Category Archives: Explorer’s League

The Steam Wishlist, Part 1: Unreleased Games

My Steam wishlist is a beast of many attractions. There are titles that at one time or other piqued a fleeting interest and for lack of a better tracking method, were added to the list. There are those games that I intend to buy at a later time when there’s a Steam sale going on. Games that sound like fun for maybe a few hours but don’t warrant the current price to me.

Then there are games that I absolutely intend to play because they tick all my preferred boxes, yet are too vast and time consuming at present for me to tackle. I see you, Horizon Zero Dawn and Ghost of Tsushima. And lastly there are those games yet to be released, early access titles I won’t yet risk because been there done that, once burnt twice shy.

The unreleased Wish List

Bhagpuss recently shared a list of his wishlisted games that have not yet been released, which inspired me to start with the same category. It’s always fun to read what other bloggers are looking out for. Also, I’ve been wanting to purge my wishlist for a good while now, so a blog series on my Steam hopefuls is the perfect excuse to do so. What follows is my final list of unreleased games that have survived the cutting block for now. As you can see, indies are heavily dominating.

Steam Wishlist 01

Outbound is a typical cosy indie adventure. The Wholesome Games curator on Steam has proven a personal goldmine for cute and casual indie titles in the past. Outbound looks interesting because it’s a spin on games like Raft but with an old Volkswagen camper. All will depend on how well executed and varied the features of this game will be; either it’s going to be a boring snoozefest or a small gem among adventure-with-crafting titles.

Everdeep Aurora looks nothing ingame like its cover thumbnail. It’s pushing an oldschool Atari Castlevania aesthetic, only with a cat. Every now and then I enjoy a puzzle platformer or metroidvania, so unless this turns out to be too difficult for me, it could end up in the library after checking reviews first.

Light No Fire looks immediately appealing to anyone who enjoys games like Valheim or Enshrouded. It’s your classic open world survival crafter with co-op. While Steam is loaded with games of said persuasion, I’m particularly interested in the ones that manage to overcome the voxel look and are set in a fantasy world. Light no Fire ticks off both boxes and adds dragon riding on top, so there’s a lot of potential here!

I Need Space looks like a potentially very fun and quirky puzzle adventure that’s doing its own thing. Surface impressions suggest Oxygen Not Included meets Starbound but it’s hard to say at this point, just watch the trailer.

Steam Wishlist 02

Tiny Glade is one of the very few pre-release games that is an almost foregone conclusion for me. It looks fantastic and fits perfectly in my “zen builders” Steam collection together with Townscaper, Dorf Romantik or Cloud Gardens. I really look forward to trying it.

Mika and The Witch’s Mountain is essentially a game about delivering mail to some island townsfolk while riding a broomstick. I mean, how could I not be excited for something like this? It’s Kiki’s Delivery Service and recent titles I have enjoyed, such as Mail Time or A Short Hike, all in one. Pretty sure I will end up playing it!

Europa is a Zelda-esque looking exploration adventure that can go either way. If you enjoy games à la AER or Abzu, exploring old ruins and unearthing civilizations, Europa could be interesting. That is, if it manages to avoid boreout, as sometimes plagues this subgenre.

Silksong, the much awaited Hollow Knight sequel is put here for posterity if nothing else. The truth is, I have all but given up on this title and I doubt it will ever see the light of day. Announced five years ago, the devs went radio silent soon after and nobody really knows anything for sure anymore. It’s too bad, because Hollow Knight was a fantastic metroidvania in every aspect, a true indie rockstar and personal top 10 title.

DD2 Status Report

Dragon’s Dogma 2 is a gorgeous game. It is also bewildering and strange and you really don’t want to play it without a controller, as I now have to concede after 6 hours of playtime. The PC port still struggles with other optimization issues but I’ve experienced little in terms of bugs myself, the odd clipping aside or blurry textures. It’s worth looking into the various guides for graphics optimization depending on the system you’re running – or better yet, just play it on console if that’s an option.

Playing hunter for my main class right now, I’ve not been able to get used to Dragon’s Dogma’s intricate combat mechanics just yet. This is partly due to the abysmal keyboard controls and me just being unsure about which vocation to go with. Fortunately switching class is simple and also encouraged in this game. I will probably end up playing some type of wizard, as long as it doesn’t interfere with my excellent main pawn’s abilities; Raistlin is a formidable companion and has already saved my ass many times. I love the fact that I have him along for this ride and I chuckle every time he is being rude or sarcastic to the other hired pawns.

