Category Archives: Game Design

A Future of better player housing – from LOTRO to Wildstar

It’s probably a fair claim that player housing is one of the most wanted features in MMOs and yet also one of the trickiest to design and often misshapen ones. While the potential of letting users create and shape their own virtual space inside a game is endless, promising not just for more social interaction but longterm player attachment, developers of past titles have often missed to include that one imperative ingredient to all housing: significance. (Interchangeable with meaning, relevance or impact.)

housing

While it’s all good fun and giggles to decorate one’s own space and collect shinies, the attraction of housing is short-lived for the average player. Instanced housing is especially bad for this but even if an MMO offers outdoor housing or neighbourhoods such as LOTRO, there are only so many times one will invite friends over to marvel at interior design or enjoy tea at the expensive, golden party table. To make player housing an effective part of the game and community, there need to be more mechanics in place to create meaning and significance. There need to be reasons enough why people would want to spend time in/around their own house, why they would want to invite each other or explore homes. You want me to care about housing longterm? Tell me why!

Different ways to create meaningful player housing in MMOs

As romantic as the idea of an ingame “home” is, my guess is most MMO players aren’t looking to simply simulate a homebase. For one thing, we already have a home (duh). Secondly, players are already likely to pick individual homes for themselves – as in their favorite city or spot on the world map. One can build attachment to any place in an MMO. What really draws us in though are those places where we meet up, interact and do business. Places that have specific social functions, which is why cities have always been the heartbeat in games. They’re where stuff happens and where we want to hang out. I do not want to go sit quietly and alone at my instanced home’s doorstep in an MMO, even if it took me five days and as many corpseruns to get that doormat.

Ever since Turbine announced their player housing revamp for this year, I’ve been pondering on all the ways to bestow more meaning on LOTRO’s current housing model and better player housing in general. LOTRO is an interesting hybrid in the sense that while the system is instanced, neighbourhoods still hold a ton of social potential. It’s quite awesome how every single home has its own unique address which you can look up at the homestead gate. Alas, Turbine too failed at digging deeper with their housing system. For what its worth, here’s my round-up of suggestions on how to spice things up in the future and make player housing a more lively and exciting part of the game:

1) Cosmetics & Personalization:
Indoor and outdoor (yard) design should be a given. Design slots should be completely flexible within a building grid, similar to Minecraft. Do not force players to only put up “one painting per wall” or having to plant “small items in small slots, big items in big slots”. It’s limiting and makes decor feel generic.

Rather than offering x types of homes, let players build individual homes based on resources and property boundaries. Introduce painting, weaving, carpentering and farming professions. Make room and level expansions possible.

Feature nifty items such as a personal mailbox, message board, personal indoor tune, bookshelves (Skyrim), complete collectible themes/styles, quest/raid/guild trophies, pet barns and stables. LOTRO features an amazing score of collectible mounts, yet players cannot have any of them on display?

2) Social tools & opportunities
Instanced or not, every player home should have its unique address that can be looked up by others in a public “address book”. As an ever-curious and nosy explorer, I do not only enjoy traveling into the blue but looking up destinations an seeking out specific places. How about some yellow pages where home owners can add notes on what services or special features they offer?

Making a personal mailbox a requisite in order to receive any ingame mail comes to mind as a next step. Similarly extreme would be the measure of removing the auction house and instead letting players set up shops and vendor NPCs on their property, as was done in UO (and long is the list of players who worship it). Player shops create traffic and interaction, greatly increase the significance of professions and generate income for the owner. While we’re at it – remove banks too and make player houses the only place for safe storage!

Homes should be hubs for trade, gathering and crafting in general. Spending time on building and tending to the environment could each go with specific rewards and buffs. There are some great new ideas in Wildstar’s recent housing dev talk. Furthermore, player houses in the same area should be able to form mini-towns and unlock more features such as townhalls with special quests, market places with unique wares and the option to build custom event stages. Mini-towns could set up donation boxes in order to receive public funding for bigger buildings. Pecuniary administration is of course handled by the town-members elected major.

…Naturally, not all of these ideas are novel and some are obviously already live in LOTRO; however imagining all of them come together and taking it further, one can only muse how deep the rabbit hole of player housing may reach. There’s an untapped goldmine there if a developer is willing to take some bold steps and abandon a  few popular and convenient features that MMO players take for granted nowadays – being able to do and access anything from anywhere among them. It is impossible to restore meaning without limiting certain services in the game in favor of players frequenting their own and each others homes. Too long have city-dwelling NPCs taken over our virtual interactions. Just imagine: riding down your home street in LOTRO to do business at the market square, passing smoking chimneys (representing occupation) and busy neighbours laboring in their front yard. A micro-cosmos of its own. Where do I sign up?

A word on scale

While the recently published Wildstar update is very exciting, there is one thing that irritated me in the video documentary. What I’m talking about is scale which sadly seems to be off in Wildstar’s housing structures and related items, just the way scale is completely off in Guild Wars 2 – something I have lamented since day one. As great as monumental gates and streets made for giants seem at first, and Divinity’s Reach certainly is impressive, an off-balance environment scale in MMOs creates detachment. It feels unnatural and unauthentic in greater quantity. I do not want to sit in chairs that are three times too big for me or open doors that dwarf elephants. It’s hard to immerse myself while going through a Goldilocks experience. It’s not what I personally associate with a cosy home and it doesn’t create the atmosphere I feel when entering my small hut in LOTRO which is exactly the size it should be in relation to who’s supposed to inhabit it. Therefore, dear devs please take note: bigger isn’t always better!

hlp

That aside, I look forward to see Wildstar’s flying islands go live. They’ve yet to prove that having homes up in the sky is a good idea, but Carbine are making the biggest buzz about their housing right now and it’s nice to see developers taking this aspect so seriously. I am also super antsy for LOTRO’s update and hope to see a great many changes! To my fellow Middle-Earth travelers: what housing improvements would you like to see most? And what are people’s top must-haves for future player housing? May Wildstar herald much more goodness yet to come!

[LOTRO] Putting a Finger on the Magic

Have you ever felt like a complete fraud while playing an MMO? As if you were the world’s biggest newb, way behind and knew nothing about this longtime interest of yours? That’s a bit how I’ve felt ever since playing Lord of the Rings Online. What on earth was I thinking not playing this sooner? What’s wrong with me?? Sigh.

I can’t turn the clock back and maybe it isn’t always the worst thing to let an MMO mature before jumping in. Still, I find myself baffled at how great a game LOTRO has become while so many of us were busy playing WoW, Rift and other titles, probably thinking this Tolkien-inspired soon-free-to-play game couldn’t quite cut it. How wrong I was.

Ever since, I’ve been trying to put my finger on the magic that makes LOTRO. By now I can say it’s possibly the most atmospheric and immersive MMO world I’ve ever traveled. This isn’t hyperbole; I wish I could say WoW had been as good at selling the experience – or Final Fantasy, Age of Conan, Rift or Guild Wars 2. But even that last one cannot quite compete and it’s not about the graphics. Tyria is the most visually stunning world there is. But Turbine’s Middle-Earth does something to the senses none of the others do – so well, you are willing to ignore other undeniable shortcomings. What’s going on here?

