Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Monday, January 11, 2021

Amateur Cartography


I have a habit of hammering out comments on blogs without necessarily having read the rest of the thread. I don't always do it, or even mostly, but there are times when I read the post, have an immediate reaction, open the comment field and have at it. Then I post the comment, read it back and only then read what other people have said.

Sometimes that means I find I've repeated a point someone else has made. Sometimes another comment adds information or insight that makes me wish I'd read it before I sounded off. Most times, though, it doesn't really affect anything. I'd have made the same comment either way.

Once in a while, though, something strange and unpredictable happens. This morning I made the following reply to a post at Later Levels entitled "Taking notes: keeping records during video games":

"I hugely prefer the game to do it for me, for two reasons. Firstly, as you say, it makes for a more relaxed experience for the player. Much more importantly, though, in almost all adventure or roleplaying games I see myself as the director not the actor. It’s my character (or the protagonist if it's a named character) who inhabits the gameworld. I’m merely facilitating their explorations. They have skills that are not my skills and knowledge that is not my knowledge. I can direct them but it’s they who have to act. Accordingly, it’s they who need to make notes, not me."

 When I read it back after I'd posted it, I spoted this comment by Quietschisto immediately preceding what I'd written:

"Taking notes is half the fun of mystery games! Automated notebooks etc. are a bit of a turn-off for me, as it takes away player agency. When confronted with a narrative focusing on a central mystery, the player character becomes secondary, it’s all about the player himself putting together pieces of the puzzle, and anything the main character does automatically can spoil something. What if the player came to a different conclusion? Following a wrong lead is part of the game, and when done correctly, can be a lot of fun. So, go Team Manual Notes!"

There could scarcely be a starker encapsulation of the difference between two sets of expectations of the same source material. The waters are muddied slightly because the nominal subject here is adventure or mystery rather than roleplaying but the genres share such an extensive hinterland these days I don't feel it's much of a stretch to treat them as variants rather than separate entities.


 

I've held roughly the same position since I first began playing tabletop rpgs in the early nineteen-eighties. When I was introduced to the concept and set about creating a character of my own I never felt that character was my avatar (not that we ever used that word back then). I felt I was the author or the director but never the actor.

In any situation the question was never "what am I going to do?" but "what is my character going to do?". Always at one remove. It made perfect sense to me. After all, I don't know how to cast spells or wield a battle-axe. I couldn't climb a cliff or ford a river in flood. If I lifted my torch to light a cave and saw an eight-foot tall spider looking back at me I'd probably have a heart attack and if I didn't I'd run like hell in the opposite direction.

It's always my character who has skills and aptitudes and abilities and attitudes that allows them to survive in these situations, not me. And the games enable that by use of various statistics and numbers and rules. The more the game can facilitate that process, the better.

I have never liked making maps or keeping written records while gaming. It's sometimes a necessary chore but I've always seen it as a shortcoming of technology. If making maps is a part of gameplay, my character should have cartography skill and checks should come from that. When passed, the game should provide appropriate mapping.

That didn't happen much in the early days of mmorpgs but my response wasn't to make maps of my own. Instead, like most people, I searched around until I found someone who liked doing that sort of thing and used theirs. Most people presumably felt that way because there was a whole publishing industry based around printed maps. 


 

One of the handful of websites all EverQuest players had bookmarked was EQ Atlas. Most of us probably had a folder next to our 14" CRT monitors with all the maps we thought we'd need neatly printed and filed. Another was Allakhazam, where you'd find all the nitpicking details of every quest, none of which the game documented for you.

As time went on, EverQuest, like almost every other mmorpg, acquired in-game maps and in-game quest journals and all kinds of accoutrements to make it so the player didn't have to do the grunt work any more. And for most of us it was grunt work. We'd all been relying on the existence of a relative handful of people who actually enjoyed making lists and drawing maps. And those people, because it was fun for them, kept on doing it. But the rest of us didn't have to and we were glad.

Except I wanted more than that. I wanted it to be my characters who had the combat skills, not me. I wanted the outcome of fights to be decided by dice-rolls not by how fast I could twitch my fingers. And, yes, I wanted the characters I played who had lower stats to be disadvantaged materially in game as a result. It was supposed to work both ways. You shouldn't be able to compensate for your characters low dexterity by dint of youe own nimble fingers.

I used to argue that case in game, not infrequently. It was rarely well-received. Most people thought they were playing a game not watching their characters living a life. And, ironically, the more the games did to take the load off the players, the less important the characters became and the more the games became about player skill.

It wore me down like water on a rock, smoothed away away the jagged edges but left the core. I don't mention it in chat any more and I accept that much of what my charactesr do in game will be limited by my skills not theirs. But it didn't change my basic belief: it's not about me, it's about my character. 


