Showing posts with label Warhammer Online. Show all posts
Showing posts with label Warhammer Online. Show all posts

Monday, April 26, 2021

Put It In Books


Think back to when Warhammer: Age of Reckoning was set to become the biggest mmorpg the western market had ever seen. As well as Public Quests and bears that remembered who'd killed them (or something like that) one of the many innovations the game claimed to be bringing to the genre was a virtual book that would keep a record of everything you'd done.

I'm not at all sure the Tome of Knowledge would have been the first such in-game archive. Vanguard, for example, a game which launched a year and a half before WAR, had a wonderful feature that automatically recorded significant events like the first time you entered a new area or discovered a new item. The game took a screenshot when something it considered to be significant happened and fixed it neatly in a scrapbook you could open and enjoy whenever you wanted to look back on your journey so far. 

There may very well have been others before that but even if the Tome wasn't the first I don't think there's much doubt it was the most extensive. Had WAR gone on to be the WoW Killer so many hoped and believed it would be, we'd probably see vast encyclopedias dragging load times down to a crawl in every mmorpg.


 

Sadly, WAR's assault on Blizzard's bastion turned out to be something of a disaster. When the last Bright Wizard had fizzled out and the final goblin gone to meet the great Squig Herder in the sky, other developers quietly appropriated those few of WAR's innovations they could see a use for and left the rest to rot. No-one picked up the Tome.

Which is a shame. I really love in-game journals and albums. I can't see why they're so often relegated to minor sub-systems where few notice them, far less appreciate their many fine qualities.

It's different in single-player games, particularly those in the adventure or visual novel genres. There, where the audience is presumed to be predisposed to reading reams of text and staring fixedly at static images, all kinds of notebooks, albums and journals are the norm. 

Or they have been. I have noticed, of late, a regrettable tendency for such games to adopt a more contemporary solution: mobile phones, laptops, tablets and the like. It makes sense when the setting is a time roughly analagous to our own, of course, and in games set in the (inevitably dystopian and/or cyberpunk) future it would be perverse to have the protagonist record their findings in longhand.

In those games, the medium is less important than the message, anyway. Whatever the carrier device, the conceit is that the player-character is making a record of their thoughts, their theories and the clues and evidence they've uncovered. The journal may look beautiful but its primary function is practical, not aesthetic. 

Warhammer's Tome of Knowledge was intended to be highly functional as well as wonderfully decorative. The quest journal, a very specific sub-type of this kind of thing and one for which almost every rpg has to make some kind of accomodation, was, in WAR, merely one of the Tome's many  chapters. 

It's a long time since I played WAR. I can't remember whether I found the Tome a marvelous compendium of wonders or a bloody nuisance. I seem to recall it might have been a bit of both. Over the past couple of weeks, though, I've stumbled across several much less ambitious efforts that I've found wholly delightful.

The Overseer systems in both EverQuest and EverQuest II include something not dissimilar to a virtual cabinet of collectible cards. I spotted the feature in EQ right at the start but it's taken me more than a year to notice the Agent Collection tab in EQII. Or, perhaps I should say, I noticed it long before that but only recently did it occur to me to click on it to see what was in there.

Inside I found nothing I hadn't seen before. Just the same pictures of the agents and the same descriptive text. The difference is purely one of magnitude: the functional icons are almost too small to make out and the tool-tip versions aren't all that much bigger but in the Agent Collection tab they're huge. And they look great.

I love illustration. I was thinking about it after I posted about Scarlet Hollow yesterday. I was wondering just why it is I enjoy games of that kind so much, even when the story might not be anything I haven't read before and the gameplay might be routine (Scarlet Hollow, I should make clear, is both well-written and fun to play). 

The answer is very simple: it's the pictures. It hadn't really struck me before but I genuinely do have a sensual reaction to line illustration that's akin to those I get from eating or drinking or listening to music. It's an almost synesthetic reaction. I can almost, in some indefinable way, feel the textures. 

Or it feels like I can feel them. I'm not a genuine synesthete. I don't see colors when I hear sounds or taste flavors when I touch surfaces. All the same, line art does something to my brain that has an effect analogous to ASMR.

Come to think of it, perhaps it is ASMR. It's easy to forget that phenomenon extends to visual as well as auditory stimuli. Regular ASMR videos and recordings do work on me but not as strongly as they reportedly do on others. 