The Sound of Magic

Simply put, it’s the sound. It’s the fabulous sound effects in LOTRO that make it that much more immersive compared to other MMOs. It actually took me playing this game to realize something fundamental about us as human beings: just how much of our processing and understanding of the world around us relies on sounds. You will raise an eyebrow now, thinking “well of course, duh” – but think about it! We’re one of the few species that value their eyesight before all else. We’ve shaped our entire world, our society and culture around the function of our “first sense”. We live in a very visual world where we constantly judge how pretty things and people are. We are untrained and crippled when it comes to our hearing capacity. The experiences and sensitivity of blind people fascinate us.

And yet our brain registers, records and categorizes sounds nonstop without us realizing. Hearing requires no conscious effort; it happens in spite of us, there’s no closing our ears. Because of that, sounds are closely linked to everything we experience in our lives, even if we don’t know it. They are a constant undercurrent, the way smells and odours can be. And like those they can trigger emotional responses and memories.

“Half of the world building in MMOs relies on us completing the picture with our own mental imagery. It’s when the real magic happens – the alchemy.”

We know how a river sounds or wind howling around a corner. We know the tune of morning birds compared to evening birds. Most importantly, we know how places sound; it is not enough to add a soundclip or two to create a virtual environment. It takes an entire orchestra to create that real sense and association with “world”.

We know how a forest sounds. A beach. A farm. There’s cracklings and rustlings, whistling and jingling, huffing and puffing, japping and blabbering all simultaneously coming from different directions and sources. Plus, that sound canvas changes constantly as we move around. Our world does not consist of static, isolated sound bites. LOTRO captures that.

The Sound of Bree

The first time I rode my horse through the town of Bree, I was delighted at the “sound” of it; the low muttering, combined with jingling harness and the merry clap-clap of hooves on cobblestone. Around us, the town added its very own tune to the melody: carts being pushed around, NPC chatter, hammering, bells, fountains, birds in the blue sky above. Different sounds and noises around every corner. It was overwhelming authenticity. And oddly soothing.

That’s when it struck me: this immense, untapped potential that is sound in most MMOs. Not ambient and background music, as much as I love those too – but intentional, planned out and distinctive sound effects and “maps”. Whenever I approach a swamp or forest in LOTRO, I am already looking forward to the multi-dimensional (or -sensual) experience. Amazingly it carries even further: thanks to the quality of sounds, I can actually smell the forest in LOTRO. That third sense, forever out of a videogame’s reach, becomes tangible. The audio and visuals create such an impact together that my mental memory of forests triggers an idea, a hint of typical forest smells. This is truly powerful stuff.

The scent of sweet bark mixed with turf. Just a hint of rotten leaves and murky water.

Landscaping Sounds

Middle-Earth is the most authentic and plausible MMO world imaginable. You could attribute that to Tolkien’s legacy, the detailed lore, yet bringing that to life in an MMO is no given. It’s just as hard as world building is for all games. And yet the answer seems simple: making use of your player base’s mental triggers and associations. Taking lessons from how we process real world and translating that into game design.

No matter if an MMO simulates real world environments or more fictional, fantastic places, developers should take LOTRO’s example to heart; game worlds are as much about distinctive sound/noise compositions as they are about landscaping, zone design or sophisticated weather effects. Make your trip as multi-dimensional as you possibly can for biggest impact.

I would never want to miss this focus again in any MMO. Already I dread future comparisons. And yeah, LOTRO could do with better character models, a UI revamp and a complete questing and combat overhaul. But oh the sceneries, the travel and the sound effects of LOTRO are a one-of-a-kind package most other MMOs can only dream of! For those who have eyes to see. And especially ears to hear.

It’s a new day with so much to play!

Steam sales. Yes, we have all done it over these past few days – I know you have and so have I. Steam has been rather awesome for a while but the direction the platform has taken of late is fabulous from my humble end-user perspective; easy browsing (too easy!), purchasing and gifting games to folk on your friendlist, automatic updates, trailers and demos all in one spot, public wishlists and screenshot galleries….and now with the new big picture portal I have even re-plugged a gamepad to my PC. I used to think that XBOX live showed the rest of the console world how online is done properly – the same can be said for Steam and PC gaming. As somebody who has always looked forward to multiplatform, digital gaming instead of dusty boxes piling up on my attic, I am very pleased with this new era. That doesn’t even touch on the fact that with Steam I feel more like I’m paying my money to the right people, aka developers.

What this platform does so well is what amazon, youtube and similar sharing, networking and self-publishing sites have done for a while: check out what others are playing, read your buddies’ recommendations, browse similar titles, genres and special bundles. Before you know it, you own so many games you don’t know where to start! Which brings me to the inevitable topic of excess. I guess it fits our overall lifestyle in the western world that we now increasingly “nibble” at our games, try more of them but finish less. I don’t know if this is good or bad; I remember how I saved up my allowance as a child to afford a new SNES RPG, playing it to death for weeks. Games were more expensive then, too.

Today, I might finish one game out of three. Does that mean I enjoy myself less? I am not so sure. With more choice and variety, I actually get to keep my enjoyment level fairly high. I have the flexibility to switch to something else when the same level or riddle frustrate or bore me. At the same time, avoiding frustration all the time is to avoid that feeling of epic win; of being victorious over tedious obstacles. That is an old discussion we know so well from MMO design too. Still, do we all need to play games in the same way? Do we take pleasure from the same type of “win”?

A Trip back to Middle-Earth

After thoroughly enjoying the new Hobbit movie in cinema, hands down the biggest fun I’ve had over the Christmas holidays (during which I was ill with a nasty flu, yay) was with Lego Lord of the Rings. Yeah, that surprised me too! Being my first Lego title due to popular bias, the huge care, love for detail and humor that has gone into bringing the movie trilogy to life with Lego characters is simply stunning. Lego LOTR is straightforward gameplay fun, sticking very closely to the beautiful settings and script of Peter Jackson’s films, while surprising you with creative ideas and funny details around every corner. I finished the whole storyline in about 15 hours, after which I had discovered only 30% of the entire world and open world mode got unlocked. The fully explorable map of Middle-Earth is packed with more secrets, puzzles and playable characters to recruit (75 in total!). That last one was a neat flashback of the fun I’ve had with an old RPG called Genso Suikoden. What else can I say, if you’re at all into Tolkien’s world and the LOTR movies, forget your lego bias and give this game a try!

As if that wasn’t enough Tolkien for a week, I finally decided to put my money where my mouth is and give Lord of the Rings Online a try. It’s one of maybe three MMOs I’ve been meaning to play forever (together with Vanguard and FF14) but different issues kept me from it. One of them was probably timing; when LOTRO came out I was still deeply into WoW. Way too much about this new title looked similar to WoW’s approach at first sight, for example the questing system. I am also not actually a die-hard Tolkien fan. Anyways, by now I can say that no MMO I’ve ever tried was actually “just like WoW” (the way some people claim): Allods is not like WoW, Rift is not WoW and LOTRO too is not WoW. They just share basic features like all MMOs have to.

