Category Archives: Nostalgia

MMO Heartbreak

This Tuesday Bhagpuss over at Inventory Full revisited the topic of MMO fatigue or rather I would call it disenchantment, that phenomenon all of us who have played in virtual worlds for a while, know so well and keep wrestling with. It is a well-argued post beautifully written and full of heartbreak by one of my favourite (and most prolific) writers of the blogosphere. If you do not follow Bhag yet, now’s the time to amend that. His words rang wistfully in my ears for the rest of the day. To highlight just a few of them:

 I used to abandon plans just because I saw someone having a tough time. They wouldn’t even need to be asking for help. I knew things and I wanted to share. I had a Chipped Bone Rod and I knew how to use it and what’s more I knew where to take you so you could buy one too. I knew how to get to the sewers under Qeynos and I knew how to get out the other side. I knew barbarians couldn’t see in the dark, while my half-elf had infravision, and even though I’d only just met you I trusted you to give me back my Greater Lightstone at the end of the tunnel to Blackburrow because otherwise what were you going to do? Stay in Everfrost the rest of your life?

That was when we were all living a shared imaginary life in a shared imaginary world. Before we all started playing games. How long did that last, really? That it took years to wind down to an ending is maybe the most amazing thing of all.

And we miss it so much. Perhaps that’s why we chase every new game almost before it appears, hoping we’ll catch the unicorn by the tail and swing back astride before it vanishes around the corner, yet again. All we get are a few strands of silver that quickly lose their shine or, worse, a thumping kick, a humiliating stumble, a painful fall.
[Read the full article here]

The waning star of the magical MMO experience, we have all felt its decline. The more veteran the player, the keener that sting becomes over time. We wonder whether it’s us or the games or everyone, we lament how all things change and people move on, yes the good ones too. I’m with Bhagpuss in acknowledging such a thing as unique collective experiences in time that cannot be reproduced. There is a singular nostalgia reserved for members of the first hour. I do however hold the conviction that there will always be new and great games for somebody.

Each time I think of WoW, I’m so so glad I was there for vanilla. And yeah, TBC was good too and WotLK was great in places; but we were there when the days were young, with all paths wondrous and new and everyone in the same boat of “whoa”. If you missed vanilla, I’m sorry, what can I tell you – you missed the 60ies, friend. [source]

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Still finding rainbows.

Once we have moved past the age of wonder, we may become more self-complacent or demanding or cynical. Yet, magic is still to be had in MMOs for the travel-worn; it is in fleeting moments, in unexpected kindnesses and starry night skies where fireflies roam. Bhagpuss laments the transition of the MMO “world experience” to just MMO gaming, and I am right there with him, but then what is life really if not a never-ending quest for moments of happiness and joy amongst the struggles and demands? We grow up in MMOs the same way we grow up in real life; at some point without notice or warning, our toys stop holding a life of their own. The magic’s gone and we can’t quite say why and when we outgrew them. No toy, no matter how new, can fully bring us back.

But as I grew older, it became harder and harder to access that expansive imaginary space that made my toys fun. I remember looking at them and feeling sort of frustrated and confused that things weren’t the same.

I played out all the same story lines that had been fun before, but the meaning had disappeared. Horse’s Big Space Adventure transformed into holding a plastic horse in the air, hoping it would somehow be enjoyable for me. Prehistoric Crazy-Bus Death Ride was just smashing a toy bus full of dinosaurs into the wall while feeling sort of bored and unfulfilled.  I could no longer connect to my toys in a way that allowed me to participate in the experience. [Hyperbole and a Half]

Today it may be smaller things that charm me in MMOs, rather than dramatic social experiences. My mind is less overwhelmed by novelty but more appreciative of details. And I don’t race to a promise of endgame because I’d really rather not die just yet. Maybe all that means is that my mind has matured and I am closer to a world simulation after all, rather than just playing a game.

Treasures of Draenor

It’s about the little things. It always has been. Whether it was finding Sheddle Glossgleam in Dalaran for shiny shoes or so many other secrets in World of Warcraft safely hidden away. Draenor is a beautiful world with its long leaves of grass moving in the wind and snowflakes swirling across the plains of Frostfire Ridge. There is more treasure to find these days than ever, with a map for achievers or without for the more exploratively inclined who’d like to think the world an endless place of mystery.

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And then there’s the secrets. The things only found by chance that someone had to come across, maybe on an errand or erring with nothing in particular on their mind. I love early expansions; between exclamation marks I’ll make time to follow the footprints in the snow, climb a mountain, swim out to the sea. Or levitate, rather. That’s how I came across and island to the southernmost edge of Nagrand and on that island there was a path leading up to something –

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It’s the little things – an odd scenery where you least expect it, mementos thrown away, curious and without explanation. Finding a magic lamp hidden in the grass right next to them, letting you activate whatever is stored inside. Maybe a cloud of dust, a string of words long forgotten or a dark spell? Or a wink from far away, a well-known phrase by a genie called Robin.

