story with a capital "S", written by writers, performed by actors, experienced by players only, at best, as bit-parts and walk-ons, sometimes merely as extras or the audience.

Tick off a few more years and even Story becomes old hat. The new MMO modes take their cue from other genres entirely; FPS, Survival and, most recently, Battle Royale. The gameplay loops that used to move beneath the surface are now exposed, out in the open.

Yesterday Syp, spurred by Wolfyseyes, expressed his concern over one of this year's hottest MMO tickets, Sea of Thieves. Scopique followed on with a sharp observation on that game's predicted and predictable loop.

Sea of Thieves may be one of 2018's few major, AAA MMO releases but I haven't been paying it much attention. It falls squarely into the category I outlined at the start. I have no plans on playing it at all, much less paying $60 just to be sure it's not for me. I don't have a thing for pirates. I hate sailing ships (other than my sloop in Vanguard, which handled like a mount). This was never going to be my game.

Nevertheless, I have been aware of it for a long time. I've seen news squibs. I've read a number of blog posts by people in the various alphas and betas. My impression was a somewhat unfinished quasi-mmo in which gangs of pirates chase, kill and rob each other. Nothing about the game has ever caught my attention sufficiently strongly even for me visit the website. Until yesterday.

When Scopique observed that "SoT was never intended to be anything other than a sea-based esport" my initial reaction was "did anyone ever suggest it was anything else?". If so, I seemed to have missed a memo. So I went to see how developers Rare described their own game on the official portal. Turns out they describe it like this:


What kind of game is Sea of Thieves?

Sea of Thieves is a shared world adventure game (or SWAG) with crew co-operation at its core, designed to let you be the kind of pirate you want to be. Want to follow maps and solve riddles to find legendary treasure? Assemble the mightiest, most fearsome crew to sail the seas? Set a course for the horizon and just explore? Our ambition is to build a game that lets you pursue whatever adventure your salty heart desires.




A WORLD OF EXPLORATION

Venture out onto a vast, open ocean, uncovering new regions scattered with unspoiled islands and the sunken ships of less agile sailors. You're free to approach this world and its wealth of challenges however you choose. Sail for the sheer joy of discovery or undertake dramatic voyages, following maps and untangling riddles, learning to expect the unexpected...

Fragments of the Past

The Sea of Thieves' vast expanse is steeped in myth and legend, filled with curious ruins and outlandish encounters spoken of wherever crews meet to swap their stories. Whether you find yourself witnessing mouldering wrecks in the world's wildest regions or plundering painted shrines beneath sun-dappled jungles, there's a rich history here waiting to be awakened – and within that history, riches waiting to be taken!

There's plenty more like that, with the focus very squarely on the exploration and discovery of a vast, open world which exists just for you to roam to your heart's content. The lush illustrations and overripe prose paint an enticing picture of an explorer's paradise. How could I have missed this gem? No wonder explorers like Syp had been feeling the hype for months.

It goes on in similar PvE mode. There are sections on Action and Encounters and they all talk lyrically about...monsters and NPCs:

Trading Companies

Not everyone you'll encounter makes their living as a pirate. Alongside the shopkeepers and shipwrights who ply their trades at outposts, you'll find representatives of various Companies ranging from legitimate businesses to secret societies. These Companies have their own reasons for braving the Sea of Thieves, and will be only too happy to reward crews willing to undertake dangerous work on their behalf.

Keep Your Guard Up

Rival crews aren't the only foes you'll encounter on the Sea of Thieves. Many other threats can and will make themselves known on your journey, often when you least expect it. Should you find yourself nose-to-nose with a starving shark, fending off the skeletal mob that's overrun a tumbledown fort or facing down some other unforeseen menace, you'll need to make full use of your wits, weapons and environment to survive.
And so on. There are sharks and skeletons aplenty and although there's no attempt to conceal the PvP element - those "rival crews" - ("Every ship that comes coasting over the horizon in Sea of Thieves, large or small, is crewed by real players on their own voyages"; "Whether adventuring as a group or sailing solo, you'll encounter other crews... but will they be friends or foes, and how will you respond?") the emphasis throughout is firmly on Player vs Environment.

