Showing posts with label theme park. Show all posts
Showing posts with label theme park. Show all posts

Sunday, July 6, 2014

Dry Top, Soggy Bottom : GW2, Everquest, CoS

Five days in and the choice of Dry Top as our entry-point to Maguuma shows an increasingly wry and knowing edge. After nearly two months without the constant drip drip drip of Living Story One this feels like a hiccup in the pipe, a short splash that might presage a flood and then...doesn't.

Leaving aside my feelings on the size of the map itself, which haven't changed and have indeed only become more intense as the details of the explorable area become familiar and known, there's the question of what there is to do there. Dry Top really sums up the problem, if problem it is, with GW2 in particular and, to some extent, theme park MMOs in general.

It's been a good week to make connections and comparisons. GW2 began Living Story Season Two, Everquest has a double-xp weekend for Independence Day and then there was my return to City of Steam, bringing a wider perspective and some sometimes-painful clarity.

The whole theme park/sandbox dichotomy has always been an anathema to me or perhaps more accurately a puzzlement. For the longest time, many years, I found it quite difficult even to comprehend the supposed distinctions that were being drawn by the proponents on each side of the argument. From there I moved to something approaching an intellectual understanding of the differences without ever feeling an emotional connection to them.

It seemed to me (and still does) that almost any MMO, so long as it provides even a vestigial approximation of a virtual world, can act as a sandbox for any player willing to come to it with sufficient open-mindedness, imagination and individuality. Most of my time spent in so-called theme-parks wasn't spent on or even near the rides and I rarely felt the dead hand of an organizing power shove me squarely between the shoulder-blades to send me stumbling along some appointed path.

These last few years things have changed somewhat. Thanks to this blog I'm even able to point, approximately and retrospectively, to the precise moment the rot might have begun, so early in my blogging career that it's fair to say no record of my pre-lapsarian state of mind exists in the record. This week, moving between three disparate settings, I really felt,  possibly for the first time in fifteen years, less than wholly in control of my own destiny. An uncomfortable feeling.


Taking the three MMOs in ascending order of dirigism, for anyone outside of a high-end raiding guild Everquest is generally an extremely laissez-faire affair. The world is almost incomprehensibly vast and sprawling. At any given level there are probably dozens of places you could profitably spend time and many ways you could choose to spend it. For a long, long time as you play, which you choose really doesn't matter all that much, but eventually, no mater how individualistic your playstyle, assuming your base goal is to see the level of your character rise or the number of her AAs increase, preferably both, the rate at which xp ceases to flow and begins to trickle will tend to nudge you towards efficiency.

Efficiency in leveling an Everquest character can mean many things. It can mean grouping; it can mean knowing and understanding how ZEMs (Zone Experience Modifiers) work; it can mean using xp potions and veteran rewards. For the general, casual player, however, it probably means not much more than knowing where to find Franklin Teek and how to get to the current Hot Zone for the relevant level range. This does act as a voluntary choice limiter and on my current drop-in schedule of a handful of hours a week, if I play my level 87 mage I tend to end up grabbing a couple of Teek's "simple tasks", legging it out to wherever he wants his murders done, popping my Lesson and doing whatever he's told me to do.


It's simultaneously tedious and satisfying. On a double xp weekend with a potion running it's tedious, mildly stressful and very satisfying indeed. It doesn't in any way compare to, y'know, playing the character properly, as I was doing with my Enchanter recently in Befallen.I do know at all times, however, that I'm only burning through that thirty-minute lesson in such a clinical and cynical fashion because EQ is no longer my focus game. It's an expediency. Were I to be spending 20+ hours a week there, hot zones and lessons both would figure much less prominently. Knowing that at any time, should I choose, I could re-immerse myself in the vast, still considerably unexplored world outside of the Golden Path removes almost all the sting of doing things the "right" way.