The sensations I get from line art are milder but unmistakable. Wikipedia describes it as ""the subjective experience of "low-grade euphoria" characterized by "a combination of positive feelings and a distinct static-like tingling sensation on the skin"". I don't often get the tingling just from looking at line art but it has happened. The low-grade euphoria, though, that I get often.

By no means all in-game albums produce those kind of effects. It's a bonus if they do. I don't need a quasi-synaesthetic reaction to enjoy them. I almost always enjoy them.

Dragon Nest Origins uses an album to record the way NPCs feel about the player-character. It's a faction list. It could just be a column of names and numbers, the way it is in so many other games with reputation systems. But it isn't.

Someone took the trouble not just to frame a little portrait of every character you can bribe or flatter into liking you but to work up a whole lot of personal details about each of them. Not the kind of details you might expect to find in a game, like their stats or skills. Nothing so mundane.

I think these will turn to color when you reach a certain percentage of favor.

 

Or, perhaps I ought to say, something much more mundane. Deliciously so. Their age, star sign, weight, height and, most bizarrely of all, blood type. Has any other mmorpg ever made a point of revealing an NPC's blood type? I very much doubt it.

As well as the basic facts of life there are entries for Likes and Dislikes that wouldn't look out of place in a 1970s teen magazine. Lady Kayleen likes "The color red, tangy fragrances" and dislikes "Clerics, dragon followers, annoyances". Don't you feel like you know her, now?


 

It seems to me these kind of albums and journals could easily be spun up into something a lot more central, even integral. to gameplay. I'd be far more likely to devote time and effort to the countless collections and achievements that most mmorpgs pump out as a cheap form of content if I could browse my the results in a heavily-illustrated catalog, preferably with extensive curatorial notes.

And how about pets and mounts? Couldn't they all come with breeding histories and certificates and, of course, portraits? There's a long, rich history of animal portraiture, after all. We already get lists of all these things, sometimes with thumbnails. All it would take is some thought to turn them into virtual keepsakes or even minor works of art.

I wonder if this is the sort of thing Raph Koster has in mind when he talks of "Supporting a range of ways to play." If so, I wish he'd get on and make a game. Unfortunately, I doubt a plethora of gorgeously designed and lavishly illustrated virtual scrapbooks is what he has in mind.

It's what I'd like, though. I just don't expect to get it.

Monday, December 2, 2019

Take Five

Five years ago I posted a list entitled "All The MMOs I Have Ever Played (And Then Some) Pt 1". Running alphabetically from Aika to Guild Wars 2, it covered forty-five titles. At the time that represented considerably less than half of all the MMORPGs I'd played in the fifteen years since I bought EverQuest in 1999.

I was planning on a a Pt. 2 and very possibly a Pt. 3. As I remember it, there were more than a hundred and twenty titles on the full list. I can't be sure exactly how many because the file seems to have gone missing. If I did a recount now, going up to the present day, I'm sure it would pass a hundred and fifty.

The reason I'm mentioning it today is that I never did get around to the second, let alone the third and final instalment, a failing I don't intend to repeat with my gloss on PC Gamer's list of twenty-five dead post-WoW titles. Parts One and Two are done. Now for Part Three. (Incidentally, I just noticed that link, which I filched from Paeroka's post, where I originally learned about the piece, goes to the Australian edition of PC Gamer. Curious...).

Telon always looks lived-in. Even untidy.
So, without further padding, let's get to it: the Final Five aka The Ones I Really Played.

 Vanguard: Saga of Heroes

Depending on my mood, this is either my first, second or third favorite MMORPG of all time. The top three hasn't changed in a decade - EverQuest, EverQuest II, Vanguard. The order changes all the time.

The recent sad and unexpected death of Brad McQuaid reminded me yet again how invaluable his contribution to the genre has been. I have a rule of thumb for collective enterprises like gaming, music and film: if I like a whole lot of things and there's a common factor, it's probably not a co-incidence. I may never know exactly what it was that Brad did but whatever it was it worked for me.

Is there any more inspiring sight in MMORPGs than your very own ship?

A vast amount has been written about Vanguard, no little of it by me, so I won't re-hash the details. I'll just say that the first year after launch was one of the best times I've had in MMORPGs and there have been plenty more good times since.