 

The result is all games mean less than they did. They've become just that: games. Somehow, they used to be more than that.

In mmorpgs it doesn't matter all that much. It's a confused and confusing medium anyway, the personal mixed inextricably with the social, other people's enjoyment affected by your knowledge, ability and skill. Once you start playing team games it can't just be all about you any more. And once you've learned the habit it carries over even when you're playing alone. 

Single-player rpgs and character-based adventures and mysteries are different. There, it's the player, the character and the game. No-one else's feelings or wishes to consider. You can cheat as hard as you like and you'll only be cheating yourself. Use walkthroughs, save-scum, keep rolling the stats until you get the ones you want. Even download third-party hacks that break the whole game. Go ahead, knock yourself out, no-one else knows and if they did they wouldn't care.

If you're going to play it straight, though, it comes back to the perspective split. Who's looking at the world? You? Your character? The two of you together? The first feels mechanistic, the second is impractical. It has to be both, doesn't it. But in what proportion and with what precedence?

This has much to do with what I liked about my time in Revachol and also what I didn't. More than most games I've played it goes hard on the concepts of character skills and knowledge. The protagonist can do things you never could, knows things you never will, feels things you just can't. He does it in context and without your assistance. He has hunches, feelings, insights. He pulls off feats you wouldn't have thought him capable. Him, neither.


 

If he did this all on his own Disco Elysium wouldn't be a game. It would be a peculiarly animated movie. But you direct him. You build up and tear down his personality. You dress him in costume. You give him motivation. I've rarely felt the role of director a more apt metaphor than here. At times it's scarcely a metaphor at all.

I said at one point that I felt Disco Elysium worked best as a game. My views on its weakness as a narrative have moderated but I don't want to walk that back. In fact I think I'll walk it forward. It plays as I feel a video game should, if it aspires to be something more than a game. For once, most unusually, I didn't find myself thinking here was a story I'd enjoy more told in another medium. As a movie perhaps or a novel. For once the gamelike elements seem integrated, utilized, not appended or indulged.

One of the great strengths of the design is that the gameworld retains an intense, brooding sense of mystery while at the same time not expecting the player to go searching every nook and cranny for enlightenment. Everything that can be revealed is highlighted for you. Everything, that is, the character is able to perceive. 

The character's perceptions are modified by many factors: items, thoughts, skills, attributes. Only through a combination of these does he see his world. But you see him and there's your agency. You wind him up and set him down and hope he performs.

It's a compromise. Technology hasn't yet reached the level where we can insert ourselves into worlds nor yet change our perceptions to match another's. We're stuck for now with smeared lenses and thick gloves, trying to squint the world clear while we fumble at the controls. But this feels a little cleaner, a little closer. If I screw up my eyes I can almost see the future.

It's a future where I won't be keeping notes. Or drawing maps.

Sunday, February 17, 2019

A Casual Affair : EverQuest

When Daybreak announced a few weeks ago that they were planning a "casual" progression server for EverQuest's twentieth birthday I got quite excited. I've been playing EQ, on and off, for the whole of those twenty years but it's been a long time since I last had a character at the level cap.

Building on yesterday's theme of expansions, there are few things that change the playing field so much as an increase in the Level Cap. If you came to MMORPGs via  World of Warcraft, as so many did, you might well believe that an increase in levels is a given when a new expansion drops. With the exception of Cataclysm and Mists of Pandaria, which each added just five, WoW expansions come with ten levels included.

Had EverQuest followed that pattern, the level cap in old Norrath would now be somewhere close to three hundred. Despite being five years older and having released more than three times as many expansions, it's actually lower than WoW's. Battle for Azeroth took the cap to 120. EQ's last level increase, coming with the Ring of Scale expansion in 2017, went to 110.

Looking at the list of cap increases on Wikipedia, Sony Online Entertainment was surprisingly conservative from the start, especially when you consider that in those early days leveling up your character was the beating heart of the game. There were fifty levels at launch.That jumped to sixty with the first expansion, Ruins of Kunark, then held steady for two and a half years, two more expansions, until Planes of Power arrived in late 2002, bringing an increase of just five levels, making 65 in all.

That set the pattern for a while. There were four more expansions before Omens of War moved the bar to 70. Although no-one knew it at the time, that wasn't how it was supposed to go: one of the reasons the preceding expansion, Gates of Discord, was such a disaster was that the content had been tuned in the expectation that everyone would be Level 70 when they got past the opening zones. Someone forgot to put the extra five levels in the box.

My original Firiona Vie ranger, born Oct 9 2001.
EQ's endgame sat at Level 70 for four more expansions, until the semi-reboot of 2006's The Serpent's Spine took it to 75. At that point something changed. The next three expansions arrived with five levels apiece and since then it's been a comparative sprint to 110.