In the middle comes GW2. At under two years old there's clearly no way Tyria Mark 2 can compete with Norrath, with its decade and a half of development and twenty expansions under its belt. GW2 did, however, set out at a dead run with a very large, open, explorable world filled with incident, spectacle and stuff to do. It also featured, at launch, an ethos so far from imposing direction on players that the main complaints came from people who felt lost, unguided and uncomfortable with the lack of hand-holding and signposts.

From that enviable and admirable start the developers have backpedaled away about as fast as their development cycle will carry them. To rehash the reasons would make this post even longer than it's already shaping up to be. Suffice it to say that GW2 has become a game based around daily tasks and tables of "achievements" all set not by the players but the makers. Everything is codified and calibrated, from the Tournaments to the Living Story. The great, open world is still out there to explore but except and unless a particular locale is featured in the story arc nothing changes and, more importantly, nothing is added.





Our new playground, Dry Top, consists of a small, self-contained area that flips between two states (Sandstorm and Not-Sandstorm) on a set schedule. Players can't affect whether or when a storm arrives. Nor can they affect its intensity. All they can change is the price vendors charge for the supposedly-desirable items they sell. Neither can players make meaningful choices abut how they bring about this fiscal benefit. Events pop on what appears to be a fixed timer or a trigger. By doing events players fill a progress bar. The more events they complete the better a deal vendors offer. That's about it, unless there are subtleties I've missed, which is always possible, even likely.

In addition to the events and the worked-for, paid-for rewards there are some achievements to knock out (finding Lost Coins is particularly enjoyable so long as you don't have an aversion to ArenaNet's obsession with jumping). There are also the Buried Treasure Chests which appear during the sandstorms and which contain a range of crafting recipes and useable items. To open the chests you need lockpicks, which you can get from completing the storyline instances or from the achievements you can get while repeating them. Alternatively you can buy lockpicks from the vendors using the special currency, Geodes, that you get from all events both in Dry Top and in the associated storyline. It's a neat, closed system. Talk about owing your life to the company store.

Still, it's fun. For a while. Especially if the chests or the vendors have things you want and for as long as the events remain fairly fresh. The tradeable items and recipes, which appears to be most of them, are already on the Trading Post at very reasonable prices, though, making the prospect of grinding for lockpicks and a random chance of getting items I want seem unattractive compared to grinding some other content for Gold and just buying them. And even if I wanted to do it the "proper" way, the crowds seem very fickle already. On the opening day they were light and that's being charitable. A day later there were big zergs. Now, on the first weekend, it feels quiet again. The chances of those vendors lowering their prices doesn't look good but then again I'm not sure that matters.

Far more interesting than any of the prepared entertainment on offer are the conversations between Dry Top residents and the intrigues they hint at. For now this corner of the park is very much all about the rides but we can at least imagine that when the Living Story carnival packs its tents and moves on something of more substantial, lasting interest might replace it. Similarly, after a whole year of LS2, we can hope for a significant tract of land in which imaginary people lead imaginary lives the way background characters in MMOs do.

It's a hope beyond anything I can muster up for City of Steam, much though I still, and
despite everything, retain a strong interest and affection for that game. The hopes of anything resembling a coherent, growing, developing world there were dashed long ago. Sad remnants linger to remind us of what might have been: the housing stubs, the railhauler stations, the billboards and signs in the city squares and streets. Beautiful and useless.

The main storyline plugs away, seemingly divorced from the reality around it, which reality being an increasingly impressive, entertaining and polished series of mini-games, activities and diversions attended to by an ever-cleaner, more responsive and intuitive UI. As a game, CoS:Arkadia is both slicker and better than it has ever been and I can endorse it more wholeheartedly in that context than at any time in its peculiar, shaky history. As a virtual world, however, it died in a ditch a long while back.

I'm really enjoying playing. I've gotten almost back to where I was on the old servers before they closed, hitting level 20 this week. I'm moderately determined to see the end of the storyline which is probably another fifteen or twenty levels away I would guess. I even feel that I might be willing to play up another character, which, given the unbending linearity of the format, was something I didn't think I'd ever say.