Maybe a wish that some things could be preserved forever when memories are all that remain. Life is a treasure. Happy weekend everybody.

Returning to WoW: Everything is the same, everything is different

It is a mixed bag of feelings going back to an MMO you convinced yourself never to return to for lack of better judgement. An MMO you once called home and then were absent from for three years, maybe looking for closure. When I played WoW between 2004 and 2010, I did like so many of us in our mid-twenties, with passion and zeal and an exclusive all-or-nothing attitude. All or nothing, that also means quitting when you feel things ain’t going your way any longer.

Warlords of Draenor is nothing I had planned on; that too was a mixed bag of spontaneous curiosity, lack of content in new MMOs like Wildstar and winter is coming. And I made it very clear to myself: This time around, it will be about me taking my time re-discovering Azeroth in peace. I will sub for one month and find out if I still like this, no pressure. I will enjoy running around incognito after all this time, minding my own business.

Or something.

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Where do I go from here?

Everything is the same
WoD was off to a rocky start with DDoS attacks and massive server queues (how very vanilla!) making it impossible for many players to log in during the first week. After I spent launch day re-installing the game, it took another day before I managed briefly to log in for the first time in three years, finding my character standing in front of the Dark Portal, lagging horribly. After ten seconds of being unable to move like this, I got my first whisper from a very old guild mate from vanilla WoW: “SYL!”.

I disconnected right away. My game wasn’t stable and I really didn’t expect to be discovered so early into my return. But this is how it’s always been on my server – those who have been on Stormrage since 2004, the early guilds and raiders, they remember each other. And so many have come back for Draenor, it is bewildering. My friendlist shows names online I had never expected to read again. Already I find myself guilded once more in the very same raidguild I helped build in vanilla WoW, with almost its entire core and founding team back. A decade later it’s as if no time had passed at all. Sure, everyone’s gotten a bit older, some are married now and some have kids or better jobs. Everyone definitely agrees they won’t be raiding ever again but there’s much else to be enjoyed nowadays.

The player base has aged and so have Blizzard with them. Yet, on the surface everything about WoW feels and looks exactly as before. I spent my first week in Draenor getting used to and then charmed by the beauty of its dated graphics (especially in the old world) and cringing over its messy, gargantuan UI that has been so aptly compared to the old “Weasley’s house” in a conversation between Rowanblaze and Belghast. After I discovered void storage in combination with transmogging, I wasted another day on costumes until I finally felt prepared to see the world, which is why I ran straight into Elwynn Forest, love of my life. To my delight, it was not deserted and not any of the old zones I went to visit from there were either – Duskwood, Redridge, Burning Steppes, everywhere I went I saw players. After 10 years, there is still life in these old zones, I have no idea how that works.

As is tradition, I went to pay Ragnaros and Illidan my respects and announced my coming. They still dropped hunter loot mostly, so nothing has changed in that respect either. Even on the auction house, the same items that used to be expensive in vanilla are still on top of the list today (who would buy a Burning Brightwood Staff today is beyond me but I still want that blasted Greenwing Macaw!). So far, so familiar.

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Draenor is beautiful.

Everything is different
In their mushy Looking for Group documentary from this Blizzcon 2014, which has played no small part in bringing more WoW veterans back to Draenor, Chris Metzen talks about how WoW really has always been about two entities – the world and the player, and he couldn’t be more correct. The successes of this MMO are as much thanks to developers trusting their instincts as to a very passionate and creative player base that has an undying love for Azeroth. This huge and rich canvas of a world with its plethora of maps and music has been such a welcoming and ever more accessible home to players of every color and creed for years.

All the while, Blizzard have continued to re-invent themselves and I believe this is the secret of WoW’s long lasting success. With every expansion, they pushed further to offer something new to more people without dismissing the hard core entirely. Comparing WoD today to when I left three years ago, I can confirm that WoW is a changed game in so many ways, trying to keep up with increased standards, never daring to rest on its laurels. This is apparent in today’s casual and solo-friendly approach to grouping, dungeons and raids for one thing, with flexraids and bronze, silver and gold heroics. It’s the democratic spread of loot and gear models, combined with all the tier look-alikes available. It’s adding small stuff like treasure hunting similar (but more involved) to Rift, jumping puzzles like in GW2, pet battles à la Pokémon and a pseudo-housing system with private nodes, the way Wildstar has them (only in WoW, the Garrison is actually a lot more useful). The talent system has been simplified to match modern MMOs with more minimal action bars and while quests and loot aren’t FFA, important quest mobs are shared nowadays.