Raising the cap brings a lot of problems for any MMORPG still looking to attract new players or bring prodigals back into the fold. That's how we ended up with Heroic Characters and expansions that come with a Level Boost as part of the deal.

For some reason that I can't quite fathom, while Daybreak has been perfectly happy for EQ2 to put max level boosts in the imaginary box and hand out free gear to bring anyone and everyone up to the required starting spec, they don't offer anything similar for the elder game. The best you can do in EverQuest is to pay $35 for a "Heroic Character", which takes you to the giddy heights of Level 85, twenty-five levels below the cap.

There's a seven page thread about this on the forums, in which even the hardcore veterans, usually so dismissive of anything that smacks of EZMode, generally agree that 85 is ridiculous and should be raised, probably to either 100 or 105. As someone comments on the final page of the thread, though, "7 pages and not one word from a DBG person. I guess we know how seriously they take this request."

This is where I was hoping the upcoming "Casual" server would save us. I imagined a ruleset with accelerated XP, faster than currently available on Live, and very possibly a bunch of other adjustments to make leveling quicker and easier, such as more frequent spawns and faster travel. The current plan is very much not that.

It seems that both Daybreak's and the current playerbase's idea of "casual" is radically different from mine. DBG have interpreted it as involving slower xp than a regular Live server, although faster than the slowed-down Progression servers. About the only other difference from Live is the sequential unlocking of expansions at one a month. Since the plan is to open the server at Shadows of Luclin, the third expansion, that would bring the "Casual" server, Selos, to parity with Live in just two years.

The reaction to this has been vitriolic. Almost no-one likes it. The other new Progression server, the supposedly Hardcore Mangler, which has even slower xp and longer unlocks, is being seen as more casual because apparently "casual" means "very, very slow" to a lot of people. Who knew? Selos, with its fast unlocks, is reckoned by many to be ideal for the Hardcore because it means more raids opening sooner.

Firiona Vie's Plane of Knowledge: pop. "too many to count"

DBG have gone away to think about this for a while, acknowledging that they may have misjudged their audience. They are getting a lot better at doing that these days (aknowledging their mistakes, that is - they were always good at making them).

I took the trouble to post my own thoughts about what I would want from a "casual" server but I think I'm shouting into a bucket. There will be an announcement later this week to say what, if anything, they are going to change but I don't anticipate getting the faster xp and easier conditions I was hoping for. I think Selos is out.

I would still like to get a character closer to the cap without having to go uphill in the snow both ways to do it. And there are options.

The Test server has always had permanent double XP running. I even have characters there, although not on the All Access account. I could make a Heroic Character there and start at 85 with decent gear but there are enough disadvantages to playing on Test to offset that somewhat.

Not quite capped. You can have 500 traders. Pretty darn close though.
Test comes with extra resets and brand new bugs as it does what it's there to do - test content. There's no economy so you can't buy anything in The Bazaar, something I rely on for gearing up. What's more, if I ever did hit the cap and wanted to do some actual grouping, that's not going to happen: Test has a population in the single figures during my normal play hours.

There's one more possibility and it's something I hadn't even considered until I started fact-checking for this post. The "role-playing" server, Firiona Vie, has apparently had a permanent 50% xp boost running since 2010. No wonder it almost always shows "High" on the Server Status page!

I do, in fact, have a character on Firiona Vie, although once again it's not on my current paid account. Mrs Bhagpuss and I started characters there back when the server launched, when it did, briefly, have an actual roleplaying ruleset, including the hilarious mechanic that made everyone speak only in their own racial language until they could get someone to teach them the Common tongue.

Whether it's worth starting over, even from level 85, just to get a 50% leveling boost I'm not sure. It might be. I think I might at least go over to FV and have a wander around to get a feel for the place. I hear it's... different.

Much better would be if DBG would decide to bundle a Level 100 or 110 Boost with the next expansion, assuming there is one. I'd get my wallet out for that.

Tuesday, August 7, 2018

Ourselves The Elves

Psychochild has a post up about the perennial topic (I won't say "problem") of Roleplaying in MMORPGs. Over the years, RP has become a niche within a niche but if you drift back far enough in time it was once baseline behavior for the genre.

In 1999-2003, when I was playing EverQuest (on and off) pick-up groups were the norm. I met countless players, some of whom became online friends, some of whom I never saw again. In virtually every group someone, often several people would roleplay. Or rather, they would do something that we all thought of as "roleplaying" back then but which these days comes much closer to what I referred to in my recent "Conversation Starters" post as "character play".