All of which gets us nowhere very much. Depending on context, undirected gameplay can be overwhelming, over-directed gameplay stifling. Depending on context, linear gameplay can be satisfying, free-form gameplay liberating. There's a point where too much freedom intersects with too little to do and another where a satisfying series of goals becomes a tedious succession of chores. Pleasure lies in the hinterland surrounding those points and a map to that territory could make someone very rich indeed.

I do feel that things are shifting, somewhere, very slowly. Things have changed. The upside is that I now get pleasure from activities that would once have irritated me yet at the same time I know I'm missing something I used to have: control. I'm just not sure, yet, whether it's control I've willingly given up or whether it was wrested away from me while my attention was distracted.

I just hope it's not going to take me another fifteen years to work that one out.









Tuesday, May 20, 2014

Come And Have A Go If You Think You're Hard Enough (Emotionally)

There's been something of a blogging roundtable on PvP going on recently. J3w3l has most of the links in these two posts as well as a thoughtful take on PvP as end-game content.

As must be plain from yesterday's breathless report on the current state of play in Yak's Bend's bid for Tourney glory, I'm far from averse to a little consensual PvP action, or indeed a lot, but I wasn't always quite as blase about being virtually murdered. I chose Everquest over Ultima Online as my first foray into online gaming specifically because of the horror stories I'd read. Spending two hours chopping wood only to be chopped down yourself the minute you stepped out of the forest. That sort of thing.

All the same, the idea retained some kind of sick fascination and I did make characters on EQ's Zek servers although I never really played any of them to any meaningful level. Actually, it was kind of hard to level up on Rallos Zek, the Free-for-All ruleset server, seeing as how a brand new character could be and usually was ganked on spawning into the game for the first time.  I don't believe I ever got my Ogre as far as his guildmaster even though he was probably standing only a few feet away.

When Dark Age Of Camelot arrived it was a very big deal. Western fantasy MMORPGs were not thick on the ground back then (I know, hard to believe...) and a new one was something quite special. As I recall, Mrs Bhagpuss and I were moderately apprehensive about the Realm vs Realm aspect but the draw of a new world to explore, not least one based on myths and legends we'd grown up with, was too much to resist.

DAOC was where I learned three things:

  1. I enjoy PvP, in moderation.
  2. PvP and PvE sit uncomfortably together.
  3. Left to their own devices, other players make poor content providers.
Number One is largely a matter of personal taste and personality. For some people the entire concept of entertaining yourself by doing bad things to other people, even if the bad things are imaginary and the other people said they were up for it, is just morally wrong. For others there never comes a time when getting shanked by a player playing a rogue feels the same as getting shivved by a rogue running under AI.

Plenty of people, for all kinds of perfectly good reasons, don't like, and will never learn to like, fighting other players. Plenty more, while naturally nervous at the start, will soon get the hang of things and find that, like roughage, some PvP now and again makes for a healthy MMO diet.

PvE in the open world. It stands for Player vs Exhaustion.
 Number Three has been discussed here before. DAOC hadn't been out for very long at all before some of the shortcomings of the concept and design began to make themselves felt. Leaving aside the problems of my hardware, which turned large battles into slide-shows, DAOC fights could be both thrilling and entertaining but they were also utterly unreliable. If you come home from work on a Friday night ready for a little blood-letting, nothing sours the mood like spending two hours roaming an empty borderland looking for someone to fight.

Mythic didn't take long to recognize the problem, which is how we came to get instanced Battlegrounds. If you were looking for trouble you'd come to the right place. Except that even in Battlegrounds it turned out not everyone came just for the fight. Some people wanted to win. There were evenings where I spent two hours waiting in vain outside one of the other team's portal keeps for someone, anyone to come out because no-one wanted to move until they thought they had enough troops. Sometimes there just weren't even numbers so no-one fought anyone.