After a few hours of gameplay (and rerolling on Laurelin EU RP server), I decided to upgrade my account to VIP status for three months and give this game a fair chance. I am still taking in newbie impressions, so suffice to say that LOTRO already managed to surprise me. I am loving the oldschool feel of this MMO both in setting and gameplay approach. I struggle with the combat quite a bit and have a feeling this isn’t the game’s strong suit. Questing is very linear and a rather uneventful fetch&delivery routine so far. The world on the other hand is absolutely massive (travel gets a new meaning) and lives from its community – which is really what I’m interested in with LOTRO. There is something very soothing about playing my Loremaster, dabbling at crafts and hobbies, stopping at inns and listening to music being played by real players. At this point I should also apologize for having called this game ugly in the past: I don’t know what Turbine have done since launch but on my current PC with max settings LOTRO, dated as it may be, is still a beautiful game with lots of nice details for today’s standards (click image to expand!) –

As you can tell from above screenshot, I am currently parked in Bree and undecided where to go next. So far all general chat on my server is very quiet. I don’t know if Kinships are a must in LOTRO from the get-go (tips welcome) or whether I am missing something. Hopefully I will find more chances to interact soon. I look forward to explore more of this world. LOTRO is not exactly the most self-explanatory or beginner friendly of MMOs in many respects (which does not have to be a bad thing).

Musings on 2013

Looking at my full Steam library and having recently resigned from a job that has drained all my energy, creativity and joy in life for the past few months, my wishes for 2013 are very humble: to do more of what I enjoy, to be more me again. Odd how that always seems to be such a difficult task.
I hope to find a more fulfilling (or at least less soul-destroying) work place soon and I look forward to having more time for writing again, gaming and other new projects – one of which may very well be a collaborative gaming&geek culture blog in the German speaking hemisphere (something that is still very under-represented compared to English sites and communities).

I have always wished to turn my different passions into a living, at least a part time gig, and I feel geek culture deserves more serious voices here in the heart of Europe. You may think mainstream media are conservative over in the UK or US still but when it comes to gaming, art and entertainment, both younger and older audiences around here don’t have many places to turn to and platforms to share in, unless they speak English. It’s something I’ve been thinking about for a while anyway and tackling blogging in my mother tongue would assist me in professionalizing it where I’m living. I’ve had people tell me about monetizing and different options before, but so far I never felt this was the way to go for this little blog here.

This turned out to be a very editorial post, which I guess is warranted after a quiet December and in presence of the new year that is 2013. These artificial boundaries we create for time have their upside in symbolism. I like a blank page before me, I always have. And with that I wish all of you a belated, very happy new year, filled with time and opportunity to be yourself and do the things that matter to you most. Now I have some catching up to do on my blogroll!

P.S. If nothing else, you should absolutely check out the current, amazing indie bundle up on Steam! It doesn’t get much better than this!

[GW2] Of Lost Shores and Found Hopes

In 2001 when I was still for the most part playing console games, I became enamored with a so-called social simulation game called Animal Crossing on Nintendo’s Gamecube. It was the first of its kind for me and slightly ahead of a time of many more social sim, build-your-house farmville-whatnot type of games to come – even if not necessarily on console. AC was offline and it was mostly a game about building your own little animal town and community, planting different types of plants, collecting bugs and butterflies and digging up fossils for your personal museum. It was typical in triggering collector’s drive but rather evolutionary and unique on several other accounts which kept me playing with a passion. I am not one for pure Sims games; I love decorating my house in Skyrim as much as the next person but I won’t spend weeks doing that same thing in any game.

What AC did in remarkable ways however was introducing a sense of real time to a classic console audience grown with offline and limited session gameplay. Not just that, AC had unqiue (!) events, impact and a sense of punishment that was completely unknown in that time and space continuum. It blew my mind at the time with its merciless “internal clock”. Just few examples of what would regularly happen to you in AC:

    • Numerous seasonal events to be celebrated with the town folk. The events were announced in advance, either on the town board or by gossip you needed to overhear. The events were entirely restricted to a specific date and time frame synched to your console’s system clock.
    • Unpredictable one-time (or very rare) offers of certain NPCs such as the mayor, to re-arrange roads or bridges for you. Appointments where you were ordered to be “at the beach at 5pm next Tuesday evening”.
    • When neglected for too long, your town would be overtaken by wild plant life, your house needed cleaning from vermin and the townspeople would move away for good (sending you angry goodbye letters or rant at you for having been away and never call). AC’s NPCs had the uncanniest AI in general; they would build different types of relationships with you depending on what you did, how you spoke to them or what “you ONCE promised me!”.
    • If trying to trick “game progress” by resetting the console without saving your game, you would be visited by “Mr. Resetti” at your doorstep. While this angry mole would let you off with a very long speech about integrity and morals the first time around, punishment for such behaviour would increase drastically with every consecutive reset. (He actually once repainted my house in puke green!)

…While this might sound trivial by today’s standards, it was absolutely HUGE in 2001, given its platform. I actually put down a note in my school agenda back then so I wouldn’t miss meeting erm, “my town mayor at the beach next Tuesday evening”. Within two weeks I had my room mates thoroughly hooked to AC (and how glad I was the town had room for four player houses).

Today, I think back very fondly on this particular sim title. It introduced a sense of time and impact in a way that only few games did with such limited means. And that gets me to the core of this slowly unfolding argument, on why things like unpredictable or rare events are exciting in games and why MMO players keep talking about missing impact or punishment all the time. The common denominator behind all these features – impact, consequence, punishment, you-name-it – is time. It’s a sense of time passing and progressing. It is what gives things meaning, not just in games but actually in our short-span lives too. All these different features are mere consequences and side-effects of a notion of time flowing; “impact and punishment” are always after-effects. They cannot exist without introducing progressive time in an MMO. They cannot exist in limbo.

Time adds meaning to things because it creates a before and after. This is fundamental for any game world that is designed to simulate, feel alive and authentic. A world where randomness, consequence and lasting effect exist. A world where memorable stuff happens, events happen.

The amazing Mr. Resetti

On the Lost Shores event

I’ll not bore my regular readers by pointing out again how much I applaud ArenaNet for daring to be different and sticking to one-time events after this Halloween. Apparently the outcry after last night has been significant once more but it’s my very personal hope that three time’s going to be a charm and these loud players will have given up after Christmas, moving on to other MMOs catering to their every wish and personal real-life agenda. One more thing I love about a subscription-less MMOs in that context: not feeling the same pressure to constantly “appease the irritated”, turning game design and direction into loudest-whiner-whack-a-mole.

On to the Lost Shores, I was actually there for the full thing. Mixed is a very mild way of calling an experience that I would otherwise describe as two thirds horribly boring, repetitive grind and one third epic encounter. Now, I don’t know how many players ANet had in mind when they designed their one-time scenario, but I happened to be on an overflow with about 40 more players in that same spot. And for a good 2.5 hours it was painful drudgery, as we slowly escorted Mother Karka across a map swarming with the same bunch of normal, veteran and champion bugs coming at us over and over, wave after wave after wave, while the world’s slowest progress bar mocked us in the right-hand corner of our screens. 50% of the time players were ressing each other, which is one of the remarkable things that keep happening without fail in GW2 – players paying attention to one another. Other than that though, there was wayyy too much of the same…and after two hours it started showing. The “raid” lost focus and got increasingly chaotic. Some players quit, no doubt finding a good night’s sleep (Sunday night too) more appealing than another wave of one hundred karka. I have to admit I was tempted to leave myself but stubbornness to see this through got the better of me (hardcore raider remnant, no doubt).

Silithus – I did not ever wish to see thee again! The Lost Shores came awfully close to those bug nightmares of yore. While I cannot complain about lag like some other players did, I am once more marveling at some of the design choices ANet made in preparation for this event. How many players out there would seriously find several hours of more or less the same bug-slaying remotely appealing or at least epic? Was the event actually designed with smaller groups in mind, banned to overflow servers? Could there not have been (better) ways to address group size and pacing issues?