Thanks to the emulator project, which I can't plug too often, those good times didn't end when Smed pulled the plug. I don't blame him or SOE for that; as an obscure division of a less-than mindful multicorp they'd been able to pull off more than their fair share of pro-bono archival preservation but it couldn't go on forever. I have other axes to grind with Smed without blaming him for killing Vanguard.

Having given Brad credit for the worldmaking I should add a caveat, one that may (or, now that he's gone, may not) speak to Pantheon. Vanguard was a somewhat unforgivingly group-based game in the early days, as Pantheon proposes to be. It was only after he'd left, when SOE were trying to remake and remodel the game to fit their portfolio and regain an audience that it began to offer some of the best solo and, especially, duo gameplay in the genre.

Or better yet, two of them. A bug in Vanguard? Surely not!

Although I always loved Vanguard, starting with the open beta, the first time I had a PC capable of playing it, it was that long period in the middle, after the difficulty was toned down and before it was tweaked back up, when it really hit my sweet spot. That was the time when my Disciple felt immortal and we all had a reindeer that flew. I loved it.

Even if the emulator project ever completes and the full game comes back, those golden days are gone forever. Every MMORPG is a river. We have to accept it and move on.

Warhammer: Age of Reckoning

What is it with the colons? No-one ever calls these games by their full names. Why even bother with the subtitle? Presumably, in this case, just so they could use the acronym WAR.

My experience with Warhammer is a curious tale. It has close similarities to my relationship with World of Warcraft, which is both ironic and appropriate given the two games' quantum entanglement.

My second-favorite MMO class of all time (so far). Vanguard's Disciple is #1.

When WoW was generating the biggest buzz the genre ever knew, I barely noticed. From what I've read, excitement over Warhammer fueled a boom in MMO blogging the like of which we can now only dream. I missed that entirely, too.

I was barely aware Warhammer was a thing until long after it wasn't any more. I'm too old to have grown up with Games Workshop although I did run a Warhammer RPG tabletop campaign in the 1980s. It was a good system, if a little over-complicated.

That didn't generate enough affection for the I.P. to grab my attention when the MMORPG was announced. I also can't recall noticing that Mark Jacobs, the driving force behind Dark Age of Camelot, a game with which I have considerable history, not all of it good, was involved. I never even saw the infamous "Bears Bears Bears" video until many years later.

Warhammer was one of the games Mrs Bhagpuss and I tried in our wilderness years, when we'd run out of steam in the old games and there weren't any new ones on the horizon. We ran through a bunch of also-rans and rejects we'd not paid much attention to until we got desperate. WoW was one (actually, the last one, I think. We were that wary of it). Warhammer was another.

These shots are from the emulator. I seem to have lost all my originals.

I'm not sure how long we played Warhammer. My memory wants to say three or four months but I've found that, when I can find actual supporting evidence for this kind of thing, my memory usually underestimates so it was probably more like half a year.

I know we did an awful lot of Battlegrounds, or whatever they were called in WAR. I always found it felt like eating a bag of boiled sweets: delicious at first but eat too many and you end up with a sore mouth and a sick, empty feeling. I found battlegrounds enervating. I always ended up playing too many matches and it made me wrung out and nervy. And yet the next day I'd do it again.

Partly it was because WAR had one of my favorite classes in the entire genre, the Squig Herder. I played mine in Battlegrounds, specifically for the opportunity to blast people off of walls. Sometimes I'd go a whole session without getting a victim lined up just right. That was frustrating. But when it worked it was just about the funnest thing ever. I positively hooted.

The PvE game I liked. It had some depth and the world-making was excellent. The classes and races were varied - so much so I hardly scratched the surface of what was available. I loved the Greenskins. Mostly I played Orcs and Goblins.

Wot? Me, Sarge?

The capital cities, notoriously culled from six to two before launch, were awful, though. Some of the worst I've seen. So was the dismal crafting. The UI wasn't up to much, either and the textures were weirdly gritty. I used to finish a session of Warhammer feeling as though I needed a shower.

Open world RvR, the game's supposed U.S.P., was great when it happened. By the time we played that wasn't very often. Just like in DAOC, I spent a lot more time running around looking for action than I ever did having any.

We never fell out of like with Warhammer. We just ran out of steam and moved on. There's an emulator that's supposed to be fairly well-regarded. I tried it but the spark didn't flare. I'm happy to leave WAR in the past.