As time went on the process got refined and revised by other developers in other games. WoW, Warhammer, Rift, EQ2 - they all have automated matchmaking systems for their instanced PvP areas, drawing from a sufficiently large pool of people, usually cross-server, to ensure enough turn up to get a fight started. Specific objectives, often with timers and rewards, ensure that there's action, not just a staring contest. WoW with Wintergrasp, GW2 with The Mists and TESO with Cyrodiil combine the original "Frontier" concept with Battleground mechanics and spread the result across whole maps, zones or regions.

It's not End Game unless there's a Dragon in it somewhere

That leaves Number Three: mixed content. Some people swear by it, others swear about it. There's no question that it's not for everyone. I didn't play Vanilla WoW but it's notable how many of the rosy-tinted reveries I've read about those halcyon days come freighted with anecdotes about the running battles around Tarren Mill or the city invasions. Indeed, that's become such a predominant narrative that, not having been there myself, I just had to google to find out if WoW actually had any non-PvP servers at launch (it did).

Theme park MMOs, to use that less-than-helpful shorthand, rely very heavily on authored content. It's problematic enough when they allow players to kill NPCs in a kind of PvP proxy war; allowing one player to gank another just before she completes a long and difficult quest...well, you see the problem. Somehow I can't quite see revenge killings standing in for Heroic Dungeons as end-game content for PvE players.

Sandboxes, though, that's a different matter, isn't it? Somehow PvP and sandboxes have become almost inextricably linked in the minds of MMO players and developers, to the point where even Landmark purports to be heading down a road that might include non-consensual player versus player combat up to and including the destruction of players' homes and properties.

There's really no reason sandboxes have to be competitive. They could just as easily be co-operative. Xsyon, the little talked-about FFA PvP MMO once touted as a rival for the rather more talked-about Darkfall, recently chose to open a pure PvE server. Whether that was a flailing bid to keep a sinking ship afloat or a response to in-game demand I have no idea. It did, briefly, make me consider downloading the game though. Briefly.

Opinions are like tails. Everybody has one.

What's the point of all this rambling then? There isn't one as such. There's no right answer, no one true path. I have no great insight to bring to the debate. Mostly its that, much though I might enjoy it if it happened, I find the idea that any form of open world PvP could ever stand in for constructed, organized developer-led content quite hard to swallow.

The numbers of PvP servers and the size of their populations in what we might call mainstream MMOs suggests that both demand and take-up among players is relatively low. Even in large, successful MMOs that have easily accessible instanced PvP my guess is it goes unused by the majority of players. My guess is also that, expensive and time-consuming though it may be to produce, some form of top-down, provided content, be it dungeons, raids or narrative events, is likely to make up the bulk of end-game content for PvE MMOs for a good while yet. Player-made content like that found in Neverwinter's Foundry may carry some of the load but the real heavy lifting is still going to have to be done by paid professionals, much though their paymasters might prefer otherwise.

Unless someone can come up with some entirely new idea. That'd be nice.





Monday, February 18, 2013

Sunday In The Park: GW2

Over many years, on many forums and in the comment threads of many long-suffering blogs, I have banged on about my belief that any MMO can be either sandbox or theme park depending on how you choose to approach it. For all that I hold this to be self-evident, however, I have little in the way of personal experience to offer to back it up. The plain fact remains that I don't really know what a Theme Park is. In fact, before I learned the term through its use in gaming, if it meant anything to me at all it would have been something like this.

Such a lack of personal experience of the original has always left me at a disadvantage when the term gets thrown around in relation to MMOs. I could dimly apprehend its relevance but nothing resonated with my own playstyle, which tends towards the chaotic. I act often on whim and sometimes on whimsy. I create my own goals, pursue them for as long as they interest me then drop them without a second thought.

I am not, nor have I ever been, in the habit of slavishly pursuing any path set out for me by a game or its developers. The concept of moving from ride to ride, waiting patiently or impatiently for each to start, whirling around and around until the music stops then staggering off towards the next is alien to me. Well, it was until yesterday.

Last Friday my Thief dinged 80, the sixth of my Guild Wars 2 characters to reach that milestone. Rather than jump straight back on the horse with my Mesmer or Guardian I thought I'd goof around for the weekend. I spent all Friday night and Saturday morning sorting the bags and bank vaults of six characters. Then for an encore I organized the guild bank.