All of these changes and additions make WoW not just one of the most approachable MMOs today but the richest in terms of content diversity. Draenor is the pinnacle of that philosophy: jump in right away as a level 90 character, learn basic skills and talents from scratch by playing through the intro scenario (which for once ain’t in a cave!). Get some money and bags to start with and oh, we also boosted your professions so you can join for all these new quests! As for the Garrison, it might be the first example of useful ‘player housing’ with meaningful choices in over a decade.

The genius of Blizzard
In a competitive industry as this, Blizzard’s achievements are really twofold:

  1. Making a niche genre more accessible and creating their own faithful player base in the process.
  2. Continuously re-inventing themselves rather than resting on the laurels of vanilla WoW.

Some will say this is the mark of smart decision making and market observation over at Blizzard. However and without denying the aforementioned, another more simple answer also lies in the Looking for Group documentary where an aging core of lead designers and developers is still creating for a game “they themselves would like to play”, more casually now than in their late twenties. More mature too, giving more thoughts to their diverse target audience than before. It’s not just the players in WoW that have grown older.

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And so it’s the greatest irony of all that, while so many MMO developers raced to emulate what was essentially vanilla WoW’s successes, Blizzard themselves moved on and branched out, leaving their past to others. According to the latest news WoW is back to 10 million subscribers, something that is difficult to swallow when new and shiny titles like Wildstar are struggling to maintain an audience. But who is to compete with a ten-year old AAA-fantasy themed MMO this rich and loaded on diverse content? Comparing other titles to WoW is never fair.

To be continued
As for me and Draenor, two weeks in I admit that I am charmed once more by the world of Warcraft – more patiently this time, more laidback and happy to smell the roses on the way. There is so much to do and learn for me after three years and I am not rushed to get anywhere with anyone. Most of all, this explorer is enjoying the vistas of Draenor (and there are so many beautiful ones nowadays) and a soundtrack so reminiscent of our vanilla days. Yes, for now I believe I do like this again and that is all that matters.

Your last MMO ever and the Troubles of Aging together

I am a 30+ MMO player with a history. I don’t speak for all 30+ MMO players with a history. This post is about many things at once.

Not too long ago I had an interesting discussion with an old gaming buddy reflecting much of the current MMO malaise that seems to have struck several bloggers around the blogosphere lately. The most memorable statement in our conversation was this: “Wildstar is going to be my last MMO” – something that I’ve heard several times now and keep reading on the official forums. Clearly MMO culture is in a phase of re-evaluation both on a personal level and otherwise.

On the surface, such final player declarations appear singularly odd and certainly unique to the genre; never would you hear anyone say “this is going to be my last RTS ever” or any variation thereof. Why would anyone make plans for their last MMO ever?

Of course the answer is simple for those among us who have been there – played MMOs, breathed MMOs, lived inside the same MMO for years. This genre is not like other genres and neither is its commitment. Players are passionate about their character progression, their guilds, their dramatic quitting gestures. And sure, there are exceptions to the rule, players content to solo and never invest in any type of cooperative endgame. Yet, there is still a consensus, spoken or unspoken by developers too, that the heart of the MMO experience lies in cooperative multiplay. A big chunk of content gets created entirely for this reason, for better or worse.

And multiplay takes extra time, in fact not just when you’re in the middle of it but way in advance. Looking for guilds, spending time getting to know a community, working around timezones and schedules in order to group up and advance together, that’s a type of effort that asks for special dedication. For the more fatalistic among us that don’t do casual solo even when they aren’t hardcore, this also means the decision to jump into a new MMO is one that must be carefully considered. There is no time to waste or something, it’s either all or nothing.

All of this resonates with me given my early WoW history. However, there are times when I wonder if it’s really such a good thing to make one’s own happiness so dependent on other people (it’s not like that ever works out in real life). I love the cooperative aspect of MMOs but they are also virtual worlds, canvases of beauty I’d like to travel and explore. The older I get, the more there is compromise to my own time spent in games. O tempora, o mores, I guess.

The Troubles of Aging together

That said, I’m a player who is still counting on social ties for longterm dedication and so many times since WoW have I been flustered about MMOs not bringing back the “good old times”. Of course there’s a pattern here; you’ll never hear an early player talk about the good old times because there are no such times (yet) to make flawed, subjective comparisons to.