Free Realms

Free Realms was always an odd duck. Made at the peak (well, one of the peaks) of SOE's hubris, it was extraordinarily heavily hyped. I remember a series of post-launch press releases lauding ever-increasing take-up figures to confirm the game's runaway success.

Most of my Free Realms shots seem to be M.I.A. too. Not sure how these survived.

It was the first of SOE's free-to-play titles, hence the name, and it heralded the company's transition to a new business model for the entire portfolio. Ironically, despite its undeniable popularity, Free Realms eventually closed because "Kids don’t spend money" (a quote from a Smed interview I am no longer able to find online, although it's referenced in both an MMOGames piece and a reddit thread).

I liked Free Realms. I played a fair bit of it although I don't appear to have posted about it here. I had a character around Level 20 as I recall. I did some crafting, trained a pet, quested quite a bit, explored the world. Played it like a regular MMORPG, really.

The people who really loved Free Realms, though, were the intended age group. I think it's called Middle School in the U.S.  For them it was social media before that became something everyone did. It was the virtual equivalent of the treehouse in the woods, a telephone made out of two tin cans and a length of string. Smed's twelve-year old daughter played it twenty hours a week.

Not a great subject. Some barrels that sparkle. But you should see the ones I didn't use. Or not. Yes, let's not.

You can see the impact it had on peoples' lives from comments on the forums at the emulator website (because of course there's an emulator. There's always an emulator). Or you could, when the forums existed.

The Free Realms emulator project, Free Realms Sunrise, is as odd a duck as the game it plans to revive. The developers run a tighter ship than many official alphas. Access is strictly controlled and they must have a very effective NDA because information never leaks. When they do post progress it's impressive but updates are few and far between. The most recent was back in April.

If the emulator ever comes online for anyone to play I'll definitely dabble. It was never going to be a game I played extensively but it was fun while it lasted. I'd be happy to go round again.

Wildstar

Wildstar is perhaps the classic example of an MMORPG that was less than the sum of its parts. I was reasonably pumped for it during the lead-up to launch. Carbine released some very strong videos and much that I read about the game sounded appealing.

Wildstar looks utterly stunning in screenshots. In game, not so much, I found.

There were warning flags - the ludicrous "twitter" questing and the gleeful focus on hardcore mechanics -  but I took all that with a pinch of salt. When the game finally appeared, though, I wasn't sufficiently interested to buy a copy.

I can't recall why, exactly. Fortunately, by the time WildStar came along in June 2014 I had a blog so I don't have to rely on memory. It seems I was away on holiday for the actual launch. When I came back I found my feed full of posts about the new hotness.

From my post I see I played the beta (don't remember that at all) but I didn't "have time to play another MMO, at least not enough to make the box+sub cost worthwhile". I concluded the post with a cynical throwaway line that would prove prophetic: "Maybe I'll get a second bite at that cherry with the F2P conversion".

I take a lot of shots with my character as far from the camera as possible. Wildstar loves that.

That conversion came just over a year later on 29 September 2015, by which time I was deep in the Heart of Thorns. I was playing Wildstar in mid-October, but not with much conviction. The Halloween event was on but I wasn't committed: "Shade's Eve will have to fall in line behind Norrath's Nights of the Dead and Tyria's Shadow of the Mad King on my personal holiday calendar."

And that was pretty much where Wildstar always stood for me - behind a whole bunch of games that did much the same thing but quite a lot better. Combat in Wildstar was on the taxing-yet-tedious end of the spectrum, with a lengthy time to kill and a lot of makework jumping about (which I completely ignored, probably extending my TTK even further). Questing was lacklustre. I think there may have been some kind of overarching narrative but if so I forget what it was.

Syp was always a big fan of the housing but I felt that was only because he's never really appreciated the options available in EQII, of which WS's housing always felt like a mediocre copy. At least when Rift copied EQII's housing offer, Trion did a good job of it, in everything other than the monetization, that is. That was outrageous.

Grass you could cut yourself on.

My real problem with Wildstar, though, was something quite unexpected. I found the textures and the soundscape unbearable for more than a short session. It's one of the few games that both made my eyes hurt and left me with a ringing in my ears. Okay, not literally but metaphysically. I found the color palette and the ambient sounds teeth-grittingly jarring after an hour or so. It's strange, because the game looks fantastic in screenshots but as a real-time environment it was painful.