Like with GW2’s dungeons (on which I have my personal observations to share soon), I am cringing at the discrepancy that is “a good idea vs. execution” in some of ANet’s gameplay and design choices. I am starting to wonder if this company actually still believes in the old fashioned virtue of suffering? Already the badly designed Clock Tower event for Halloween showed this ambiguity between what constitutes difficulty in games vs. what is actually just bad, lazy or broken design (even if it results in some particularly torture-proof players feeling horribly challenged and thus rewarded after attempt 501).

And I get it: mass events and zergs can be lots of fun and certainly feel epic in scale. I’ve no issue with such events in GW2, in fact I find them quite enjoyable. I could’ve lived with one part of the Lost Shores event being a zerg against the same few bugs, but there was nothing epic in that as the night stretched before me and all I could think of was to “get this done with”. Maybe I just put my expectations too high?

On the bright side (yeah there was some of that) our little troupe of the persistent found back to a hysterical sense of humor in zone chat, which is always one of the nicer social side-effects in MMOs – that “bonding through pain” effect when things look dire or simply beyond reason. There were some great laughs later into the night although I doubt the developers would’ve shared any of it. There were also some parts of the battle that were more challenging and fun (such as the veteran karka “steamroll”) and for those who actually made it past the final battle there was – wait for it – some nice loot! I couldn’t believe my eyes when the chest dropped several exotic armor pieces, a 20-slot bag and exotic accessory upgrade!

This must have been the first time in GW2 when I actually got a useful reward for doing something special – especially hard or long or painful. So just maybe ANet are learning their lessons step by step as we go along and sooner or later we’ll not only get to see epic scale, one-time events with good loot, but also enjoyable combat with great stories to tell on top? As long as things are going somewhere, one can always hope!

Experiencing Events, Impact and Player Mindset

From many of my previous ramblings it’s probably become apparent that I’m the explorer type who thrives on open adventure in MMOs; the unpredictable, surprises and taking the long road rather than shortcuts. I put less value on completionism, things like achievements, social firsts or best-in-slots. I’m in for the journey and the immersion in virtuality. Therefore too, there’s nothing worse to me than a world that’s fully discovered, fully mapped and fully understood. The moment we draw the last line in that picture is the moment we limit our world, the moment where it becomes small and finite – when hypothesis and speculation become hard fact and there is no more ‘may be’.

To a traveler and explorer “finishing a world” is the death of his playstyle. I want to stand at the shore of the southern sea and wonder forever what may lie beyond.

I’ve talked about dynamic events in GW2 recently and why I am at peace with one-time events of greater significance (even if it means I miss them sometime). However, the very diverging opinions on this currently hot topic have reminded me once more just how important it is to consider player profiles and preferences in MMO design discussions. There are areas where we will simply never agree and much of that is ingrained; we might as well discuss what tastes better, apples or oranges.

Still, I think there’s something to be said in favor of (well constructed) one-time events in MMOs that exceeds just lasting impact or significance. If more global events are realized in a way that allows for different playstyle approach, “missing a unique event” is not as horrible as it sounds at first. In fact, it is impossible to truly miss it. Let me try and explain why.

Immediate vs. Retrospective Experience

In the following image I (painstakingly..) attempted to depict a small scene of cataclysmic proportions. In case it’s not clear what you’re looking at, that’s A) a comet about to hit your world, and B) you curiously gaping down the crater the comet left behind. Yeah, you’re still alive – be grateful!

Event A / Event B

Now, ask yourself the following question: would you rather be:

A) The player who witnesses the comet’s impact, including all the excitement and epic/traumatic immediate effect that goes with this event.

-OR-

B) The player who chances upon the crater later on, presented with the full scale devastation, wondering what may or may not have happened here.

The two experiences are mutually exclusive. If you have witnessed the immediate event, there is no question of what happened; you know. You are not going to wonder, speculate or investigate further to find out how the crater came to be. Most likely, you’re also not going to spend as much time on site “post cataclysm” analyzing the devastation.

Player B is presented with a different event entirely, yet an event no less. For him, the story unfolds in retrospective – in his imagination, in clues, in reports of NPCs or other players. Is that the lesser experience? Did he actually miss the event – or did he not much rather experience it from a different angle, a different point in time? The thought came to me when standing at the shattered fountain in Lion’s Arch last Sunday night, considering the damage done to this so iconic place in the game –

As always, click to enlarge!

Here’s a little secret: I still haven’t watched the one-time Halloween event on youtube. I didn’t go and check how the Mad King emerged. And I decided I won’t. Nothing can beat the scenario I have envisioned in my mind at this point. I have this epic idea of what happened and I want no youtube movie to take away from my imagination. The Mad King’s appearance in Lion’s Arch will forever be the stuff of legend to me, mysterious, notorious!

I like it that way. Maybe you do not. I’m sure many players would agree that the “main event” of  my little scenario above
is the comet falling down from the sky. If an MMO introduced this, they would want to be there just when it happens. However, the important part is that neither outlook is wrong, just like there are no wrong playstyles. There are different ways to experience events and different things to take away from them. Arguing the point would be as fruitful as arguing whether movies are better than books: some people prefer movies for their more guided experience (the camera is your focus), their concrete visuals and sound. Others rather stick to books that rely more on suggestion and imaginary effort, allowing you to stray. Both media have a purpose, a time and place.


Types of Events, Types of Meaning

Unique events in MMOs work especially well if developers invest on all stages of a scenario, the pre- and -post phases as much as the immediate event. Global changes lose much of their weight if there’s no aftermath for players to experience, no tangible impact on the world. Interestingly enough, while developers improve on creating events with (some) impact these days, pre-stage remains one of the most neglected areas. The only example that comes to my mind is the minor earthquakes pre-Cataclysm patch in WoW, with some NPCs commenting on them. I’d like MMO devs and storywriters to invest more time in foreboding details such as this…any better examples?

Naturally, not all events in MMOs can have monumental impact or narrative significance. Not all of them are designed to be collective experiences, either. Small-scale
events are usually created for individuals and may be repeatable without any “dramatic loss”. Group and raid events too with reset timers,
are very much of more self-defined and social significance. It’s players who attribute value to server firsts, second and third kills. It’s up to guilds which events are important content to them or not.

While events make up a large part of the content in today’s MMOs, they still differ in type and purpose. I personally agree that many should be repeatable in regular intervals – after all, why bother to design content and then not make full use of it? Still, there are events I consider special and where I believe it serves the “dramatic script” and narrative of the world we play in, that they be more unique. That’s part of the simulation – a world that has an ongoing story and therefore feels alive (opposed to groundhog’s day).

I’d like to see more of this in future MMOs, maybe delivered in frequent mini-patches. If designed and implemented well, there is no easy way for players to miss such scenarios – whether they happened at “one time” or not. So maybe event design, setup and finalization, are really the things we should look at, rather than asking for everything in MMOs to always be “repeatable”. If you find yourself in a brilliant field of snow one morning, blinking and breathing the cold air, how much does it matter that you missed the event of the snow falling?