Is it any wonder some people think this is going to be World of Watercraft? Boy, are they in for a surprise.



Wolfyseyes says "there will always be a subset of players who get bored of what the game offers and will only find fun in making others miserable and right now it’s far too easy for that to happen without repercussions." He's mostly talking about how things are already in beta and in my experience betas are very forgiving and cosy environments compared to Live games. Launch could be a bloodbath!

I don't have a horse in this race. Or a ship. Even if the game really does turn out to be the explorer's dream the website promises it's still pirates and I'm still not very interested. I might one day summon up the enthusiasm to poke around on a free trial or promotional weekend but that would be about the size of it.

It's going to be fascinating to observe from the outside, though. Launch could be anything from a damp squib to a spectacular implosion. Or the game could find its audience and truck along merrily, serving the very demographic that's looking for the gameplay loop it provides, while a horde of excluded PvErs press their noses to the porthole and curse.

I wasn't looking forward to the launch but I am now!

Monday, September 11, 2017

The Medium Was Tedium : EverQuest, EQ2

Wilhelm has a post up in which he asks what better PvE would look like in New Eden. He suggests that the most time/risk/reward efficient of the current options is so "deadly dull" that he "cannot bring [him]self to run more than one or two on any given day".

I can't speak to EVE but in my lengthy experience of fantasy MMOs I can attest that PvE players will put up with almost any degree of boredom and repetition if it means they increment a counter faster. Forget the more exciting, interesting or challenging alternatives.  Efficiency's what matters.

Oh, of course they will complain, bitterly and loudly, that there's no fun in it, no challenge. They'll say that anyone who does do it is lame.

None of that will stop them doing it themselves, even though they will threaten to quit because of it. This content they feel they have to do for reasons of optimum efficiency may be mind-numbingly tedious but it gets the job done and that's what counts.

Then, when the developers belatedly appreciate just how much damage the content they foolishly, thoughtlessly, recklessly or naively created is doing to the game, and decide to nerf it, those same players will threaten to quit again because they aren't allowed to do it any more.

I will cite two examples, one from EQ, one from EQ2:

It appears I have never "progressed" any of my Shrouds. I wonder why?
Monster Missions were added to EQ with Depths of Darkhollow. They were a headline feature of the game's tenth expansion. Players used a "shroud" to change into a creature or race not normally playable. Doing so, they acquired a very limited set of abilities, completely different from anything related to the character's class.

Once transformed they needed to go to a mission zone, often located somewhere inconvenient and awkward. There they would have to find a group and, using those few, very specific abilities and only those, complete a mission. The missions varied but players soon worked out which were the easy ones and which gave the best rewards.

Since Monster Missions offered the best xp/aaxp and also some handy item rewards, soon no-one was doing anything else. It became hard, then impossible to find a group willing to play as themselves. Some people absolutely loved it. Many did not.

Eventually SOE nerfed and then re-nerfed the most unbalanced of the missions. People stopped doing them and returned to playing their characters as they were originally designed to be played.

Too late for Mrs Bhagpuss and me. We were already so fed up with the dearth of regular groups we "quit" EverQuest and went back to EQ2 - which we'd left to come back to EQ only a few months before. Not the last time we pulled that switch, either.

Hall of Fame? Hall of Shame, more like!

EQ2's version of Monster Missions turned out to be the Player-Made "Dungeons" that were introduced with the Age of Discovery expansion in 2011. I really liked the Dungeon Maker. I made several dungeons with it, ran them with my characters for fun and enjoyed seeing other people run them.

There was a ranking system and some very amusing and entertaining dungeons were made by the highly creative EQ2 community. And then there was the other kind.

The dungeons gave no loot per se, only a special currency, but the mobs you killed inside them did give xp. Very good xp. At least, it turned out it was very good if the dungeon-maker stuffed a few rooms with high-value, weak mobs, all piled up to be AE'd.

The most efficient mob slaughterhouses quickly rose to the top of the Dungeon Creator rankings and for the longest time almost all you could hear in /lfg was people forming groups to speed-run them. They had no story, no dialog, no script, no entertainment value of any kind. They were the definition of repetitive tedium but they were efficient so people did them. Over and over and over again.