Raistlin the mage

Gameplay mechanics aside, Dragon’s Dogma’s biggest pull is undoubtedly its world, the harsh travel and exploration. The game feels like a wild marriage between the formulaic JRPGs of yore that would make you earn your passage dearly and the magic of Skyrim’s endless sky. I’m loving every minute of it while I’m out in the field. Everything takes time: preparing for travel, preparing for quests, hiring new pawns as two of them don’t level with you. Inventory is tight and so is daytime when you lose sight of it – beware of the night!

Having a party of three NPCs along doing and saying different things is also quite rad and I love how it harkens back to the classic JRPG party setup. Only in DD2 you don’t command your pawns in some slow round-based battle, you adjust to the dynamic play-styles of each class and hope for the best. Banter before and after special fights can be really hilarious and it’s useful to actually listen to what your pawns have to say, as I found out the hard way trying to attack foes beyond our skill set.

Having arrived in the main big city just yesterday, I can’t say much about DD2’s main story line just yet. I find myself constantly straying off the path exploring or then following some side quest. The game’s horizon feels absolutely vast; there are things you must do but just as many or more things you can do. There are quests that are timed and can be lost forever, there are quests you can solve in a multitude of ways. There are optional storylines, optional classes (this is wild!), optional bosses. I feel like I haven’t scratched the surface of this world and for now I really like it that way.

Too…many…Games…

gamingtoomuch

Me right now.

Between playing the wonderful FFXIV and BDO, two games that complement each other very well, and so many Steam titles waiting to be explored, I feel a little overwhelmed by you right now, 2016!

I didn’t find a minute to play The Division yet or Firewatch. Then there’s Stardew Valley which looks addictive and cute and No Man’s Sky appears to hit PC way sooner than I expected. What a fantastic year so far, especially for explorers (I guess for the others too, I’m not paying attention). Where will I ever find the time??

MMO Forests, Jungles and GW2 I can’t hear you, lalallaaa

Fall has started to paint the trees around here this time of the year. The morning air is brisk but the days are mild and sunny. Sunlight touched leaves turn from crimson to copper and gold. The brilliance of fall is breathtaking before it submits to winter cold.

This morning

Just this morning

Fall is a tricky season to get right in MMOs for its wide spectrum of colors and different moods. The Plains of Ashford in GW2 come to mind or LOTRO’s Trollshaws, both stunning in their own right. That reminds me that I wished games simulated the turning of seasons more dynamically and persistently than they usually do – just imagine Elwynn Forest going through the seasons with you, instead of seasonal themes being divided by static zones.

MMO forests be it fall, winter or spring, are some of the most popular zones among the player base. Design-wise I imagine it’s easier to create player immersion with a forest setting than a desert or plains, so plentiful are your options with forests. That makes them more design intense for sure, yet also more rewarding when done right. And then there’s jungles; forests of a different kind which by my anecdotal experience, are a lot less popular somehow than the classic, northern European or Canadian role models. Before Heart of Thorns launched, several bloggers were expressing their (premature) dislike for the concept of the new zones.

World of Warcraft is well-known for its jungle maps from Stranglethorn Vale and Un’Goro Crater to the more recent Tanaan Jungle. I remember detesting STV with a passion as an early WoW player – the colors, the noises, the way you had to navigate terrain. My partner on the other hand loved questing there, getting all his pages together for the Nesringwary questline while I bought most of mine on the auction house and thank god for no bind on pickup!

So, what is it with jungles that makes me cringe where forests don’t? I’d say most of it is guilt by association because frankly, I have very little experience with real world jungles and I understand there are hundreds of different kinds. Yet simplified, jungles mean heat and damp; they’re wild, sticky, oppressive, unnerving, chaotic and dangerous in my mind. And there are mosquitoes! Forests on the other hand are cool, composed and quiet. They can be dark and spooky of course but also very reassuring and lonely, in a good way. There is a special German word for the loneliness inside forests that cannot be adequately translated to English: “Waldeinsamkeit” (forest loneliness). It is a feeling of isolation and yet, being solemnly embraced by the forest.

The new zones in Heart of Thorns

I’m hearing good things about the new GW2 expansion so far, particularly about the zone design which is something of a surprise. There’s only so much you dare deduct from pre-expansion announcements, but I was certainly among those unimpressed by ANet’s information on Maguuma Jungle and its altered gameplay at the time. However, it seems my concerns were unfounded: Jeromai reports the jungle in HoT feels a lot different than expected, with amazing zone design and screenshots to show for it. Bhagpuss too has been full of praise since his first day impressions. Two strong votes from fellow explorers for an expansion I had no intention of acquiring anytime soon (damn youuu!).

lala

I am currently overloaded with new games on Steam and subbed to FFXIV and Wildstar, where I have yet to make an earnest attempt at decorating the new plot. Also, I really don’t have much time for gaming at all right now so ARGH……I’ll just ignore everyone talking about the beauty of HoT henceforward, close my eyes and go lalallllaaaaaaaaaaaa I can’t hear youuuuu!