There's an emulator project in the works called NexusForever. I know nothing about it but this video was posted on YouTube just a couple of months ago. Could be awhile before we get to play it, I'm guessing. That's okay. I can wait. Forever, if necessary.

Landmark

And so we come to the end. Landmark. Aka EQNext/Landmark. If Free Realms was an odd duck, what do we call this one? Howard?

I wish I could say I built that tower but it was a pre-made, something SOE added late on.

As with Vanguard, I've written plenty about Landmark already. The short version is this: I bought the $99.99 Trailblazer Pack for Mrs Bhagpuss's birthday and the $59.99 Explorer version for myself. She really enjoyed playing for a couple of months, which made the purchase considerably better value than some birthday presents I've come up with. Then she stopped and I carried on, after a fashion, until the game finally closed down in 2017.

I have always considered it money very well spent. I never really understood the criticism in terms of value. A lot of people felt burned because they thought they were buying access to EQNext, apparently, to which I can only wonder whether they actually bothered to read what they were signing up for.

As this PC Gamer article clearly explains, and as all the promotional literature I ever saw made very clear, EQNext and Landmark were separate enterprises. Yes, there was that whole thing about stuff you built in Landmark potentially making it into the landscape of EQN, but that was something you did in Landmark. It didn't mean you got to play EQN right away!

Water was wonderful in Landmark. Even in stills you can see the roiling motion of those waves.

I spent an inordinate amount of time building my clifftop Thomas Crowne Affair spy hideaway. Much of that time was spent mining rocks, chopping trees and learning how to use the unintuitive UI and the incalcitrant building tools. It was clear to me from an early stage that even the developers could barely control the tools. The only useful guides I ever read were written by players, some of whom clearly worked in the industry and had more skills than the people being paid to make the game.

As is clear from many of my posts here, I liked Landmark a lot. It was a toy, not a game and it should have stayed that way. It could have been a very good toy indeed.

Unfortunately, Landmark arrived at the zenith (pr should that be nadir?) of SOE's hubristic period. Astonishing, sweeping claims were made, by people who showed little evidence of being able to turn those pipe-dreams into reality. Landmark was going to be a fully-fledged MMO in its own right, we were told. A huge amount of effort was wasted trying to make that happen. It never even came close to succeeding.

Did Landmark really need combat? If it did, it definitely didn't need the kind of combat it got.

When Landmark closed just three years after that hundred dollar pre-alpha buy-in I did feel it was a shame. The "game" was never going to get much further but it was still a lot of fun for what it was. The fact, though, was that almost no-one was interested any more.

For all the outpourings of anger when it ended, the servers had been all but empty for a long time. The map was littered with abandoned building projects, many of them quite astounding in scale, detail and brio. It is a minor tragedy that all that work was lost but that's what happens when you build castles in the sand.

Perhaps surprisingly, given the talents and skill sets of many of its players, there's no Landmark emulator. There doesn't really need to be one. There are plenty of building apps and games, after all, and it was probably always easier to teach yourself 3D modelling from scratch than to learn to use Landmark's tools.

Anyway, I'm very happy with my memories, my posts and my screenshots. I don't need to spend any more evenings trying to line up bricks -just- so. I appreciate having my life back.

I guess I could draw a comparison there with the whole MMORPG genre. Best not go there...


Tuesday, December 19, 2017

What Are All These People Doing Here? EQ2

The EQ2 wiki is surprisingly vague on Public Quests, something I only discovered when I was doing a little research for this post. I thought I'd better check a few facts before setting finger to keyboard because, even as I was framing an opening paragraph about the oldest PQs in Norrath, the ones in The Commonlands and Antonica, it occurred to me that I wasn't sure whether they really were the oldest. Didn't the PQs in Great Divide that arrived along with the Velious expansion pre-date them?

As it turns out, yes they did. Public Quests arrived on Norrath as a highlighted feature of Destiny of Velious. So much for my memory.

I do remember doing Echoes of The Ring War in Great Divide many times. Many, many times. Sometimes I'd run it several times in one day, particularly on a Sunday. It was fun and profitable. Also well-attended.

Almost from the day they appeared Public Quests were a popular success. They added a new element to the game, something that felt rather like ad hoc raids. PQ's offered something different, something we hadn't seen before - or not in EQ2, at least.