The real Depths of Darkhollow. Sad thing is, it was one of EQ's best expansions - apart from the Monster Missions.

The developers tweaked them and tried to make them less mindless but players kept doing them. In the end (and it took three years) SOE went for the nuclear option and removed xp from player-made dungeons altogether. After which, no-one ever ran one again.

I could come up with plenty more anecdotes like that from plenty more MMOs. Players are their own worst enemies when it comes to entertaining themselves. They would literally click on a button in an empty room for hour after hour if that gave the most xp or the most tokens. Complaining about it in general chat all the while.

You wouldn't. I wouldn't. They would. I know they would. I've seen them doing it. Often.

And I've seen the developers stopping them, eventually, every time, although rarely fast enough. As Wilhelm observes, people claim they want developers "to make PvE more challenging, dynamic, exciting" but what they actually choose to do for themselves is to make it predictable, consistent and rewarding.

I didn't grind Monster Missions or Dungeon Maker Dungeons but I've done other things just as dumb. I lied when I said I wouldn't. Everyone has his price.

What's yours?

Sunday, September 11, 2016

No More Hero : DCUO

I've always had a soft spot for DCUO. Hardly surprising, given I've been a DC fan since I was four years old. Playing DCUO, though, that hasn't been so much of a thing.

The game's been around for well over five years now. I beta-tested it back in late 2010 and played for several weeks when the game launched in January 2011. The level cap at release was a low-bar 30, something that's never changed and probably never will, because DCUO is effectively two different games.

The first thirty levels offer a very enjoyable, free-flowing, rough and tumble sort-of open world MMO, filled with traditional questing and some exciting all-pile-on large-scale events. If you rolled on a PvP server, as I did, there was also plenty of ad hoc Hero on Villain action along the way.

At thirty the game changes utterly, becoming an intense, group-oriented experience built around instances, raids and an ever-receding chase after the increasingly essential yet ever-elusive Combat Rating.

Here's a guide to what to expect when you turn thirty. I'm not vouching for the accuracy. I've never even gotten that far. All my information on what comes after the watershed I take from Tipa's long-running, highly entertaining but ultimately off-putting tales of life with Team Spode.

That's really not my kind of thing at all but flying through the blue skies of Metropolis or clinging to the rain-drenched rooftops of Gotham very much is. My first character made it into the low 20s before I lost focus and my second, created a couple of years later, stalled somewhere in the teens.

At least I think she did. Hard to be sure. She's not around to ask.


But wait, we're getting ahead of ourselves. First let's get the game installed.How hard can that be, right? I mean, they want people to play...

I hadn't logged into DCUO  for a year - could be two. There's a copy sitting somewhere on one of the HDDs I removed from my old PC but not the one I currently have fitted into a USB enclosure. Rather than swap them over I thought I'd just re-install. We have an excellent cable connection, it's around a 20GB download - should take what, half an hour, tops?

So, about a week later it finishes downloading. Say what? Well, there's a bug in the launcher. Of course there is. For reasons no-one can explain for some people the launcher simply keeps closing itself without warning, sometimes after a few seconds, sometimes a few minutes.

There are umpteen suggested fixes, none of which I bothered to apply. I took the recommended brute force method and just kept restarting the launcher every time I noticed it had closed. Only since I opened it and then left it to run in the background while I played something else I mostly didn't notice it had closed, which is why patching it up took me all week.

 In the end it got done and I logged in to my old account. Of course, in keeping with my entire convoluted history with SOE/DBG, that account is no longer the one I'm paying money for, meaning my old characters are subject to DBG's somewhat intrusive F2P restrictions.

Which we will get to in due course. First, though, there's The Case of The Missing Hero. She's just gone. Not at character select. Vanished. Why? Well there's the mystery.

A F2P player is entitled to two character slots and a "Premium" (ex-subber) six so it's not that. The handy Restore Deleted Character button tells me I have no deleted characters, which is to be expected since I almost never commit virtual murder. Or is that virtual suicide? Whatever.