There were a lot of weapons and pieces of armor strewn around and in the course of tidying it all up it became apparent to me that I had a lot of level 80s dressed in level 50-70 gear. At best. I spent most of the rest of Saturday on the Trading Post, buying and selling. People will buy anything. I was amazed. Throw any old rubbish on there and it's snapped up in seconds.

Anyway, by late Saturday evening all six 80s were in what I would consider to be basic level 80 starting gear with upgraded Masterwork or better in every slot, but between the lot of them they could barely muster an average of one Exotic each. Now, I don't believe I they need Exotics to do anything I'm likely to ask them to do but I was enjoying playing Barbies so I decided I'd spend Sunday farming Rares to convert to Globs of Ectoplasm so that I or Mrs Bhagpuss (who has all craft trades maxed) could make whatever I fancied. That's how I came to see the true horror of the MMORPG Theme Park Experience in action for possibly the first time in my life.

GW2 has a number of open-world events that conclude with the dropping of a chest the size and appearance of a commercial freezer. Inside this chest can be, but rarely are, Rares. Not counting the Temple events in Orr there are six of these chest-droppers. Three feature lieutenants of the Elder Dragons: Claw of Jormag, Tequaatl the Sunless and The Shatterer. The other three are The Frozen Maw, Shadow Behemoth and Fire Elemental. They keep to a strict schedule which you can find handily recorded, tabulated and regularly updated at the Guild Wars Temple website.

People use this like a railway timetable. Each event has a margin of error, presumably in an attempt to create some spurious sense of spontaneity but in practice all of them pop at numbingly regular intervals. If you keep an eye on the timers you can waypoint from Frostgorge Sound in the Far Shiverpeaks to Sparkfly Fen in the Steamspur Mountains before bouncing back up via Queensdale to Wayferer Foothills and you won't be alone.

On a busy Sunday the resemblance to what I imagine a real Theme Park to be like was unmistakeable. A few minutes before the earliest point at which an event could begin people would begin to gather and mill around, becoming increasingly fractious the longer they had to wait.

With the exception of Tequaatl, who just appears at the ominous cry of "There's something in the water!", all the events require some chain of pre-events to be completed. If these are right at the main location, as they are for The Claw and The Maw, the whole zerg sets to with a will. If they happen somewhere out of sight, as at The Shatterer or Shadow Behemoth, everyone shuffles around where they stand, complaining that someone ought to be doing the pre-events.

Someone always is, and they are the ones who often miss out on the main event because of their public-spiritidness. By the time they hoof it over to the where the action is, the action isn't. The ride has stopped and everyone has has moved on.

The dragon driven out, the Maw quiet once more, the air is filled with the wailing and gnashing of teeth of the disappointed chest-openers. "Nothing but blues" is the common refrain. In Frostgorge you could get crushed in the scrum at the nearby vendor as everyone rushes to unload their worthless rubbish. Anyone lucky enough to pull a Rare out of the box is honor-bound to link it in Map chat, mostly to prove it really can happen. Sometimes the class clown will throw in a link to a Legendary. How we laughed.

I did this most of the day. The only event I didn't do was the Fire Elemental. Never done that. I did the Shadow Behemoth for the first time (the first several times) thanks to reading The Egg Baron's recent fine walkthrough. It's been bugged as long as I can remember but it's working fine now. I did The Maw, which pops about every 30 minutes or so, many times; Claw of Jormag and The Shatterer a couple and Tequaatl once.

I got half a dozen or so Rares, a couple of which were upgrades that I used. I blew the rest up for Ectos. It was a fun way to spend Sunday, but it really brought home to me how mechanical and gamelike GW2 can be. This morning I read J3w3l comparing the open world of Firefall to GW2 "...every time I try to level in GW2 it is just ticking off the check list of stuff to do so I can progress to the next zone. Fill in that heart, see that vista", she says. "It could have been an amazingly large, open and complex world but now it feels entirely compartmentalised."