Off the Chest: Unlearning Convenience, One-time Events and what would you do in a Sandbox?

otc

It’s one of those days where I have too many thoughts on different blogging topics which don’t warrant a blogpost of their own but still, in my mind, ask for more dedicated commentary. I tend to leave longer replies on my fellow bloggers articles for this reason and often that’s good enough; yet for a while now, I’ve been thinking about a format or style of post that allows rambling on various topics that have come up, vexed me and yet didn’t quite make it into a single post – usually because I feel somewhat late to the party or then I simply cannot bring myself to present you with anything less than a WoT. It’s true.

Be that as it may, I herewith introduce “off the chest” as my on-and-off, multiple-subject (and likely ranty..ier) commentary, where articles are shorter wrap-ups or openers to bigger subjects and where I get to be wonderfully incoherent. Summary posts can be quite enjoyable, so maybe these can deliver some information or entertainment to somebody sometime (or else they’ve just been of highly cathartic value for myself)! Without further ado, three topics I needed to get off my chest for a while now, in no particular order.

Unlearning Convenience

One of the fascinating things about the mixed MMO community in Guild Wars 2 is that you can tell who the ex-WoW players are after a while, judging by the degree of convenience they are used to or rather, the degree of discontent they voice in that particular area. After an era of WoW and not GW, I absolutely am a spoiled MMO brat: for example, I expect a lot of menu choices and customizability for things like name tags or combat info (ally healthbars anyone?), I want the market place search to be refined so it’s actually functional (armor class search?) and I expect a quick disconnect/relog from WvW not to throw me back into a queue of doom with no way to rejoin my team mates. Stuff like that, missing polish like that, is just horribly frustrating and it gets more frustrating the longer ANet take to fix it. These may be small(er) issues and not top prio in a launch week or even month – but come on, address this shit already!

How long is the average MMO player of today willing to ignore disfunctionalities or little bugs after a fresh MMO launch? How long is your personal tolerance span? Rather than Halloween content I would’ve welcomed some long overdue fixes, some of them as old as open beta! And I haven’t even yet mentioned the camera / first-person view, botting or culling problems. These are not “aspects of GW2 that are just different”, these are issues that need fixing ASAP in any MMO! /GnaRghL

One-time Events

Speaking of Halloween, GW2’s one-time only Halloween event of this Sunday past has sparked quite some debate and of course both negative and positive reactions. This is an incredibly interesting subject because it shows us just how ready today’s MMO audience really is for the often hyped “unique content” and “meaningful impact”. Or to quote a passage in my last post’s comment section:

I think we do not need to content ourselves with impact only ever existing in offline/single-player games. like you said, GW2 makes some good attempts – but they could be much better even. I think MMOs need to lose the idea that everything is always available and repeatable for everybody. much of the generic feeling comes from everything that players do happening over and over, respawning, resetting….why? why not make some events more unique? what if somebody misses them – so what? you could add small content patches for this on a fortnightly base, like I suggested a while ago in an article on expansions. give players a real sense of story progression, unique experiences and impact. let them change things permanently!” (Syl)

That’s the thing: you can’t have it both ways. You can experience triggered quests that are available all the time, or more random events to which you are sometimes too late or early. You can finish quests with zero to marginal impact on the world and people around you – or you can witness really memorable events. Once in a while. And you can most certainly miss those. There is a flipside to that coin of memorable and special MMO moments that gravitate towards simulation and open world a lot more than towards gamification.

I actually missed this Sunday’s Halloween event in GW2 as I was on holidays in France; and yes, I am a little sad about that. On a less personal note however, I am very happy ArenaNet made this decision. Maybe next time I’ll be around for it. Either way, now the community has something to talk about and tell each other! Missing the Mad King’s appearance in Lion’s Arch or having to re-watch it on youtube is a price I will gladly pay for MMO worlds to become less generic, feel less repetitive and predictable! But that’s me and my idea of games worth playing. And living in, really.

So, what would you do in a Sandbox?

It’s become a trend of late to invoke the mystical spirit of the sandbox wherever MMO players feel the blues and are simply unhappy with their choices in current games on the market. I get that dissatisfaction and I’m in fact more than up for future MMOs to revert to a more open world state of play, with less orchestrated content. Still, I wonder how many players have truly ever experienced a sandbox game, stuck with a sandbox game? And what is it exactly you wish for, from your next sandbox MMO. Do you know? I’m not so sure we all mean the same things when we talk about sandbox elements (worth having).

Pure sandbox games ask a lot of a player base, both in terms of time and commitment The feeling of freedom or impact doesn’t come for free. So, if by any chance you belong to let’s say a player demographic depending on a) linear progression, b) endgame, c) set achievements or d) in fact any kind of pre-conceived content….I have bad news for you: you won’t like a sandbox! You won’t thrive there. If you already felt that GW2 was “finished” after four weeks, if you lament endgame and progression and ask questions like “what to do next?” in an MMO, the sandbox is not for you. While we’re at it: there’s no “rushing through” or “winning” a sandbox. There’s a lot more in terms of self-defined progress, achievement and goals than in a themepark or playground or whathaveyou MMO. 

Can you deal with that? If so, I hope you’re also up for outdoor PvP and griefers. The big, shining beacons of sandboxy gameplay currently out there, such as EvE Online or Darkfall, are basically MMOs that revolve around the simple principle of “building clans and defending clan bases” and then “warring against other clans and clan bases” (terminology may vary). This is by the by, what the sappy memories of vocal UO and DAoC veterans are made of: strife. Territorial (or resource) warfare with all its little neat side-effects. That’s also why community building was so important in these games to begin with. Sure, you could do many other things too, but erm…..territorial warfare impacting on you! 

So, just in case any of the above gives you headaches but you still yearn for the sandbox…well, I keep my fingers crossed the next such MMO comes with big enough safe sectors! Or alternatively, still deviates enough from its predecessors to accommodate you. A real sandbox is about building your own little castle just as much as it is about destroying your neighbour’s. And it most certainly isn’t going to present you with linear progression and endgame. Don’t say I didn’t warn ya!

Zip-A-Dee-Doo-Dah,
Zip-A-Dee-A,
My oh my, what a wonderful day!

[GW2] Neither Progressive nor Casual enough. Or: Growing (Pains) with your Genre

It is interesting times for us MMO players. MoP has finally launched, putting an end to an excruciatingly long expansion wait time for many avid WoW players. At the same time there is GW2 now, that new MMO somewhere “between the themepark and the sandbox”. One month into its release there are finally solid gameplay experiences, allowing for more meaningful and informed discussions on more longterm and complex aspects of the game. Of course the big topic that was going to come up eventually is “endgame” and “casual vs. hardcore” and other vague definitions that are MMO blogger favorites.

My favorites too – but rather than starting at the beginning and rolling up my usual three-parts argument, I’ll jump into medias res and continue with comments I already left on other blogs dealing with the subject. Before I do that though, let there be no doubt that a) I consider conclusions on all sides to be vastly based on individual player expectations and b) I believe GW2 delivers on ANet’s promises. We haven’t all read the same previews and no doubt readers always project their own wishes into teaser articles; some were therefore completely focused on WvW, others on the continuation of GW’s story, others again were looking forward to a new approach to combat, group play or cooperation. Depending to which camp you belonged pre-launch, your one-month recap on GW2 is going to look very different.

But now let’s look at that endgame / progression “issue” GW2 supposedly has.