Bertoxxulous, taking the form of a giant, rotting ratman.
He wanders around talking to himself and one-shotting people. Wouldn't you?

Here, once again, I find my memory playing tricks on me. For this paragraph I first wrote "Newer MMOs like Warhammer Online and Rift had been making hay with this kind of all-pile-on semi-casual content for a while by the time the idea filtered down to Norrath" and then I wondered if they really had. So I checked .

Wrong again! Although WAR, where Public Quests began, had been around for three years by the time EQ2 got its own version, Rift had yet to launch. The first Public Quests in EQ2 opened for business in February 2011; Rift didn't officially go live until the following month.

Despite having stolen a march on the competition, EQ2 remained diffident about its achievement. Where Rift and, eighteen months later, GW2 put their signature large-scale, hot-join events squarely front and center, both in the design of the games themselves and their marketing campaigns, PQs in EQ2 remained something of a supporting feature, at best.

Nevertheless, development of the format continued. And continues to continue. I think every expansion since has had some kind of Public Quest attached and today I did my first PQ in Planes of Prophecy.

I guess this must be the place...

I'm keen on Public Quests. I liked them in WAR, loved them in Rift. I've spent the last half-decade doing little else in GW2. My experience with PQs in EQ2, however, has been somewhat sporadic.

As I said, I started out doing one of the Great Divide PQs with some frequency. The other GDPQ was less popular and less enjoyable. I did that one quite a few times but it was harder to find enough people who knew the mechanics and it often failed.

In the intervening years I've done The Commonlands PQ maybe a dozen times or more but the Antonican one I may only have done twice. Coming up to date, during the last year I did all of the Kunark Ascending PQs multiple times each.

Looking at the wiki page, though, I can see there are plenty more that I've never done at all. Most of them I didn't even know existed. In total there are nearly two dozen listed but that's clearly incomplete because neither Antonica nor Great Divide is included and nor are the various holiday-related PQs.

I'm just going to stand here and watch this round, if that's okay with everyone.

Some of the others I've never even heard of let alone seen and it's more than likely I never will. The idea that a full PUG raid will assemble in Lesser Feydark or Steamfont Mountains to do content from several years ago seems fanciful.

In EQ2 Public Quests seem destined to remain tied to current content. While the old PQs lie forgotten, the Kunark Ascending set have been consistently called in General chat for the whole of the active lifetime of that expansion, with multiple copies of the relevant zones spawning to accommodate demand.

They're still being called, sporadically, even now, so someone's still doing them, at least for the time being. It's a long time since I heard anyone call a Terrors of Thalumbra PQ though and that's only looking two expansions back.

Planes of Prophecy brings a big change to the system in that, for the first time, the new Public Quests take place in their own instances. They're "public" in the sense that anyone can join but no longer in the sense that you could run into one by accident while roaming the open world.

The screen splatters are very clever and all but they do kind of draw attention to the fact that I'm looking at a screen.

The reasons are two-fold. Firstly, recent expansions with reduced development resources don't have a wealth of wide-open, above-world areas where PQs could just happen. Space is limited and a huge event spawning raid mobs would be problematic.

Kunark Ascending dealt with that by having one very localized PQ that was tied to the signature questline and several more in the thematically and geographically associated, but very much larger zones from the original Rise of Kunark expansion. That wasn't really an option for PoP - almost by definition all Planar zones, old and new, are instances anyway.

The second reason is cheating. By their very nature, Public Quests allow for rewards to be obtained for minimal effort. They are large, sprawling , chaotic events for which no-one is required to group or raid.

Although raids always form and everyone is always desperate to get an invite, anyone who participates gets credit. That's very fair for the soloists taking their chances but less so for the afkers sitting safely out of range, letting everyone else do the work.

Is that it?
Er, I mean, "Phew! That was a close one! And just look at all this ichor on my armor. I'll never get the stains out!"

DBG tried some preventive measures in previous PQs. They made the reward chest spawn at random locations, well clear of the battle and they even added a massive knockback to the end of the event that threw everyone into the air. People still found ways to get the goodies without making much of an effort.

With the new PQs you don't only have to click on a portal in Colosseum of Valor to get in. You also have to go back to CoV and hand in a token to the wonderfully named Dr. Arcana, an NPC who looks as though he's walked straight out of a 1930s Saturday Morning Pictures serial.