The only reason I’m probably still playing Wildstar every night and enjoying it immensely is social environment. I’d still be paying a sub and exploring the maps of the Nexus but as a solo player or member of a dwindling group of peers, I would never have bothered to acquire the Genesis Key, step one of the attunement of doom. Wildstar might actually be another MMO on the shelf already, as it is for others that used to be more excited for launch than myself. I’m still in though and wondering about the reasons, knowing at least half of the answer:

I started playing Wildstar with three old WoW buddies of mine, all of which have drastically changed weekly schedules now that they’re in their 30ies rather than early 20ies. So do I, despite all of my personal time still being my own. I am not 23 anymore, I need more sleep than I used to (it’s true and I hate it), I don’t do rushed PC dinners any longer and I have no wish to be in charge of anything or anyone else than my virtual self when online. I’m still looking to be a regular in an efficient and fun guild though, one that manages to balance the hardcore casual for lack of a better word.

Facing the fact that a group of ex-WoW raiders now all in their early thirties don’t stand a chance lasting in Wildstar’s endgame (we’ve tried and failed before), I soon resolved that our small guild needed to move on and reinforce a bigger team run by fresh people full of “MMO-oomph”. It’s been the best decision possible both for my own enjoyment (and hopefully theirs too) and dedication to the game. More importantly maybe, hearing others talk about the game made me realize that MMOs are as new and wonderful as ever for players of another generation – the players we used to be ten years ago. In no way is Wildstar inferior to WoW when it comes to how it’s handling group content. Nothing has changed in that department – we have. The people around us, our original peers have.

Early MMO enthusiasm is contagious. So is dwindling enthusiasm.

Truthfully, every MMO since WoW was a game I tried to re-connect to together with my ever less active WoW buddies. You could say I’ve kept trying to recreate my old communities elsewhere, as so many of us do. A guild’s greatest virtue which is bonding with others, becomes it’s greatest peril in the long run when communities get so insular that there’s hardly room for new blood, not even across games.

Yet the more we kept to ourselves and didn’t mix, the faster we dwindled. It’s a downward spiral and it doesn’t work. Soon everyone’s frustrated that they can’t ever seem to get a full group for anything. Maybe somebody out there knows a critical mass of 35-year old MMO veterans that are mostly regulars but I do not – and you need a regular (slightly nutty) core to run a guild effectively. Now that I’m in a way more mixed guild with dedicated leadership, I feel completely boosted by their enthusiasm. Who are these people and why are they having so much fun? Oh wait, I used to!

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Luck and then some

There’s always an element of luck and timing involved when we start out in new games and looking for a new guild can be tough. I’d certainly call it a piece of luck to have chanced upon an active bunch of people with so similar a player ethos to my own. It would be amiss and incomplete however, not to try analyze things beyond luck.

Mingling with a wider age range aside, the choice of RP server and faction is probably crucial. On the only EU-RP server, Dominion side is a very calm and underpopulated place to be a Cassian, with dead zone chats and limited wares on the AH. My first instincts were calling it a bad choice when in fact, it’s the most beneficial thing to guild life. Players need their guild. Already this community feels tight-knit, the way it only happens in MMOs after launch rush is over and grasers have moved on. It’s the people who stay behind that you want to guild with.

And so maybe, it all comes down to this: staying behind and choosing to be part of a new, active community rather than maintaining an old one. Rolling on a cosy low-pop server. Sticking with that choice past launch rush. Not so different from ten years ago. We blame design a lot of the time when it comes down to frustrating social factors that ultimately, we’re both in control of and aren’t. Even if an MMO facilitates group play, and I believe Wildstar does, commitment remains a choice and unfortunately it’s not enough to make that decision yourself, you need others to make it with you. So maybe new blood is where the aging MMO player needs to start focusing his or her attention, if future gameplay experiences are meant to outlast a brief visit. I am guilty of having lived in the proverbial past.

For the Record

I love MMOs and I intend to play them for the foreseeable future. I believe that my generation of gamers especially, born in the 70ies and early 80ies, have an important and unique opportunity to be rolemodels for everyone else to come, doing away with gaming misconceptions and stigma. Yes, you can be an older gamer! No, gaming doesn’t have to stop at 30! If we can embrace ourselves and let go of the good old days in favor of new ones, new people and new experiences, there’s nothing to stop us from becoming the first gamers to happily make it to retirement (just think of all the free time!). Loving this place that is the MMO blogosphere, I hope to see you there.

Latecomers and MMO Citizenship

Back from a trip to the Adriatic coast in Italy which I spent idly hanging at the beach and enjoying their wonderful food, I have been catching up with blogging neighbours and my friends in Wildstar who have of course hit level 50 while I was away. My Esper is currently still at 40 without trying very hard, so I’m in no rush to get to any endgame or attunement questchain. I still haven’t done all the 5man dungeons in Wildstar and it generally seems difficult to find a group of people interested in running them before level cap. This strikes me as weird but is probably testament to Carbine not integrating the dungeons into the leveling process very well. I remember countless Stockades, Deadmines and Gnomeregan runs back as a WoW noob, then Maraudon, Sunken Temple and all the level 55-60 dungeons we would grind on our way to vanilla level cap.