Why “endgame” is overrated

Syncaine is vastly disappointed in WvW so far and he’s not alone. And while he regards the “journey between lvl 1-80” in GW2 as quite great, the “endgame” after that is obviously absent and the game “therefore becomes pointless”. Needles to say, this is a very linear and progression-oriented way of looking at things in an MMO that does precisely not build up towards endgame and where leveling is more or less meaningless. The big problem I always perceived is ANet not being consequent enough about that lack of progression: while it’s a viable concept in theory, why oh why could they not just omit levels altogether and opt for a skillbased system? Why not make the world truly flat by abandoning zone levels and rather install different modes of mob difficulty overall? Right now, there’s an upsetting contradiction in the “open world feeling” they tried to create and it’s undermining a good intention.

Where I disagree with Syncaine mostly is not lack of endgame in GW2, but calling classic progression a “necessary feature” of MMOs by virtue of WoW:

“I think you’re going about the completely wrong way to prove why MMOs
supposedly need it [progression] by making comparisons to WoW of all games, which to
this day still has the biggest mass of casual gamers subscribed. Despite
WoW having endgame progression, the majority of wow players are in fact
not progression gamers. Hardcore raiders/pvpers are a very small part
of wow and always have been even if bloggers don’t realize it (most
bloggers are raiders or pvpers or have been). It’s players who are
alting, solo questing, collecting and crafting and looking forward to
pet battles, with the odd PuG run in the mix. Wow’s critical mass are
‘dwellers’ in love with Azeroth.” (Syl)

WoW is not successful in numbers because of “endgame”. Ironically, it was Syncaine’s neighbour Tobold, who recently pointed this out too: “I believe that people who read forums and blogs have a very wrong idea
how Blizzard is making money with World of Warcraft. The bread and
butter of Blizzard is not the people who rush through content, the
high-end raiding guilds, the elitist jerk theorycrafters, or the
bloggers and forum posters. Blizzard is making most of their money from
people like my wife, who was subscribed to WoW all the way through
Cataclysm, and was busy leveling alts.”

As much as raiders like to believe it, Azeroth was not built on their shoulders. WoW is absolutely fine without hardcores and progression-minded players and will be for a long time to come. By the same definition GW2 should be just fine too – but it’s still not going to be as popular as WoW for several reasons unrelated to progression (of which some but not all are included further down).

Neither progressive nor casual enough

One who is probably closer to GW2’s intended target audience, or at least at peace with the way things are in Tyria, is Bhagpuss – finally pointing out the effect of this mixed beast that is GW2 right now and some of the complexities in trying to identify the game as casual or hardcore by traditional standards. I commented as much in his latest article –

“GW2 is not the casual game some make it out to be – it has some very
hardcore features that make even fans of the grindiest grind dizzy. It
has money scarcity and difficult dungeons that are a hell to pug. This
is not casual at all.

On the other hand, GW2 can be played without
the usual partying up hubbub, obviously it’s all 5man and there is no
classic endgame or progression. So here, it’s the progression kids
complaining.
GW2 is in between the themepark and the sandbox, and
it is in between the casual and the hardcore. Casual players will find a
lot more accessibility and overall blingbling and variety of easy fun
in WoW. And hardcore kids don’t get the same chances on progressive
content and server pride than in WoW, either” (Syl)

With that in mind, what is GW2? And whom does it appeal to? I can only speculate by what I’m hearing from positive bloggers, close buddies and my own experiences. I think GW2 is casual when it comes to social dynamics but not in the sense of difficulty. It’s obviously aimed at a playerbase that is looking for changes in certain areas of the traditional MMO routine, but not in others – maybe it appeals most to fantasy MMO veterans who have made the switch from hardcore to more casual, but not trivial. I don’t think GW2 is for genre newcomers, any more than it is for raiders. Then there is the PvP focus which again appeals only to a very specific bracket. From that particular point of view, GW2 expands the variety of AAA+ MMOs you can currently choose from – and combined with its already 2mio sales success, that surely is a positive thing both for players and the market.

Mistaking genre for (inflexible) audience

I always considered the definition wars of “gamer vs. player” or what makes and breaks the “real MMO definition” completely futile. The genre is not what it was 8 years ago, and 8 years ago it was
not what it was 15 years ago when UO launched. I remember it like it was yesterday, when a not inconsiderable amount of vocal UO/EQ/DAoC veterans or so-called “MMO olschoolers”, were avidly mocking that new MMO on the block, World of Warcraft: that easily accessible, casual MMO full of loot,
easy gold and no proper punishments!

Ironically, 8 years later some of
the WoW “newschoolers” have become the “new oldschoolers”, now singing a very similar tune about GW2 because they cannot reconcile this new game with their personal idea of what MMOs are. The mocked have become the mocking and so the
cycle turneth
. Nothing new under the sun.

“Come such a long, long way.”

I loved UO for opening up the world of MMOs to me (and letting you pwn noobs while being morphed into a chicken). UO was great and
also horrible in places. Then came WoW and I loved Azeroth for a very long
time. It was also horrible in places. WoW was no MMO revolution, it was
evolution. I’m completely in love with the things that GW2 does differently today – and no doubt one year from now I will talk about the horrible things
in it, too. All that makes me is an MMO player passionate about this genre –
yesterday, today and tomorrow. And I am not done yet by a long shot.

As
Chris elaborated on so beautifully, we can make peace with the fact that our first games will never return (including all related effects) or we cannot. It took me a while too, in fact it took me the greater parts of my blogging journey up to now. Along the line though I realized that I would hate missing out on all the good this genre still has to offer, just because my eyes are looking back rather than forward. If the MMO genre is truly in decline, then at the very least let it not be due to my own blindness and negative expectations. “Home is behind, the world ahead, and there are many paths to tread!” (source).

I love to dwell in fantastic worlds. If there’s one universally defining aspect for this genre at all, it’s that MMO worlds are created to be lived in, rather than be played through. GW2 has some gamey aspects for certain but its clear lack of endgame and progression, its attempts at a “flat” gameplay experience maybe more alike to Skyrim, emphasize this very oldschool virtue. Or as commented at Azuriel’s –

“It’s bizarrely inconsistent how the same critics calling GW2 a ‘game’
rather than MMO, are also those lamenting the lack of endgame. One
popular aspect of MMOs is that they make you want to ‘live there’ rather
than ‘play through’. and by that definition GW2 IS more MMO than all
the more progressive MMOs out there which are constantly under pressure
to deliver new content just so their progression- and linearity ridden
playerbase stays hooked. In a way I am glad GW2 is such a disappointment
to all these players right away, making it very clear already at low
level that things wont change from here. That way you don’t ‘waste’ so
much time before moving on or back to WoW.” (Syl)

I’ve written about a related topic before – the vicious cycle of linear content and developers raising a playerbase of hungry cookie monsters in need to feed at ever-increasing speed. All individual challenges and inconsistencies in GW2 aside, which it has at this current early state, I am grateful to ANet for treating their player base more like grown-ups, given little guidance from the very beginning. Don’t know what to do / where to go from here? Well, figure it out yourself!

If you find nothing, maybe it’s because there is nothing. Or maybe it’s because you couldn’t find it. I leave that up to you and whether MMOs really need to ensure a linear path and constant progression rather than just a rich world with cooperative opportunities. Summa summarum, I am incredibly happy GW2 is an MMO that I only ever log on to because I truly want to – and where all paths lie before me with no obvious concept where to go next. That, among several more things, is worth having. For me. For now.