Still, none of that means you have to know what you're doing or indeed have to do anything particularly effective, as I discovered in my first run today. I happened to see the PQ was up as I was passing the Plane of Disease alcove, so I zoned in out of curiosity. Once inside, I couldn't see anything happening so I just followed the first person who ran by.

I ended up with a bunch of people at a lake. Someone invited me to join a raid so I did. I said hello and announced that I hadn't done it before. I asked for anyone to let me know if I was doing something wrong, whereupon some wit observed that it wouldn't matter if I was because all I'd need to do would be blame the healer like everyone else.

Dr. Arcana, I presume?

Someone offered a more useful thumbnail of what to do - pull the mobs and kill them under the seeds. I waited. The PQ began. Someone pulled mobs. I helped kill them under the seeds.

After a while of that I noticed there weren't many of us left. Everyone had gone somewhere else. So I went too. Then I cam back because I couldn't find them. Someone ran past me and jumped on a rideable bat so I got on one too. It flew me around for what seemed like quite a long time then, just as it landed and while I was still figuring out what to do next, the PQ ended.

Apparently we'd killed the two Queens of Disease. I never even saw them. All the same, I got full credit and my proof of participation item, so I zoned back to the Colosseum and handed it in for my reward.

That'll do nicely.
About par for the course on a new PQ. It usually takes a few goes to figure out what's going on, then a few more to figure out what you're supposed to do about it. Then there's a few runs where it's all very exciting as you feel like you're really getting the hang of things, followed by a stretch when it starts  to feel like just another day at the office.

Eventually, you reach the penultimate stage, when you turn up and do the minimum you can get away with to get  participation credit, so you can bugger off as quickly as possible to do something more interesting instead. And the final stage? That's when you no longer need anything the PQ has to offer so you never do it again. Until you're leveling up the next character, that is...

All in all, though, I think Public Quests are a Jolly Good Thing in any MMORPG. They may have been Warhammer's only lasting contribution to the genre but it was a good one. Not many developers have come up with anything as successful or as fundamental since then, so thanks for that, Mark Jacobs or Paul Barnett or whoever thought of the idea in the first place.

Meanwhile, EQ2's PQs may not be the most sophisticated around but they're pretty darn fun. I'm going to keep on doing them whenever I get the chance. With a bit of luck and plenty of patience, one day I may even find out what I'm supposed to be doing!

Saturday, November 12, 2016

A Quest By Any Other Name : GW2, EQ2

There was a time when questing in MMORPGs had fallen very much out of fashion, both with developers and players. Five years ago, when GW2 was powering up, all the talk was about how Dynamic Events would sweep away the outmoded system of quest hubs and questlines for good and all.

Supposedly it all began with Warhammer Online and its "Public Quests". They weren't quests as we knew them. You didn't need to accept them, just be in the right place when they happened. Rift picked up that ball and ran with it but for all the mold-breaking, both those MMOs operated with a safety net of traditional quests hanging below the high-wire of their fresh, communal gameplay.

GW2 tried to go that extra mile, launching with nothing that could easily be identified as a "quest" or a "hub". Hearts had some similarities to both but ANet did succeed to a degree in diffusing the whole "go there, do that" paradigm into something less authoritarian. It was a conviction in the future of the genre that didn't survive contact with the players.

From the very earliest days you could routinely hear new players plaintively requesting directions in map chat. "I'm level 13 and I've done all my Hearts in Queensdale - where do I go next?" Or, frustrated, "I can't do any more of my Story. Where can I get more quests?"

Wait a moment...you realize this requires social capital?
It wasn't long before GW2 acquired a whole tangle of quasi-questlike activities. I think I first noticed mission creep around the time of the Great Karka Invasion, less than three months after launch. By the time the first Living Story arrived in early 2013 it was obvious ANet were searching for a way to coral players and move them through a narrative. It wasn't entirely working.

As the months and years rolled by the experiments continued. We had mysterious benefactors, unsolicited correspondence, personal, meta and hidden achievements, collections... You name it, ANet tried it.

Some of the systems worked better than others. Some barely worked at all. Syp condemns what he calls "the Jenga Tower of MMO gear complexity" but the same problem afflicts all systems. GW2's ersatz quest analogs form a thick palimpsest that hides meaning and access from the unenlightened. As MMOs age they thicken.