We are Explorers [#Blaugust 19]

“We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time.” [T.S. Elliot]

One of the very first tags I ever introduced for this here blog was “explorer’s league”. Over the years, the topic of exploration in MMOs and the psychology behind the explorer mindset have been the driving force of many an article. What moves explorers? What lies at the bottom of their heart’s desire? Where do they find ultimate ingame satisfaction? Asking those questions, I came across some of the answers for myself and as a big extra, I’ve come to know kindred souls – bloggers with the same passionate interest in exploration as myself.

What has all of this taught me?

Explorers like you and me, seek out the journey. They seek out the winding path that smells of roses and dust.

Explorers like you and me want neither endings nor completion. Their maps remain unfinished as their wisdom.

Explorers like you and me care for secrets over riches. Their currency is wonder, their virtue is patience.

Explorers like you and me know no achievement beyond their own. They crave mystery.

Explorers like you and me look back and forward. Their worlds rise and fall with diversity.

And whither then?

And what happens after we have come full circle, when we see the old with new eyes? Maybe our world really is limited after all and bound to repeat itself; the experiences we make in life real and virtual follow the same circle. We grow only in perception; it is the lessons and wisdom we take with us that second, third and fourth time that make the difference. And when we pass through the same doors and challenges in games and elsewhere, we may behave differently next time and see different things, new options that were always there but hidden. It took us a journey across the world and back to reach a deeper understanding. How many more MMOs must come and go before we realize there are no new worlds unless we make them?

NBI Screenshot Safari: Horizons

For the very last day of this May’s #NBI2015Safari, I decided to do the impossible and go with the “landscape” theme which proves quite the challenge for someone with too many screenshots on her hard disk. After spending an hour browsing all the prettier MMOs – Guild Wars 2, Tera, LOTRO and FFXIV, I decided to break with tradition and go with a non-MMO screenshot instead. I have spent around 50 hours of gametime on the Witcher 3 so far, to say that I’m loving it would be an understatement. Even if you’re not into the series however, you gotta admit the game comes with some stunning visuals. I will upload a full screenshot gallery at some point but for now, this one pick must suffice.

One of the most remarkable things about the Witcher’s world is its viewing distance even on medium settings; the way you can see cities and important landmarks from halfway across the map. Even more so than in Skyrim, this world feels never-ending and like a genuine, natural place. The sky above is beautiful and changes dynamically with daytime and weather. I intend to spend a great deal more time exploring this open world down to its last nook and cranny!

A beautiful view.

A beautiful view.

Catching Fireflies

So whaddaya know. Between speculations of ArenaNet launching a first GW2 expansion, Heart of Thorns (an event that would certainly bring me back to Tyria) and ESO going buy-to-play (an event that most certainly will not bring me back), I managed, with a little help from my friends, to re-instate my decrepit Square-Enix account and jump back into FFXIV:ARR on Cactuar, where bloggers roam.

For now I am happy to smell the roses and enjoy watching my Lalafell Arcanist study her book as she hurls mighty spells at the enemy. I have trusty Carbuncle to keep me company and a world of brooks and windmills to explore. SE got as many things right with this MMO as they got wrong – it’s up to the individual to make it work or not. Leaps and bounds from its predecessor, there is still a cleanness and arrangement to this world that bothers me sometimes, the way the same texture is stamped all over big areas and never alters or how there’s ten paths cutting through green plains when two would do just as well. I miss secrets too, little things to find off the beaten path instead of invisible barriers. Alas, Final Fantasy attracts us by familiarity: the well-known names and places, the quirkiness of its characters, the style of clothing, beautiful animations and of course music.

ffxiv_24012015_004115

And fireflies. In the middle of the night, illuminating the sky. The promise of high adventure is like a lighthouse in the distance, always calling and spurring me on to discover what may lie beyond the next bend of the road. Eorzea or Tamriel, Azeroth or Tyria – Magic is only ever a glance away.

Wildstar Panoramania

As a passionate screenshots taker in MMOs, I love the first few weeks when that folder is swelling on my hard drive because there are so many things to see and love. Back in August 2012 I did a series of GW2 panorama pictures and now that Wildstar is finally out of its beta-overlay phase, I had another shot at some of my favorite vistas in the game so far. I used to eye Wildstar’s cartoony graphics with worry but having seen the game live now, I am a sucker for the whimsical aesthetic and detail of the Nexus which outdo other cartoony titles by far.