Why are players nowadays skipping dungeons on their way to max level? I’ve experienced the same in GW2 too. Sure, these games will scale your toon and skills down to the appropriate level, still it never feels like the real deal to me running designated lowbie dungeons after hitting level cap. There’s that voice in the back of my head telling me I’m a dirty cheater.

On MMO Citizenship

Commenting on one of Wilhelm’s more recent articles on friends jumping into WoW almost 10 years into its life cycle, and remembering this tweet by Scarybooster, I realized (again) how important it is for me personally to get a chance to play MMOs at launch. I can live without alpha and beta “testing” honestly but I love the spirit and mass hysteria of launch week(-ends), no matter how plagued with bugs and annoyances. This is clearly the addictive phenomenon of shared collective experiences, as much as wishing to be among the first or being a member of the first hour. As clarified over at TAGN, I’d like to grow along with a game, I want to understand where it came from and where it’s going.

Every time Bhagpuss reminisces about the good old EQ times, which he does so well, I feel a bit sad having missed that particular train. A part of me briefly wonders if I should still visit today but no, I don’t think so. There’s simply no way to catch up, to acquire a reasonably deep understanding of EQ that I would personally seek as a player. It’s not just harder to connect to long established communities in MMOs – as someone interested in the design and mechanics of games, it’s an impossible amount of historical baggage to clear through. There is no ‘citizenship’ for someone jumping into EQ in 2014, not for a long time anyway.

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And then there’s the matter of dated graphics…(pcgamer.com)

This is something that I have experienced in LOTRO before and it’s partly a reason why I never made it to level cap (the other part being the mind numbing exp-grind which is daunting to solo). I was never a citizen of Middle Earth the way I would’ve been, automatically, as a launch player. I could’ve gotten there one day maybe, reaching a point where I felt comfortably established. All the same I would remain someone marveling at the veteran tales told in the Prancing Pony, never partaking in any.

Granted, games today make it easier for the late player to catch up and get boosted. All MMO business models rely on a steady stream of players over several years, not just a few months. I wouldn’t say you can’t jump into Wildstar months after launch with any noteable difference. At the same time, I draw a line somewhere around the one-year mark where joining new games is concerned. This is a purely personal choice; you can absolutely enjoy older MMOs, maybe you can even commit to them in the same way as veteran players and be entirely happy with your time in that new world, the way it is right then. I just know from experience that I couldn’t be.

I’m fine missing out on certain content or events happening in MMOs, missing an entire era of gameplay (or several) however feels like skipping the first book in an otherwise excellent fantasy trilogy. MMOs do their best to appear non-linear: they’re always accessible, repeatable, resettable. Yet there are also milestones and caesuras in our virtual worlds, game changers and evolving stories. It’s not all one big broken record so as long as I enjoy the tune, I’d like to listen to all of it.

Fun and Games in Wildstar: The Launch Recap

Few hiccups aside during hour one, this past Wildstar headstart weekend marks one of the smoothest MMO launches I have ever been part of. Having settled for the only PVE-RP server on EU side due to (hopefully) better community, everything from claiming my name to creating my character and jumping into a mostly lag-free game was easy and carefree. Adding friends? Grouping right away? No problem either! And even if you can’t afford 10 gold for a guild just yet, Wildstar lets you create custom channels for better communication with your buddies. That is extra points right there for minding the MMO core-virtue that is (or should be) playing with friends.

A few players experienced rather troublesome queues this weekend which was mostly due to Carbine’s somewhat baffling miscalculation for PVP realms. There was….one. However, it took a few hours only until the login screen already informed about further realms being added both on the PVE and PVP side of things. In general Carbine seemed quick on the ball responding to players which is not something that can be said for every developer during a launch weekend.

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Meet Syl and Kirby!

Having played my Dominion Esper up to level 17 now and fresh out of her first group adventure, let’s have a more in-depth look at Wildstar’s week one, shall we?

The Gameplay – Or how it all comes together
The single most important aspect for MMO longevity, the gameplay in Wildstar is the true winner. Everyone who paid attention to Carbine these past few years was ready for a lot of polish and yet, they have taken it up three notches since the beta. Wildstar plays intuitively from level 1, the pacing is just right and takes comprehensive steps in preparing the player for higher difficulty. There are quests, challenges and points of interest in abundance, flowing naturally into one another. Rewards are interesting and varied with bigger, more satisfying upgrades ever so often. The game is responsive when interacting with the environment as well as with various interface commands. Combat has that tangible “oomph” so many MMOs struggle to create, animations are excellent and visual aids have improved loads since the beta.