Perhaps we've outgrown all these tricks to draw us in and lead us on, anyway. Clearly some developers continue to hope so. Tyler F.M. Edwards fears Blizzard may have lost faith or interest in narrative and if WoW stops telling stories will anyone else bother? We've come a long way from the days when BioWare sought to re-make and dominate the genre with Story and The Fourth Pillar, that's for sure.

SW:TOR turned out not to be the future after all. Instead the huge, ongoing success and popularity of those online games that take some inspiration from MMOs but decline to bother with the complexities or the expense of creating coherent, continuing storylines, The MOBA and Survival genres, has begun to bleed across.  Following the money would seem to indicate that all players really require is a playground, some toys and a few basic rules.

Snail Games, the people behind the re-emergence of Dark and Light , seem to think so. The game everyone thought was dead, assuming anyone ever thought about it all, which seems unlikely, is back but not as anything we'd have recognized as an MMO when it first flamed and burned a decade ago. Fifty players to a server and the first concern keeping fed and warm is a far call from GW2's opening-day charge.

Of course the reward's an achievement. I had to do six quests to get it, didn't I?


And yet, the more things change the more they stay the same. For me, this last week has been all about the questing. In EQ2 I spent hours finishing up the basket of quests recommended for the Kunark Rising expansion arriving on Tuesday. When I'd finished that I began running repeatable Heroes Festival quests for statues, paintings and furniture.

Along the way my Inquisitor somehow managed to pick up the preparatory questline for the introduction of Channelers to the game - back in 2013. She finished that although I can't explain why, other than that I'd forgotten most of the story and it was fun doing it again. She also started the introductory questlines for two previous expansions because...well because someone with a feather over his or her head offered them to her, I guess.

You're not fooling anyone, ANet.
Even GW2 offered no safe haven. There may be no questing in Tyria officially but what would you call an "Achievement"
that comes in multiple stages with a checklist of activities to complete, each of which ticks off and counts down as you criss-cross the world, speaking to NPCs and collecting items? Ducks. Walking. Quacking.

My feeling is that Tyler shouldn't worry too much. The need humans have to find and follow a plot is too strong to be denied. There are countless forms of entertainment that don't require a story, but once you place a backdrop that contains characters then story is going occur, whatever you try to do to stop it.

Sandbox fans love to claim the player is the story but in reality the player is just a part of a much wider narrative. Not always the most important part. Even if they don't need to follow the plot it seems most people do at least need to know it's there.

In the end it's an MMO thing. Games can get by without narrative just fine but MMORPGs, despite the increasingly archaic acronym, aren't just games. If you want to have any kind of a virtual world you have to have story. You can tell it an infinite number of ways but you can't not tell it at all because without story all you have is a game.

Questing is a cliche, yes, but cliches are a form of shorthand that arises from the need to express quickly and plainly a concept so familiar it needs to be codified for convenience. There may be smarter, fancier, flashier ways to tell stories in MMORPGs but while there are stories to be told quests will be there to tell them.

Even if we call them something else.





Thursday, January 7, 2016

Well, That Was Unexpected! : Warhammer Online

Thanks, Smed!  Tweeting your respect for the EMU folks who bring dead MMOs back to life gave Massively OP the opportunity to start a conversation in their comment section, which, of course, like most sane people, I never read.

Only, for some inexplicable reason, this time I did.

And thanks, also and more so, to BritoBruno, Massively OP commenter, who popped in near the top of the thread (just as well because I didn't get much further) to mention the existence of Return of Reckoning, a Warhammer Online private server running under an ongoing WO emu project.

As BritoBruno says, "It's an alpha, so, a lot of broken things", but it works!  Registration is minimal, the files all download and unzip properly, the Launcher opens the game and there you are. Back.

I made a Squigg Herder, one of my top five all-time favorite MMO classes. I fiddled with the UI a bit and then wandered out and started plinking. The place was heaving. The server holds a thousand players and I was in the mid 900s when I logged in.

All the RvR action is in T3 if the lively global chat is anything to go by. Be a while before I get anywhere near that. I managed Level 2 in about twenty minutes. I was rewarded with a Pack Mule, possibly so-called because he was already in my pack when I opened it.

Really, all I want to do is work out how to do Scenarios so I can Squigg Herd in Nordenwatch again. That was the best instanced PvP ever, pranging Order off the walls into the sea.

Never say never again.
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