Maybe there was some kind of low-level purge? I thought she would have been high enough to escape a cull if so but who knows? She was on a different server - a PvE server - but if there's any way to select servers I can't find it.

In fact I couldn't find a way to choose servers even after I decided to stop looking and make a new character instead. At the end of Character Creation (which is as counter-intuitive and badly explained as it always was, which is how I ended up with a character with yellow lips...) the game simply dumped me into the world with no server choice required.

Some quick research tells me that you no longer have to decide from the get-go whether you want to go PvE or PvP. In fact, far from not having to decide, you aren't allowed to make that choice. You have to PvE to level 10 now, at which point you can swap via a teleporter. Not sure if you can come back.

Not wanting to carry on leveling on a PvP server was one reason I decided to start over. The PvP is a lot of fun but I would like to have a chance to remember how the heck to play this game before I front up to any passing supervillains with a whim to kick some clownfox butt.

The other reason was the aforementioned F2P restrictions. Even grandfathered in on a Premium account I didn't have anywhere near enough inventory space to hold all the things I was...um... already holding. I had to spend the first twenty minutes selling and destroying things just to get down to having full bags.


Then there's the currency limit of $2000 - my character already had $5k on him so most of that went into escrow. I looked at the rest of the rules, including having to use DB Cash to use the broker, and decided y'know what, I have an account I'm actually paying for that I could use for this. So I did.

There were a few new options available when it came to powers and such. I took Skimming as my travel power which turned out to be an amazing experience: two discs strapped to my feet and a superb sense of movement. I could have skimmed all over Metropolis only the discs disappeared when I pressed something and I haven't worked out yet how to get them back.

Movement in DCUO is reason enough to play for me. Flight, wallcrawling, super-speed and now skimming - they're all viscerally thrilling. When I used to play I tended to spend more time just haring around than I did fighting anything. And taking screenshots, of course.

I also chose Wonder Woman as my mentor this time. I haven't been tutored by her before so that will add a new frisson. Not that Ambush Bug ever did much for my previous character. Then again...Ambush Bug. What were they thinking?

Anyway, for better or worse, for longer or, almost certainly, for shorter, I'm back in DCUO. Now if I can just work out where I put those skimming discs...









Tuesday, February 24, 2015

Mission Creep: GW2, WoW et al

Over the past few weeks I've found myself idly pondering one of the eternal questions: what do I want out of an MMO? It's a very different question from "what makes a good MMO?" or even "what makes a successful MMO?"

Those are questions for which you might hope to devise some kind of scale or standard in order to reach some approximation of an objective answer, but the question of what you, yourself, want from the games you play is, by definition, entirely subjective. You might imagine that would make it easier to pin down. Not so, or not, at least, for me.

Mood and whim play such a large part. Circumstances within and outside the games dictate any number of changes of attitude, opinion and reaction. What felt good ten years ago may feel less so today; what feels good on a Sunday morning may grate on Monday night. Getting to a clear understanding of why the form appeals at all and what precisely I want and hope to derive from it is not a simple task.

Up above the roofs and houses...

Still, after more than fifteen years of doing this thing, I am starting to feel I might at last have a handle on what works for me in MMOs and what doesn't. At some point I'd like to set that down in some detail, so that I can consider it in another five, ten, fifteen years, should I be fortunate enough still to be around then to look back and see how well my argument stands up.

This is not that point and this is not that post. Thinking on it this morning, though, something else occurred to me. I've just had a long weekend during which I was free to play whatever I wanted. Before it began, in my mind I had a picture of what I might do. I imagined myself engaged with various this-and-thats in various MMOs - Everquest, EQ2, Istaria, GW2, TESO,  the Valliance demo, TSW...

It was an eclectic, engaging, appealing vision. In the event, though, I played GW2 for three days solid, the only exception being a couple of short visits to Tamriel, where my simple goal of reaching level 10 remains unrealized. Why did I do that?

One does not stop for a photo opportunity in Dragonball. It was this, the entrance hall or me, dead.

Is it because GW2 is the perfect MMO for me as Jeromai has claimed it is for him? Is it because Mrs Bhagpuss is ensconced there? Is it just habit? Or is it because, in common with a number of maturing MMOs, GW2 isn't really an MMORPG in the sense we once understood the term at all but the graphical front end of a suite of discrete games and activities, each of which scratches a different entertainment itch?