It certainly can feel that way. Usually I don't even notice it but yesterday was a true glimpse into the Dark Side. ANet have said they intend to add more events so that any given event is seen less frequently. I would suggest they also remove Chest rewards from events completely. Increase the chance for better quality loot from any event instead. Encourage people to do events because they are interesting, intriguing, odd or amusing, not for the slim chance of a yellow weapon to destroy to make an orange one. Make it more about the park and less about the rides.

Still and all, I did have fun.

Monday, February 20, 2012

Blanket of Sky: Wurm Online

Sandbox. Theme Park. Discuss.

I'd never even heard of a "sandbox" until a few years back. Sounds a bit like "litter box". Can't be that, can it? Nope. Turns out it's what we'd call a "sand pit" where I come from. Which doesn't really help much. Even a "sand pit" to me is where you land after a  long jump. I don't believe I've ever seen a pit or a box of sand put down for very small children to play in. We generally go to the seaside for that.

Then there's "theme park". We don't really have those either, although we do know what they are. I'm pretty sure I've never been to one. I've been to amusement parks and fairgrounds, we had those when I was tiny and we still have some left, but if they had a theme other than "spin round in circles, scream then throw up" I must have missed it.

So we're having this discussion based on two analogies that have no emotional resonance for me. The fine distinctions people draw just blur when I try to focus down. And anyway, when I read about  games like EVE or pre-NGE SWG the word that comes to mind isn't "sandbox". It's "simulation". Back in the 80s and 90s there was a whole genre of "sim" games, where you managed some enterprise like a city, a zoo or a football team. When I read stories about being a member of a Corp in EVE or being an Entertainer in SWG it often sounds more like being inside a simulation than playing in a sandbox. As an employee, not the owner.

What's all this leading up to? Well, I've been playing Wurm. Not much, but I have been playing. I thank Stargrace for that. She keeps writing about it and posting such pretty pictures. I tried Wurm before once, many years ago. All I can remember is wandering around in near total darkness for about an hour, occasionally bumping into a wall. The new player experience has improved a lot since then. They even have a tutorial, although for me that could be counted a mixed blessing.

I made that!
This time I've lasted a lot longer than an hour. I haven't built anything but I've traveled along the river valleys gawping at the work of others. Whole villages, even towns built from scratch. I've run away from crocodiles and lived. I made a tiny island just big enough to stand on and dug a small hole. I've built several fires, made and fired some pots from clay I dug myself and cooked some meals in those pots on that fire using herbs and vegetables I foraged. I pretty much have the hobo lifestyle down.

Wurm is very enjoyable. It's relaxing, except when a crocodile chases you or a lion roars very near in the dark. (It still gets dark but nowhere near as dark as I remember).  It's also quite compulsive in that drip drip drip of incremental rewards kind of way. I was getting drawn in enough to start reading Wikis and forums and planning ahead. Then I thought "do I really want to do this?"

To get anything done in Wurm takes ages. You have to construct everything from first principles and each act of construction pops up a timer. It's an on-use skill-based system, so the more you do something the better at it you get and the more efficiently (faster, less chance of failure) you do it. It's also a social environment reliant on trade and co-operation. In order to make progress you have to perform many repeated actions over extended periods of time while establishing social networks.

Erm, but not this...

It's like moving to a town where you know no-one, taking on a job about which you know nothing and sleeping in the park while you build your own house. Only with crocodiles.What's more, once you've put in the hours, weeks, months of real time and have your homestead all fixed up, you have to maintain it or it falls down. If you leave it too long, when you come back it will have reverted to wilderness and your neighbors and passing hobos will have taken all your stuff. Massively's Shawn Schuster wrote a piece that sums this up brilliantly, except he managed to be a lot more positive about it than I would have been in his shoes.