Not if Scarlet sees you first, you won't.
The difference between what I'm calling character play (I'm not sure if its a term anyone else uses) and the practice generally known as roleplay nowadays is mostly - but not entirely - one of degree. Modern-day roleplay tends to be very serious business indeed. As Brian says in his piece, the current understanding is that "RP is basically shared storytelling". People get as deeply involved as actors do in their craft and we all know just how seriously actors take acting.

In-game racial abuse - weirdly okay.
Then there's the emotional commitment. "RP sometimes makes us feel vulnerable because it can expose emotions we often keep to ourselves." says Brian. There's a reason why many non-roleplayers go beyond finding roleplaying not to their taste to feeling actively threatened by it. The reason is fear of intimacy.

This is not the case with character play and it was rarely the case with what many players called "roleplay" in the early days of MMOs. While there absolutely were cadres of serious roleplayers back then, including whole RP guilds and cross-guild RP organizations who treated the virtual worlds of EQ or UO as backdrops for their collectively-constructed dramas, they were not the mainstream. Not even close.

Mainstream roleplaying in the dawn of MMORPGs was tawkin liek dis if you woz a troll or usin' a vera bad Scotch accent fer yer dwarrven clerrric. It was standing aloof and making sarcastic comments if you were playing a dark elf or handing out muffins to everyone in the party if you were a hobbit halfling.

In the lengthy downtime between pulls and set-ups, conversation ranged from what gear you were wearing to the latest sports news. There was no hard boundary between ooc and in-character chat. People dipped in and out of both all the time.

What's more, many people would stay in character while discussing out of character subjects. In EverQuest at that time people playing Trolls and Ogres would often not break character at all. You could be recovering from a bad pull at Back Door in the Sarnak Fort in Lake of Ill Omen and the Troll SK might say "gunna be afk a minnit. Dam cat skratchin at de door agen".

There were players I knew quite well at that time who I literally never heard speaking normal English. I was never that consistent myself when I played EQ but when I moved to Vanguard my Raki Disciple developed a particular speech pattern almost immediately and never deviated from it until the game closed down.

Names changed to protect the infantile.
Vanguard was, I think, the first MMO that Mrs Bhagpuss and I played mainly as a duo. We'd duoed
many times in other games but we'd also soloed a lot, been in the same and in separate guilds, had shared and separate circles of friends - the whole range. In Vanguard we started together and never really got to know many other people.

That was probably how we came to develop the kind of character play between ourselves that we've carried on in some form ever since. It consists largely of playing our characters as though they were various stripes of siblings or childhood friends (or more often frenemies).

It's actually worse when you can see what they're talking about.

There's a lot of jibing and taunting, frequently based around shared experiences and knowledge of each others (imagined, in game) habits and personality quirks. We tend to play small races as though they are the age their height makes them appear, while taller characters tend to be po-faced, long-suffering adults.

Size matters.
Over time a huge range of in-jokes accrue, some of which get carried over from one character to another or even one game to another. Not infrequently we stay in these character roles even when we are talking in game about something outside the gameworld.

I don't much like formal roleplay. I've tried it and I've watched a good deal. Mostly it seems to be artificial, forced and awkward. I find the conventions of using emotes spelled out in text with some signifier in front excruciatingly arch. The predeliction many roleplayers have for talking about their characters in the third person or the passive voice is about as unimmersive as it's possible to get.

I've also had a number of unfortunate experiences with aggressive RPers demanding compliance with their self-imposed standards in open-world areas and in non-roleplaying groups. I was once pursued for much of a Sunday morning by a Hobbit in LotRO who insisted it was my obligation to help him level for RP reasons which he articulated with increasing vigor and anger when I told him I had other plans.

Part of his argument was that, since I had rolled a character on a designated RP server, my characters were required to behave at all times in a certain manner, one which, in this instance, seemed to have far less to do with RP and a lot more to do with him not being able to find a group. My response was to quit LotRO altogether and go back to EQ2, where people generally let you use the bank without badgering you to take them adventuring.

Even the adults in the room...

All of this puts me in a somewhat ambiguous position. I have major reservations about roleplay in MMORPGs and my experiences with the more serious end of the hobby over the years have mostly tended to reinforce rather than remove those reservations. On the other hand I absolutely love character play and really regret the extent to which it has slipped into obscurity.

I'd love to hear Asuran player-characters talking like brash, self-agrandizing little "geniuses" or Charr gruffly cursing and calling each other out over their supposed legionary affiliations. My game experience would be considerably enhanced if players remembered which of their characters were Priory or Order of Whispers and dropped a few comments accordingly now and again.

It's all about getting the voice right...

It's not that it never happens any more. I see it occasionally. It stands out as the exception, though, where once it was so familiar I wouldn't have noticed.

You don't know what you've got til it's gone as Joni Mitchell used to say. Then again, she was obviously a High Elf, so no-one would have paid her the slightest attention anyway...



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