Here's a list off the top of my head of what I did in GW2 this weekend with a gloss on how they fit into the tapestry that is Guild Wars 2:

  • Dailies on three accounts. (Character progression with rewards available, in a mix-and-match format, for all three major game modes - PvE, sPvP, WvW)
  • Lunar dailies on three accounts. (Fluff Holiday content with PvE/WvW rewards)
  • Dragonball. (Instanced PvP Holiday Content with possible, very minor, PvE/WvW rewards and gold)
  • Instanced PvP. (Separate game mode with its own character progression but also with PvE/WvW-relevant character progression rewards)
  • The World Boss Train. (PvE Zerg content with large PvE rewards)
  •  Tequatl. (PvE Open Raid content with large PvE rewards)
  • WvW. (Separate game mode with its own character progression but also with PvE-relevant rewards)
  •  The Obsidian Sanctum Jumping Puzzle. (Open World (kind of) Exploration (kind of) Platforming (kind of) content with WvW/PvE rewards).
  • Open World Exploration. (Mainstream PvE character progression. What we would once, naively, have called "the game")
  • The Overgrown Grub. (Competitive PvE zerg/raid content in a WvW environment with PvE/WvW rewards)

Plus an awful lot of standing around in Divinity's Reach, Lion's Arch and the PvP Lobby making smart alec remarks in map chat, having trivial conversations with total strangers while taking screenshots of the Toy Golem Uprising.

Speculation on the forums was frenzied for a while but no, its not a Content Harbinger. It's a bug.

As can easily be seen, ArenaNet have made a concerted effort to tie all those activities and enterprises together by mean of the rewards they offer. Almost anything you do in GW2 gives you some tangible reward that can, theoretically, benefit your character in PvE and in the PvE-based player versus player WvW mode. Structured PvP, designed to keep a permanently even playing field, is the real standalone exception.

The theme seems to be "do whatever you like but remember it's all one game". It's a smoke and mirrors routine that all theme-park MMOs seek to bring off without anyone feeling they've been misled. Increasingly the audience seems ever-willing to play along. Hardly surprising; what we all fear is a content drought so we tend to grab on to anything that passes with both hands without questioning too closely what it has to do with what we came here for in the first place.

Atten-hut! Golems, by the left, kawiiiick march!

I don't play WoW at the moment and I didn't buy Warlords of Draenor but even from my remote vantage I can hear the rumblings of discontent over in Azeroth. Green Armadillo is scratching his head over what he might do with the second 30 days of his 60 day timecard since he's about finished with the expansion after just three weeks. Eliot at Massively OP, discussing the postponement of the much-desired Iron Docks content drop, summarizes things thus: "...the problem here comes down to one of perception, presentation, and the simple fact that there’s plenty to do at level cap in Warlords of Draenor… but also absolutely nothing to do.

It's nonsense of course. There's simply masses to do; in WoW and in all the mature, developed, maintained MMOs. It's just not always what people expected they'd be doing or would have chosen to do. What surprises me most is how many of these things are really other games in disguise, from the Pokemon-inspired Pet Battles to the MOBA-like Arenas as experienced by The Duke of O , who observes "My friends and I don't even play WoW as an MMO - we play it as a MOBA, spending the vast majority of our time in instanced Arena or Rated BG matches, and consider the rest of the game as an added bonus."

It probably shouldn't surprise me. It's been going on for a long time. I guess the first example I can bring to mind was the introduction of instanced Battlegrounds to Dark Age of Camelot. That was the first time I can remember seeing content separate from the game housed within the game in an MMO.

Open-field siege is not considered bad form when you point your ballista at a Grub. We still got trebbed from the keep though.

As Virtual Worlds the game-spaces always gave themselves willingly to self-directed segregation by players. In any public space knots of activity tend to grow around individuals who share a common interest and MMOs were no different for being virtual. Like people in a park, however, all those groups needed to be aware and mindful of the other groups around them. No kicking your ball through the picnic area or throwing your frisbee over the bowling green. Not if you didn't want the Parkie to turn up and tell you off. Or the GM. When we had in-game GMs.