In summary: Wildstar is playable in the best sense of the word; very very playable.

Questing and combat
There are more quest hubs around than anyone can handle and that’s not such a bad thing. While there are other sources for good EXP, such as PVP, the numerous and carefully laid-out questing opportunities give players a sense of direction and make for a satisfying and reasonably fast leveling experience thus far. Down the road we might worry about the leveling game ending too soon but at least this here MMO has some endgame ready.

The quests are standard fare but vary frequently between kill ten rats, fedex or escort which can be shared with others. For some undefinable reason some of them still require backtracking while many will spare you the walk thanks to NPC voice communication. These tend to be longer questlines tying into an overarching storyline (some class related too) while others are just your old farmer looking for a hand. The public events seem somewhat sparsely peppered over the first few zones and come with disturbing reset timers compared to what you’d be used to from GW2 or Rift.

As for combat, I have always liked the concept of Wildstar’s doubly-active telegraph system and challenges increase significantly there as you level up. One inattentive pull of an elite mob (which are part of every area’s monster mix) can result in a quick and painful death unless you know your moves and WASD buttons. On a slightly different note, I am somewhat missing ticking things like buffs, procs and hots/dots on my character and target frames. I’d like to see more in terms of timing with procs and using synergies but maybe that’s just the impatient newb in me.

Paths
A while back I decided that Wildstar’s Explorer path was probably not for me because jumping puzzles – and rightly so. I love the Scientist challenges for every map which require you to scan various flora and fauna, as well as to learn more about the world (I has “Bookworm” title!). My merry scanbot companion comes with a custom name as well as booster and vanity options, so paths are hardly just a gimmick in Wildstar but seem reasonably flashed out instead and different from one another while not being game-breaking, either. There is replay value here for alts.

Gold and other currencies
There’s a steady flow of cash in this game and as long as you heed the MMO newbie’s cardinal rules of starting out poor, which are a) sell everything -and- b) stay the fuck away from the auction house, you will be just fine in the long run even if buying all class abilities as you unlock them seems impossible at first. Having bought a mount at level 15 already and being close to affording that guild fee too (do check out these amazing guild holomarks!), I am not worried about unlocking all of my skills in time. In a way, it’s not a bad thing having to concentrate on one set of skills and one playstyle first before accessing too many options – we don’t want to exhaust it all by next week, do we?

As for C.R.E.D.D., I’ve inspected the ingame currency converter just a little so far and can’t say I am really interested. With Wildstar being item shop-less (which is rather uncommon under NCSoft’s wing) and me being more than happy to pay for this sub, I can’t see myself messing with C.R.E.D.D. unless there’s another reason (like sparkling ponies).

Housing
Acquiring a house in Wildstar isn’t a real feat, it’s more of a birthright. Your little airborne acre waits patiently for your arrival and the standard housing option costs a mere gold to start with. Decoration items drop from special quests or challenges ever so often but seriously personalizing your home seems to be this game’s true goldsink. All I can say is stay the hell away from those customization tabs for as long as you have more essential things to invest in!

As a homebase for storage and buffs, Wildstar’s housing seems a fair enough deal. I’m just sad they went down the instanced route rather than outdoor. I can’t see myself spending an awful lot of time up there, just the way it never happened in LOTRO or Rift. Ah well.

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Skills / Talents System and UI
The action set builder is one of my biggest qualms right now. Instead of simple drag and drop, assigning or re-ordering different skills on your action bar is fairly tedious and the AMP window is a complete eye-sore for anyone attempting to manage their playstyle stats at a glance. Hovering over tiny dots to check what they do is a big nono and so is a fairly inflexible UI that won’t let you move essentials around without addons. No pass from me here Carbine, this is not 2004! At least the overall look of the UI has improved vastly since the black bar of doom early beta players got to experience.

Cosmetics and Dye System
While we should probably be grateful that Wildstar has both, neither its cosmetic tab nor dye system are making me particularly happy at the moment. Managing your look has been re-delegated to NPC visits and the system is fairly clunky and limited in the sense that single items can only ever be assigned to one outfit and need to remain with the NPC when saved. The dye system allows for up to 3 layers of color per piece but seems slightly buggy still and umm, final because no un-dyeing, so careful with that!

The Music
While one can argue about degrees of cartoony graphics for Wildstar vs. other MMOs, its music leaves no room for debate: this title comes with an amazingly accomplished, varied and memorable high-quality OST that is a true joy to uncover as you are traveling from zone to zone, taking in different vistas that each come with their own theme and mood in return. Jeff Kurtenacker has done a stellar job and as always, I urge you to turn those speakers up and have a good listen before deciding that MMO music is not for you. This one might surprise you yet!