It was his article, in fact, that convinced me to stop reading Wurm Wikis and making grandiose plans and to settle for the hobo lifestyle instead. It also got me to wondering just why sandbox gameplay has to be soooo slooow. It's not like the simulation happens in real-time. I've lived near two people who built their own houses on an empty plot of land. One took over two years and the other about nine months. I've never seen anyone build an entire town but I'm pretty confident it would need more than three dozen people and take longer than a few weeks. Especially if they also dug a mine under a mountain while they were at it.

Hobo TV
Someone decides all this stuff. It's not handed down by the universe or Stephen Hawking. In an indie game like Wurm the pace is presumably set to the taste of the developer and it seems to be the kind of pace that would appeal to the same people who build model railway layouts or make models of the Taj Mahal out of used matchsticks.

Theme Park gameplay used to be like this too, relatively speaking. Travel took hours, fights took minutes, raids lasted all night. Then came WoW and everything sped up. Say what you like about WoW, it at least opened up the market to people who like to get something done in less than forever. And there are still slow theme parks. They survive. As I was commenting not long ago,it still takes a while to get something done in Everquest and you just try rushing through Ryzom and see how far that gets you. We themeparkers have a choice of pace now.

So where's my fast sandbox?


Monday, January 23, 2012

Learning To Fly

Tutorials. Don't you just hate them? Okay, okay! Leading question. I withdraw.

I do purely loathe tutorials though. There's no way round it, I just can't stand 'em. I appreciate that even though everyone in global chat is banging on about how every one of the dozens of MMOs they already played was way better than this current POS they just made the cardinal error of downloading, still every MMO must have at least one person playing who just started today and who never played an MMO before. I appreciate that though most MMOs look and play exactly like most other MMOs they are are all in fact utterly different and hardly like each other at all when you really think about it. Let alone when you don't think about it and let's face it, who really thinks when they play an MMO?

Moreover, I recognize that MMOs are ferociously over-complicated compared to almost any other form of popular entertainment. If you intend to make sense of the tottering stack of stats and skills, functions and commands in even the supposedly dumbedest-down (dumbed-downest?) MMO, the potential learning curve is a sheer cliff face looming over you. And up at the top of the cliff the hardcore seagulls circle, taking aim right at your eye.

Have Flares, Will Travel
Yes, I appreciate and recognize all of that. It's still no excuse for the existence of tutorials.

Wait, let me clarify. It's no excuse for the existence of tutorial zones. Separate instances where all the new players can ride around the play-park on their tricycles with the stabilizers down, caroming off the softened, rounded corners of the scenery, batting at the de-clawed, de-fanged herbivores in the petting zoo with their spongebats, while Captain Nanny of the Toytown Guard trails along behind reading out the rules from The Big Book of How To Play.

We're all endlessly arguing about sandboxes versus theme-parks here in MMO Blogland. It's always been something of a false dichotomy or at least a more granulated scale than the bipolar argument would have it and my position has always been that the sandbox is largely in your head and that just because your park has a theme doesn't mean you have hum along. Well, none of that applies to to tutorial zones.

Tutorial zones are the MMO boot camps where your individuality gets beaten out of you. Oh, its a nice, polite, gentle beating. No name-calling, no shouting, no having your bed turned upside down in the middle of the night, but that individuality has just got to go. You're not leaving the tutorial until you learn to be just like everybody else.

I remember when it was all buildings around here
There's a trick novelists use called in media res. Happens in movies too. Dumping you into the middle of the action and letting you figure things out for yourself. It runs the risk of alienating the audience but when it works it's dynamite because it makes you feel respected, trusted, intelligent. Like when your dad drops you in the deep end of the pool and calls it your first swimming lesson, only with less yelling when you come home and tell your mother and no one has to sleep in the spare room for a week.

And really no-one is going to drown because they couldn't figure out some gameplay mechanic in an MMO. Alright, if they fall off the raft from Halas to Everfrost and don't know about pushing the mouse forward while holding down the left mouse button and W on the keyboard simultaneously then yes someone might drown. Bad example. But it would only be a virtual drowning, and a barbarian to boot so, hey, no harm done, right?