Over the years we seem to have moved to a patchwork, ad hoc arrangement, by which some activities take place in the open but in set locations out of everyone else's way while others are hosted out of sight in the walled gardens of instances. Moreover, there are entirely enough of these discrete and semi-discrete pastimes and pleasures for any one of them to absorb most or even all of a given player's attention.

I only went to Obsidian Sanctum to find the GvG arena. I have no idea how I ended up doing the entire jumping puzzle and missing Tequatl. I don't even like jumping puzzles although it seems these days I don't even know what I don't like.

In GW2 there are plenty of players who only play WvW or only play sPvP. They are at best amusedly tolerant, more often sarcastically dismissive, of much of what constitutes the bulk of the game. In EQ2 there's a whole community of people whose main and sometimes only interest lies in designing and decorating houses. Every mature MMO plays host to special-interest groups largely unknown each to the other. At some stage, without my noticing, it seems MMOs ceased to be single, coherent entities and morphed into portmanteau collections.

I don't have any great conclusion to draw from these observations. I'm just thinking aloud. Maybe it isn't so different from the days when Dungeon players looked down on Outdoor players in EQ or Raiders considered themselves a breed above non-Raiders in...well, every MMO that has raids (except, on Aywren's evidence, FFXIV).

I don't like sPvP either. Except apparently now I do. Especially when I win.

It does feel different though. It's as though the set meal of the first generation MMOs has been replaced by a buffet. The whole concept of playing a specific character in a specific place alongside other people doing exactly the same seems oddly old-fashioned, although no less attractive to me.

And maybe it's why I keep on playing GW2. I don't have time to play several MMOs when the one I'm playing is half a dozen different games already.  And since all the games feed my characters the things they desire it's all too easy to slip into believing I'm still playing one of those old virtual world, character-based MMORPGs after all.

Sunday, December 21, 2014

A Landmark Development

When we get to those game mastering systems [after the start of the year] that means we are working on EQN full time. Because those are the systems we need for EQN, and that's what we're building when we're building those game mastering tools. So we're so close to transitioning the team almost entirely to EQN, and then we'll take the elements that we build for EQN and port them over into Landmark, but our focus will shift almost entirely to EQN after the new year.

Dave "Smokejumper" Georgeson  as reported on Massively

That quote seems to have garnered surprisingly little attention in this corner of the blogosphere. Maybe it's because no-one is paying any attention to Landmark any more. Even this week's huge patch that brought with it the long (long!) awaited addition of PvE comabt didn't provoke much interest. The only blogger on my radar, who even bothered to log in and take a look was Stargrace, for whom things didn't go so well.

So, in the interests of... well, nosiness mainly, I patched up Landmark and braved the lag to see if I could last a little longer and discover a little more. Here's my fully-illustrated report:




After a 3GB patch (it may have been a  while since I last logged in) I appeared where I'd last logged out, down by the ocean at the edge of the desert. First step - find a mob. As well as bringing PvE combat to the unnamed world of Landmark, this update also added something approaching the full, tiered cave system and that's where most of the monsters are but I'd heard they also roam the surface in smaller numbers so I set off to look for some above ground.

It wasn't much of a search. No more than a few paces uphill I found these likely fellows - a White Wisp and an Abomination. In fact I heard them before I saw them. All the new mobs have a distinct audio signature (I bet anyone who's played Everquest can guess the White Wisp's already). It works very well - atmospheric and practical at the same time.


I was a step ahead of Stargrace in that I'd already made a set of weapons back when PvP was introduced and I had them on me. I only had the bow hot-keyed so I went with that for my first try.


It turned out to be a good choice. The Abomination didn't seem to have worked out how to deal with ranged attacks. It just sat there, rippling a bit, and losing hit points as I filled it full of flaming arrows of which I had an infinite supply. No need to craft or buy ammunition in Landmark. Yet.


The fight seemed to take an awfully long time but eventually the Abomination keeled over and spat out some loot. I put my bow away and strolled over to see what it was. The "box" turned out to be a visual effect only not an item you can pick up. As I got close it did that disconcerting thing logs and ore do in Landmark: it flipped up and whizzed about behind my head, then vanished.