The Overall Feel – A not so final word
Well-rounded and here to stay are the two thoughts at the forefront of my mind when recapping my Wildstar adventures since the headstart. I don’t know precisely what magic Carbine have worked in those two months before release but it’s clearly made an impact and increased my personal enjoyment of the game considerably. I am positively surprised and eager to see more high-level content and hopefully some properly challenging group dungeons.

As preached before, Wildstar holds its own within the landscape of MMOs; however to the WoW veteran’s heart, it echoes many of the standards we have gotten used to by Blizzard. The familiarity of Wildstar’s early game experience fills me with the warmth of a cosy blanket and yet, it is still different enough to keep me going. I will see where I end up further down the road – for now, I am all in for the ride.

What ever happened to /hail?

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While marveling at SOE’s name giving for their newly announced MMO title, a recent twitter conversation with @Mylin1 made me painfully aware of one simple thing: how much I miss hailing in MMOs and all it stood for.

What ever happened to /hail? In my memory it was the most common greeting in older MMOs, certainly in Ultima Online and it wasn’t just for the role players. /Hail was part of early MMO culture, maybe MUD culture too (feel free to jump in), and it instantly gave every social exchange a more serious, almost solemn coating. It was like a portkey for immersion, a sign that this was a different world you traveled – a world of dragons and magic. In real life you were Sam the history teacher but here you were Lorella Stormcloak, five times Grand Mistress of Arcane Arts.

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image @ http://www.aschulze.net/ultima/stories/story027.htm

When and why exactly we lost /hail I do not know. Maybe it was that later MMOs outgrew the classic medieval setting of Ultima Online that set such a perfect stage for the odd Shakespearean prose. Maybe it’s that after WoW’s successes, the genre became too mainstream and “Mr. T-cool” to allow for this kind of geeky eccentricity. I remember still seeing /hail around in vanilla WoW but that’s about the last time I’ve encountered it in the world of online games.

Oh hail, how I miss thee. Like so many other things we’ve lost on the way, you’re a remnant of a bygone age, a symbol of our early beginnings.

Happy weekend holidays everybody and a solemn /hail to all of you! May your road be safe and your loot plentiful.

With a Crying and a Laughing Eye: A Look at GOTYs of 2013 and MMOs for 2014

It’s that time of the year and we are all horribly stressed. Everyone demands things from us at work and they only just remembered, there are trips to plan and if you are very unlucky, a ton of last minute Christmas presents to buy for your more-or-less loved ones. I am looking at my Steam wish list and wonder what to gift myself. It’s quiet right now, outside the world of consoles.

Looking back on a year of gaming, 2013 was as MMO-starved as initially expected. Even Wildstar took a pass at a well-timed launch, eager to make Q2 of 2014 even more unmanageable. Only TESO has finally come forth and snatched the magic date of 04.04.2014, fingers crossed! We shall see – such are the words of wise (and burnt) MMO veterans. I gave up on Guild Wars 2 this summer after the Bazaar of the Four(thousand) Achievements event and I am still stuck at the gates of Moria in LOTRO (edro, edro!). Other than that, I’ve had a look at TERA and found it to be very beautiful and just as flawed. I played some FFXIV:ARR too, only to forget about it. Such was my year of MMORPGs.

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In lieu of many new MMO stories to tell, I am excited for a new year packed with MMO launches and Wildstar isn’t even among them. Here go my most-anticipated MMOs of 2014:

1) The Elder Scrolls Online
While the game looks far from perfect depending on what gameplay video you watch on youtube, it shows all the flaws (ugly character models, clunky UI) of Skyrim – game of games. All things considered, I choose to trust those (as I have no choice here in the EU where no beta keys have been released) who have named it a true Skyrim experience and put my money on TESO for 2014. You can laugh and point fingers when the time comes as I’m sure you will. (I would).

2) Everquest Next & Landmark
Still unsure about how Landmark is going to work and play into EQN, I look forward to some of the design progress SOE intends to take up from GW2. Rallying Calls sound hot and the Adventurer Class finds me mildly excited. Not exactly boundless euphoria (the cartoony graphics are still a major turn-off) but I think we can expect a polished package from SOE, with some unique twists as usual. And if not, well it’s all free to play, right?

3) Archage
Another game to be published by Trion, Archage piqued my curiosity although I can’t quite say why. Maybe it’s because the entire character customization and backgrounds look like ArenaNet had some weekends to spare, or because the game is supposedly this awesome sandbox with 120 classes and non-instanced housing. I don’t care for naval combat but I admit sending other players to prison sounds appealing.