All panorama pictures were created by myself and photoshop (I insist on not spoiling these by slapping on a fat mmogypsy banner or something). You can click individual images for a full-HD version. Enjoy! (as always all screenshots are best enjoyed while listening to Louis Armstrong!)

Sylvan Glade
pano01

Algoroc
pano2

Whitevale (my favorite zone!)
pano03

Galeras
pano04

Gallow
pano5

Farside (new!)
farsided

Achievement (Hate), Exploration and Mystery

The epic quest of kill ten rats has humble beginnings. Once upon a time the explorers of virtual worlds received hardly a hint of where to go or what to do but such are not the times we live in. Those who embarked on this journey before Blizzard’s time will remember that era of glorious uncertainty but early WoW players too, know how considerably the questing experience has changed over the course of a decade. The “kill ten rats” of yore and the “kill ten rats” of today have precious little in common.

Kill ten rats: a history of epic questing

Year #1
Player X overhears NPC talking of a special breed of rats with silver pelts that may exist “somewhere”. Player finds said rats by accident one day. Player kills rats, loots five pelts in 30 minutes. Player feels special. Wahey.

Year #2
NPC asks player X to find rats with silver pelts and deliver them. Player finds said rats one day, thanks to friendly advice in zone chat. Player kills rats, gets money in return from NPC.

Year #3
NPC asks player X to find rats with silver pelts at the barn northwest of the inn. Player finds said rats after some searching, kills rats, gets money in return from NPC.

Year #4
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. Player finds said rats, kills rats, gets money in return from NPC.

Year #5
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! Player can’t miss rats, kills rats, gets money in return from NPC.

Year #6
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! Player can’t possibly miss rats, kills rats, gets money in return from NPC.

Year #7
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC.

Year #8
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

Year #9+
After reading the achievement tab, player X finds NPC with an exclamation mark, also indicated on the mini-map. NPC asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and epic pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

..Such explorers we are. Paradoxically, the shorter, the safer, the more navigated and convenient our questing has become over the years, the more MMOs have felt the need to reward us for it. That makes no sense whatsoever but it’s not a coincidence either. More on that later.

Why I hate Achievements

A fair warning: I don’t like achievements. I get why some players like, nay love achievements but I really don’t. More importantly, I don’t think they have any business in this genre.

The unconditionally worst thing that has ever happened to MMOs are achievements. Hate is a strong word and applies for my case of die-hard explorerdom although it need not be yours. Nothing feels more counter-intuitive, more obtrusive or immersion-breaking to me than the flashy achievement fonts and in-your-face achievement tabs that greet me in most of today’s MMOs – yes, even at the bloody login screen of once-great Guild Wars 2. Sic transit gloria mundi virtualis. When did all this happen?

While that’s achievements on the surface, repercussions reach much further. Several times on this blog have I raised the question of why virtual worlds need to save time, why players need to be told what to do and where to go by which path when developers have spent years creating vast open worlds of beauty. What’s it all for – just a pretty, expensive paint around a game telling me what’s an achievement?

Who would wish to complete a world? Completionism, pre-defined paths and goals, extrinsic motivators – none of these go with my personal sense of exploration. Every time unwanted and un-asked for achievements pop up in an MMO, my chosen modus operandi is disturbed or hindered. Every time that happens, that delicate illusion of virtual world is shattered. Worse, there’s no opt-in (why?).

The greatest RPG I’ve ever played was a game I didn’t complete. Where things happened at random, sometimes or never again. Where going south was as good as going north and an endless sense of mystery added depth and immensity to the world.

Even if you can’t design endless worlds, you can create size through mystery. Exploration feeds off mystery – and mystery is neither excellent nor should it be fully solvable.

Mystery resists.  Mystery refuses.  It will not yield.  Not to me.

Mystery resists closure.  It resists completion and clean getaways.  It, instead, insists.  I’m not done with you yet.  Get back over here.

Mystery is not merely the unknown.  It is the impossibility of knowing and yet the continual attempt to know.  It is unknowability itself.  It is futile and essential.

Why do we diminish our own experience?  Are we afraid of not connecting, of confirming our solitude? [T. Thompson]

No really, go read the whole thing.

When the journey is no longer the reward…we need more rewards?

Whether you agree with my passionate sentiments or not, what most design critics can agree on is the relationship between journey/effort and goal/reward in games; the required balance in order to make either feel significant. Long and hard journeys with never a memento to show for feel unfulfilled, just as easy and plentiful loot won’t be remembered by anybody. More than that though, whenever players think back on their greatest achievements in MMOs, they don’t usually name purple swords and special titles but rather the road that led there, the obstacles that had to be overcome in the company of comrades. Naturally, loot matters too and we’ll keep those special items forever – yet loot like an epilogue, is only the last part of that story.