World of Shameless Magic

Most MMO players would probably agree the best MMOs they ever played during their gaming career had the full “package”; that ominous word all of us understand and nobody can explain (well). MMOs are different from other games not just due to aspects like character identification, development or longterm dedication – they’re also virtual worlds and simulations, which means above all they need a coherent theme and setting, they need a past, present and future which are also realized through narrative. That doesn’t even brush the pandora’s box that is gameplay yet. When Angry Joe claims the most important aspect of any game is gameplay, he is probably right – but for that to even matter MMOs especially need to best so many hurdles first and do so many things right in terms of package, it’s unreal. Frankly, it is a miracle there’s even a handful of MMOs out there right now that people love and keep playing for years!

I think theme is one of those things that gets overlooked or at least underestimated in some MMO debates. When Tobold talks about how innovation is “not enough”, I fully agree with him – just like I agree with Kemwer that it’s no MMO player’s “duty” to support (= pay for) games he doesn’t actually enjoy, just to make a statement pro innovation. That is a ludicrous (and risky) idea; why would I support something that doesn’t even appeal to me personally? Whenever I refer to the refreshing aspects of GW2 for example and all the ways it’s innovative, I am actually talking about innovations I enjoy. Innovations that to me are worth supporting, to drive the genre forward. First and foremost though, I am looking to play good games – innovation is a bonus and (just) a part of that whole MMO package. Or in other words, as commented in Kemwer’s thread (and edited for typos ahem) –

“If there’s a thing we know about suc­cess­ful MMOs then it’s that they need to have the full pack­age; pol­ish and a wide appeal. only THEN can we also start talk­ing about inno­va­tion, the way WoW took a con­cept and improved on it — and the way GW2 does too. but for that to even be appre­ci­ated by a wider audi­ence, they need to do an awful lot of things right first. and they actu­ally need to know which things must NOT be inno­vated on in order not to alien­ate your audi­ence entirely! it’s a very tricky line to thread.”

So…what role does overall theme/setting actually play in package? While Tobold dismissed this aspect rather quickly by making fun of “don’t bother innovating too much or giving us anything other than swords, elves and dragons”, I think that point in particular warrants further thought. Can we really dismiss that TSW serves the more niche horror or “goth” theme in regards to its current playerbase troubles? I say no. At the very least it plays an equal role as other popular concerns, such as the gameplay formula, looks or lack of polish…in fact, I would go further than that.

The unlimited fantasy formula

If we turn back the clock to consider all MMOs that there went ever since Ultima Online, the common denominator of almost every game with wide appeal is fantasy setting. A world of classic sword & sorcery – a world of magic. Yes, I know about City of Heroes, Fallen Earth or Eve Online; I would argue that superheroes are awfully close to mages and paladins though and that to some extent fallout and sci-fi themes still share many aspects of fantastic journeys. That said, Eve is the only MMO of the non-fantasy lot that can claim anything resembling “wide appeal”. On the other side stand MMO giant WoW, Rift, Aion and Guild Wars – and a not inconsiderable amount of players invested in anything between LotRO to DDO to the FFs. There is plenty to choose from in fantasy games!

Why is that though? Are developers just scared to seriously attempt non-fantasy MMOs since y’know, “UO and EQ started it all and let’s not risk it” – or is it the absence of players in games like CoH or Fallen Earth confirming what most of them suspected all along? And if the majority of the MMO playerbase indeed wants fantasy settings – is there any point / need in going for different?

There are several reasons why I think the classic fantasy formula works so well and why it IS risky to attempt innovation in this particular corner. MMOs are already a niche to begin with, so any developer would need to consider if breaking down that audience further is actually the sensible thing to do. Especially if you cannot also provide a very polished package. But let’s look at some pro fantasy points:

1. Not just “elves and dragons”
To state that fantasy is basically limitless is well duuhhh…but the fantasy genre is actually huge and almost all MMOs borrow from a much wider palette than just sword&sorcery tradition. Fantasy encompasses everything from fairytales to folklore, mythology, medieval history (Age of Conan is a fantasy MMO that actually keeps a focus on the world of humans), ghost stories, steampunk….you name it. Strictly speaking everything that isn’t a reality simulation could be included, certainly science fiction and horror do too. However, let’s stay on the more romantic and magical side of things for now and consider that scope alone. It’s vast – and unlike creating a “pirate MMO” or “zombie MMO”, it isn’t nearly as thematically restricted. There is diversity enough to actually create an entire world out of it, a world with a past, present and future that players like to explore and dwell in for longer. Which brings me to point 2.

2. Where would you rather build your home?
Whether the game literally allows you to or not, MMOs are about building a second home for yourself / your character – or that’s how it used to be. Despite some doomsaying concerning “casual MMOs” in this context, I believe an awful lot of MMO players are still looking for that immersive experience, that virtual world they consider a home – or at least a cosy and familiar place to return to, to relax and unwind. Developers certainly want to create this appeal in order to keep a longterm playerbase around. So, let’s put this to the test: all MMO players who feel like pitching tent longterm in one of the following sceneries, please raise your hands –

(Click image to enlarge)

…No? I thought so.
Yeah, I’m being intentionally dramatic with these image choices; yet, TSW is certainly no charming, frivolous or particularly relaxing world. In fact there’s a lot of grimdark to be found and just how much of that will you serve yourself with the frequency MMOs are “supposed” to be played? It was really a comment by Bhagpuss that drove this point home for me:

We cancelled both out TSW accounts yesterday[…] In both “reasons for leaving” forms we included the unremittingly bleak, depressing settings and subject matter. There’s nowhere near enough conspiracy and far too much horror. It was sold as “everything is true” but it turned out to be “everything is much worse than you ever imagined”.

I love the quality of the writing and the wonderful detail and art direction and I don’t actively dislike the setting, but all horror all the time is just wearing and not much fun in the long run. Needs a lot more light to go with all that shade.”

Dark and gritty themes work well for single, shorter session gameplay; it’s why zombie shooters are popular or taking in that one hour fright dosage in Amnesia. In fact horror games can be a lot of fun like that. But to dwell in such an atmosphere all the time? No thanks!

3) Kicking magic ass is awesome
Not much to explain here; humanity has been obsessed with and certainly entertained by the idea of inexplicable magical forces, abilities and powers since forever. Marvel superhero or fire spec mage – we love to dream of otherworldly powers (rather than just physics and mundane technology), committing heroic deeds and conquering vicious foes with our sword of awesomeness. Or else what’s the goddamn point??

4) Fantasy Fans, Geeks, Gamers
There is a very fluent line between people calling themselves geeks, fantasy fans and gamers in that demography I personally familiarize with. I would take all such labels with a pinch of salt but it’s no big revelation than many MMO players are also fantasy fans who read fantasy books, collect artbooks or love fantasy movies. My personal experience proves that many (not all) of them do – and if you ever run a forum poll on “which one of you has seen the entire Lord of the Rings trilogy more than once…extended?”, I predict the outcome would be exponentially higher in an MMO forum than let’s say a FPS or errr…tennis forum. Just sayin’. Players impact on genre and genre impacts on players.

…All in all rather strong arguments pro fantasy setting in MMOs. Even if it weren’t any of the above though, there still gotta be some very good other reasons why developers think the fantasy formula so safe. “It’s just lazyness” is insufficient an explanation. There’s an obvious, assumed risk so one must ask about its origins. Why do not more developers bother to go all out and create a polished, full package, non-fantasy MMO? Speculations welcome.