After reading my chat log to find out what had dropped ("Ether Shards") and looking in my main inventory to find nothing, I thought to check the crafting tab. There they were, safely stashed away. What they are for I have no idea. I'm sure they're vitally important for something.


Encouraged by my success I turned for the Wisp but it was nowhere to be seen. I strode onwards and heard a strange sound I can only describe as a "chomping". Aha! A clue! Surely that had to be the infamous Chomper? Well it might have been but although I could hear it I couldn't work out where the sound was coming from. As I tried to triangulate, though, I spotted another Wisp.



Or possibly it was the first one. Do they wander about? Insufficient data. Whatever, it had no better plan for dealing with an attacker from distance than the Abomination. It also seemed to have a lot less hit points and took about a quarter as long to kill.

The wisp also had a much more interesting drop than some bunch of old shards. A recipe! And for something useful at that. Again the drop vanished automagically as I approached and it took me a bit of head-scratching to work out where to find it - automatically scribed to my Recipe Journal. A bit too much hand-holding for my liking. Losing tactility here, I fear.


Still, tactile or not, there's nothing like a good drop to put a hunter in the mood for more killing. And hark! There's that chomping sound again only this time I can see whose making it. Now, I don't know a lot about Landmarkian fauna and flora, but I do know these things are supposed to be nasty. There's that infamous video plus the anecdotal evidence from Stargrace for a start. It seemed like a bad idea to get in close so once again I stuck with the trusty bow and once again my prey had no answer.


Chomper down! Three-nil to me. It was at this point that I became overconfident. I decided that, in the interests of science, I'd try meleeing the next mob I came across - which turned out to be another chomper. Mob density overground is considerably thicker than I was expecting, by the way, and I never had to travel more than a few yards between kills.


Out with my really rather ridiculous sword and in for the kill! He'll never know what hit him!


And the inevitable result ^^^. Hubris thy name is...well never mind what your name is. To be fair I wasn't one-shotted; you can see a sliver chipped off that devil-tree's health bar. It was pretty darn quick all the same. Still, gave me a chance to test the Death mechanic. Yes, that's what I was meaning to do all along; that's my story, let's go with that...

The Graveyard is odd. Firstly, its underground. Having died on the surface I resurrected in the first tier of caves. Secondly there are aggressive mobs roaming right next to where you wake up, which seems a tad unfriendly. Scary ones too. Lastly there doesn't appear to be any obvious exit. I'm guessing you're supposed to dig your own. Always bring a Pulverizer, that's my advice. Wish I'd taken it.


The Slaug intrigued me. He was tearing around at a fair old pace unlike all the above-ground mobs. He hadn't come into agro range so far but he looked as though he might at any moment so I decided on a pre-emptive strike. I readied my trusty bow and put a flaming arrow in his pasty hide. He didn't like it much and he had a better idea what to do about it than the others, too. First he ran around a lot which made him hard to hit, especially when he went behind cover. I had to move away from the graveyard to keep him targeted and after a little more cat and mouse he decided to rush me.


I didn't attempt to swap to my sword. I just kept shooting fiery arrows from point blank range. He knocked me about a bit but he'd left it too late and I finished him off without too much trouble. He dropped something nice for me too.

And that seemed like a good time to call it a day. I found my clickie to portal back to the island hub and that was that. The last fight, where I actually had to move about, had left me feeling slightly motion sick so it was a good time to stop.

All in all I rather enjoyed my little outing but mostly because I was able to stand still and kill the mobs at no personal risk, either of dying in-game or throwing up in real life. As soon as I had to fight in any way "properly" the inherent issues with the entire process became all too apparent. It's something I already spotted from the PvP patch but that's now impossible to ignore - I won't be able to engage with this kind of combat because of the way the camera swings about. Five minutes of this and I'll need to lie down in a darkened room for half an hour until my stomach settles. And I don't even suffer badly from motion sickness.

If they can get that fixed, though, then it has possibilities. Get working on that for EQNext please, Smokejumper.
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