The journey is the reward. Knowing that we did it, that we’ve accomplished something. The shiny purple sword is a representation of that experienced, gratifying victory. It means nothing if we got it for a bargain on the flea market. (Okay maybe if there was an achievement for that….)

So, if the journey becomes ever shorter, ever more straight-forward and without mystery, what will a game attempt in order to compensate for lack of win? Will it pile on the rewards, the titles, the achievements – desperate to convince us we achieved something anyway?

I don’t need to be told I achieved something in shrill and flashing colors. I should be able to feel it and to judge it was a worthy cause. That’s when you may reward me with items, sometimes, so I may carry them with me to tell the world about my adventures.

And whither there? I cannot say. For now, let’s leave it a mystery!

EQNext’s Rallying Calls – A Reason to rally?

Personally I’d like to know […] what type of spin SOE intend to put on traditional questing. Frankly, I don’t think anyone can do much better than ArenaNet in this department. ~ Syl

One of the great achievements of Guild Wars 2 will always be the introduction of more dynamic, or shall we say more complex and genuine public events than ever before in MMO history. Some have tried to downplay this achievement for various reasons, but as far as I am concerned ArenaNet have completely altered the state of traditional MMO questing and set a very high bar for AAA-MMORPGs to come in the exploration department.

The fact that fetch & delivery have all but gone in this game, with travel and exploration actually focused on the environment with random events triggered all around you whether you be there or not, have spoiled me completely for older games such as LOTRO where the fedex-grind is still alive and well (ftr: I like LOTRO but questing is tedious). Fans of traditional questing have argued that a mixture of public events and traditional questing would’ve created a better outcome for GW2 – I’m not sure I concur. Guess I’m just too loaded with kill-ten-rats-angst to delve further into this subject.

Now, just to remember briefly why GW2’s dynamic events are mostly amazing:

  • Randomly popping up, free-for-all, location-bound scenarios with individual loot; it’s true that they’re actually on a timer but the average player such as myself doesn’t really track this and probably won’t for a while to come (unless you’re after specifics).
  • Multi-stage events with various outcome; the wiki calls this the “cascading effect” which basically means some events will trigger more events (sometimes) and with various outcome depending on if/how the group succeeded.
  • Multiple targets / solution finding; most quests allow for different playstyles in order to be solved – be it slaying monsters, gathering items or setting roofs on fire. Unlike for Wildstar, paths exist in GW2 without being a determining and lasting choice.

 

TERA didn't get the memo!

TERA didn’t get the memo!

Still, events in GW2 aren’t perfect. There’s certainly room to improve, especially where mechanics and impact are concerned:

  • Repetition & lasting impact; many events reset too swiftly with the environment going back to base one. Sometimes you see structures re-assemble right after your quest marker popped up. While MMO worlds must restore much of their status quo for obvious reasons (and we all hate phasing), there could be longer and more lasting public events overall, shaping the face of the land and story.
  • Scaling; this never really worked well in GW2. Encounters become a trivial zerg in larger groups, difficulty doesn’t scale as dynamically as it should. That said, this is a very tricky task to master as group size often changes constantly.

 
EQNext’s Rallying Calls

During the big Las Vegas reveal, SOE introduced their “holy grails” for EQNext, one of which are Rallying Calls (RC). Yet another word for public events, there seems to be a lot of added depth and complexity to RCs which may greatly improve the dynamic events we know so well from GW2 – in theory, anyway. I am all for permanent change in MMOs, public events and collective server efforts; what WoW veteran doesn’t think back fondly on the Gates of Ahn’Qiraj? In this context, I admit the promises of SOE sound exciting –

….Long-term, multi-chapter public scenarios (3 months or more) which continuously change and shape the environment? Multiple problem solving? Different / random order of events on different servers? – I like it!

We can do with a lot more randomness, secrets and continuous change in this genre. It’s the spice that adds excitement and authenticity to our virtual worlds which all too often boil down to a static and broken record, no matter their pretty paint. Now, if SOE are going to pay as much attention to things like environmental / weather and sound effects as they do for events and permanent change, this upcoming title might truly evolve questing and exploration to the point of new-found MMO immersion.

This is where I say a prayer there shan’t be added “traditional quests” in this game (“…please don’t let there be a quest log, please don’t let there be a quest log!”) – or are there any traditionalists out there longing to see the fedex routine return to EQNext? If so, I’m all ears!