The fantasy in Guild Wars 2

To end on a GW2 note and live up to my current tune, Spinks recently reported how “it’s been awhile since I played a fantasy game that wasn’t afraid to be magical.” This didn’t occur to me at first, so dazzling and colorful, warm and welcoming are the vistas and general atmosphere of Tyria. The world is so soaked in magic that you take it for granted and while it’s not all srs bzns, it doesn’t compromise and relent on that point.

Tyria is the kind of world where I can go to be a magical hero. It’s the kind of world where I want to build myself a home under that old yew tree, next to a murmuring river bend. A place to rest this adventurer’s tired old bones for a good while. A place that never gets old.

Myself  shamelessly magical in GW2

[GW2] Voices of the Blogosphere

As expected, Guild Wars 2 has set the blogosphere on fire and I am trying to catch up on all the great articles that have been released these past few days, while I was also frankly playing a ton of GW2. I haven’t played as much of any game since WoW…and boy, did I need coffee this Monday morning! All that said it feels awesome – awesome to feel like an MMO player again, rushing home after work, eating at your desk with your red eyes burning from staring at the screen. Never mind sleep, sleep is for the weak!

While I take a precious break from playing the game, just a few (far from all) blogger highlights that caught my attention:

  • Bhagpuss is at his usual, delightful posting speed, sharing many interesting GW2 details with a sharp eye and overall impressions. He is also asking the question of how serious that future “events desertion” worry truly is, considering that fun is an individual factor in MMOs and that frankly, this issue is far from new nor unique to GW2. Personally, I call premature hype on the matter. Yeah, it remains to be seen what happens to some of the mass events later in the game. Tadaaa!
  • The ever keen-witted Klepsacovic compares WoW’s hegemonic influence to the stereotypical American tourist, lacking the open-mindedness to accept different cultures as equal. While most MMO players tend to vigorously compare games they play, there must be room for a new game to do its own thing and also time granted to evolve in areas WoW had years to polish. No doubt, there is a fraction of the MMO population approaching GW2 with very WoW-tinted glasses right now – alas, that really is their loss! Or as Syp from Biobreak recently pointed out so beautifully: “I keep thinking, if you can instantly dismiss GW2 and hop on the backlash wagon, there’s just no saving you whatsoever.”
  • Meanwhile, Chris from Game by Night struggles with playing his Asura thief; something just feels wrong with that particular race-class combination! He goes to explain how especially in GW2, the accomplished overall story and setting for the five races impact heavily on players’ class choices. I’d be interested to hear how others feel about this issue!
  • Rohan takes a stand talking about all the ways in which GW2 does not appeal to him, naming lack of story, combat mechanics and character models as main offenders. I think he makes some good points, although I disagree completely where combat and events are concerned. It was interesting to read all the balanced comments to his post – yes, the blogosphere can actually deal with nay-sayers! Whoever expected a flock of trolls to show up for that article got disappointed.
  • KTR, namely Ravious and Zubon, have been busy bees sharing their GW2 launch experiences, covering a lot of ground: Zubon is “full of love” for all the ways in which GW2 let’s you complete heart challenges, while Ravious highlights the not-to-be-missed meta-events (!) and comments on ANet’s unorthodox, yet effective way of dealing with their community. I was impressed with that reddit thread; while ANet could have communicated more here and there in the past, it does feel like they’re much more active and approachable ever since official launch. (Considering there’s still so much to fix in the game, that is a good thing.)
  • And last but not least, Keen turns a critical eye on the speed at which the first GW2 player reached max level, already during head-start weekend. Is this a sign of bad pacing in the game and something developers should/could prevent in MMOs? I agree – leveling in GW2 is rather fast, it seems to happen in spite of you. However, this also steers focus away from the whole leveling process which is quite enjoyable. The fact that the gem store still offers EXP boost items is somewhat baffling in that context!

Naturally, all these short summaries are meant as teasers and you should absolutely go and read up on all articles! So much for today, with no doubt more to come. Happy Moday everybody, inside and outside of Tyria!

[GW2] Day 1

Disclaimer: This is officially not a hype post. Why? Because GW2 is out now! Lalalaa.

After launching three hours early (and me being in two hours early), GW2 was off to a rocky start yesterday noon when the EU servers suddenly kicked out everybody and went dead for three full hours. That makes me think that cannot have been coincidence – maybe the three hours early start anticipated what was to come? Just kiddin’…

Anyway, the day still ended on a very high note for me after ANet fixed the server hiccups. Many of my own impressions are resonated in Pewter’s current list of thoughts, particularly what she says about not feeling alone but part of a bigger body that is all around you. Games like Journey prove that the feeelings of togetherness an cooperation are not created merely by speech/chat. Since players do not rely that much on chat during questing, they actually start minding each other more directly and proactively; my partner pointed out how for ongoing events, even large groups would stick together tightly, keeping up coordinated formations. I find myself frequently hovering over players killing tougher mobs, just to check for their healthbars (wtb HP display here). And even when the big ass giant in Nageling wreaked havoc on an army of 50 players and I died instantly like a noob, not one but four players came to my aid! This is GW2’s cooperation – day one – for you.

Besides that. I will follow my blogging neighbours’ example in posting a few quick first day tidbits:

  • While skills and tiers are still somewhat obscure to me right now (why do I still need to “waste” so many points on lackluster skills?), I recommend the following three must-get skills to my fellow rookie Elementalists. They will make your life much easier at start:
      • Go straight for the 3rd superior healing skill, Signet of Restoration
      • Signet of Fire is great for its extra passive boost to your crit. I like straightforward skills like that
      • Get Glyph of Elementals; even if your pet only lasts 1 minute, it will save your butt by catching “aggro” frequently and offers a sense of crowd control 

  • GREEN is the new BLUE! That’s right, be careful you don’t dump a green item by mistake, thinking blue is superior – it’s not!
  • Is anyone missing a mount thus far? I admitted before that my initial waypoint worries for GW2 were unfounded – the world is so huge that using teleports to get to more remote locations is not just convenient, but in fact a well-conceived, elemental feature. You will be walking plenty in GW2 as is, but instead of fighting your way back grinding fast-respawning mobs through an endless tunnel you just cleared before (fuuun), the game sends you on your way to go enjoy the next, new challenge. I have a feeling I need to re-visit the topic of shortcuts in MMOs again, sometime soon.
    • If you’re a child of WoW, Rift and Co. do yourself a favor an re-bind some keys, such as ‘R’ for chat-reply (by default backspace) or ‘B’ for bags (by default ‘I’). Once I went through the trouble of adjusting some keys in the interface menu, I felt that my gameplay enjoyment increased drastically. Old habits are hard to break.
    • There is still quite a lot for ANet to fix currently, such as the marketplace stability, WvW, guild functions and overflow….yeah, that is still a concern and I am disappointed that after so many betas, they still can’t seem to let party members enjoy the game together smoothly. Come on already!
    • While I keep repeating how awesome I find the Asura (and there are plenty), my very tall Norn Elementalist is now safely home based on Desolation EU which hosts a large English speaking community. I only just found out today that I can still join my fellow bloggers’ guild on a different server despite that (shows how much I read up on guilds before!) and how awesome is that?

    So much for the first day and I sincerely hope that ANet will be able to solve the current issues swiftly for all you official launch date folks out there! More juicy GW2 impressions from me next week – I have a game to catch! Happy Sunday!