It was a long trip Ma, but we made it! Me and Rocky outside Sanctum!
People that play MMOs are generally not complete idiots (go with me...). They had to be able to download and install the game and register an account. They have to be literate, since most of the instructions and communication in-game will be written down. (And with all due respect to TOR, having every quest voice-acted is not going to be the way of the future, for cost reasons if for no other). It seems to me that people who are able to do all that can be trusted to work out how to play the blasted game by playing it.

Hints, mouseover tips, introductory quests, helpful NPCs or companions, all fine. Adds to the gaiety of nations. Just put them in the same virtual space, virtual time-frame and if you possibly can manage it the same centre of population where everyone who started two hours before you has already arrived. Not in an exploding spaceship, not in a pocket dimension, not 20 years in the future or the past, not in an underground prison or on an island you'll never see again.
Is this Pay-and-Display or On Exit?

Just let us start as we mean to go on. And what brought all this on out of the blue, you may well be asking. I downloaded Star Trek Online and played through the tutorial yesterday, that's what. And it's not even a bad tutorial!



Thursday, October 27, 2011

Home Is Where The Art Is : EQ2

Takes "chilling by the pool" to a whole new level














 Ardwulf said something today that set me thinking. He pondered whether EQ2 has more content than EVE and wondered whether EVE's player-driven approach gave players more to do than EQ2's "dev-designated tracks". Reflecting on this, it occurred to me that EQ2 has quietly sandboxed itself without anyone really noticing.

 Everquest 2 probably has more content than any other MMO I've ever played. Even if you've played EQ2, though, you might not have spotted it. Like the proverbial iceberg, much is invisible. Unlike the iceberg it's not underwater, although EQ2 does have plenty to see beneath the waves. No, it's behind the doors of all those houses and inns that you scarcely register as you pass by on your way to the bank or the broker or the bell. 

Indoors is outdoors
Housing has been in the game from the start. The picture at the top of my blog is taken from my gnome templar's inn room in Beta back in 2004. Back in those days a single room in an Inn sufficed for most people. Over time, that changed. Probably because housing fell into the purview of EQ2's greatest ever developer, Domino.

Under her stewardship much of the vast variety of existing furnishing was added to the ever-growing range of crafted recipes. So many lovingly designed items that had long been reserved for the sole pleasure of NPCs fell into the eager hands of player-decorators. Even some of the layout tools used by the devs themselves were handed over to players to use.

Freeport as a French boulevard
It didn't stop there. In the way of MMO players everywhere, those obsessive enthusiasts who never fail to find loopholes that devs never imagine, let alone intend, some anarchic genius worked out how to "break out"  of his house to the zone outside. Now you could not only enter your house through a door in the actual zone but with a little shimmy you could slip outside into your own quasi-legal instance and build over the whole of Maj'Dul or Greater Faydark.

Then Smokejumper got in on the act. His theory seemed to be "one house good, ten houses better". Or twenty.

Someone built this from scratch, In a house. Snark has no place here.














It's one thing when you can have just one house per character and that house might have at most five rooms. It's something else entirely when each character can have up to 20 houses chosen from from dozens of different models, from tiny dojos to entire islands or full-size castles. Decorating exploded.


The dentist will see you now
You can't really appreciate just how wide-ranging the possibilities of EQ2 housing are until you see what people have created. One thing the game lacked was an easy way to go on a tour of your server's stately homes. The recent addition of a housing leaderboard, despite some appalling conceptual and philosophical flaws, at least fixed that. You can now pop into a large number of listed properties on a whim from wherever you happen to be standing.

EQ2 already has by far the most extensive options for architectural creativity of any Western "theme park" MMO. Yet when the forthcoming expansion arrives there will be more. You won't just be able to design and decorate houses. You'll be able to build dungeons too. And adventure in them. It may not have the economic or espionage potential of EVE but EQ2 has an awful lot more to offer than on-rails questing and dance-card raids.
Wider Two Column Modification courtesy of The Blogger Guide