4) Skyforge
Nobody knows much about Skyforge, the fact aside that Team Allods and Obsidian Entertainment (Neverwinter Nights 2) have decided to join forces in developing a new MMO. While they didn’t bother releasing any information in English so far and the only existing “trailer” is a lot of repetitive blah in vibrant colors, I have lots of Allods love to give to this project. All that said, that 2014 launch is highly dubious.

MMOs aside, I look forward to The Witcher 3 (SO MUCH!), Dragon Age Inquisition, Child of Light and Tom Clancy’s: The Division. That last one looks like there might be some splendid coop play to be had and I need to compensate for Destiny not launching on PC.

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This better be good!

As for my GOTYs of 2013

Outside the world of MMOs, 2013 has been a fantastic year for indie gaming. There’s no doubt in my mind that I’ve had the greatest fun with smaller titles this year, taking me completely aback and delivering the sort of experiences many AAA-games can only dream of. I’ve also been late to some parties in 2013 which is why not all of my personal GOTYs were actually released this year. Sue me.

1) Don’t Starve
This quirky, dark-humored and deeply complex rogue-like, with its Burton-esque flair and stellar soundtrack, is undoubtedly one of the craziest bangs for the buck of 2013. DS is a polished gem of hilarious proportions and everyone should get it! Nuff said.

2) Dust: An Elysian Tail
My great love of 2013, Dust is every bit the work of love of its tireless creator. It’s a beautiful game packed with retro and indie homage, intuitive and fun combat, deep story and loveable characters, secrets to hunt down (spoiler!) and a stunning soundtrack, making for an easy 12+ hours of gameplay at a ridiculous price. Not enough good things can be said about Dust: AET, indeed.

3) Bioshock Infinite
While much can be debated on behalf of BI’s story, there can be no doubt that it ranks among the greatest AAA-experiences of 2013. Stunning visuals, complex narrative and intriguing characters have made this rail shooter a must-play in my books (and I don’t shoot that often).

4) The Witcher 2
Rather late than never, I am currently still playing the Witcher 2 and have completely fallen in love with its characters and immersive way of story-telling. People have complained about the frequent cut scenes but you’ll hear no complaints from me. The Witcher 2 features some of the best dialogue I’ve ever seen in an RPG, a carefree way of making choices and beautiful, atmospheric settings (that to be fair, could be more completely accessible). Oh, and dragons!

5) LOTRO (my MMO saving grace!)
Impossibly late to this one, I started playing LOTRO between December 2012 and January 2013 and have been paying subscriptions ever since. Even if I’m complaining about the experience grind before Moria, LOTRO is probably among the Top 3 MMORPGs I have ever played, with hands down the most immersive MMO world I ever had the privilege to travel. Much of this is thanks to things like perfect scale and sound effects which we have yet to see in other games. Also: player music!

Looking back, I almost feel a little sad parting with 2013 now but nothing that a great new MMO can’t fix. Beware 2014, such weight already lieth on thy shoulders! Do we dare to unleash our expectations – or should we play it safe, for now?

P.S. I’ve played ‘Brothers – A Tale of Two Sons’ few days after writing this article and it is officially added to my GOTYs of 2013!

Defining Good Value and Price Limits for your Games

The other night when listening to the latest GameOn episode #30 with Chris (he’s back!), Adam aka Ferrel and Liore (who has permanently joined the podcast!), the hosts made an interesting comment that got me thinking about the long way we have come in terms of general affordability of games and our willingness to pay for them. As for what piqued my interest, this is how the conversation went down [00:16:40 onward]:

Chris: …’cuz there is no game out there that is going to live up to a ten thousand dollar investment, or even one thousand. I would seriously doubt that.
Adam: I don’t even wanna spend sixty dollars on a game.
Chris: Yeah right? Right. With these days, I go to this website [name] because sixty dollars is too much. Pretty much any brand new game I get, if it’s over forty-eight dollars, I’ll wait a little while.

I remember the times when I paid an average 120 bucks for my console RPGs. While PC games were always cheaper, as kids we would usually pay around at least 100$ for console modules, in the late 80ies and early 90ies. Naturally, it took months to save up for new games and both our anticipation and appreciation was accordingly high. Those were different times altogether as far as single game value went. There’s no such thing as scarcity to make you aware of what things are worth – or could be.

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Today, I would of course concur with Chris and Adam. 60 dollars for a game is something to think over. I don’t actually recall when I paid that much for a new title ever since moving on to PC gaming and videogames becoming generally more mainstream and thus cheaper, and it’s not even that I avoided them on purpose. The most expensive games I’ve bought (digitally) were possibly Skyrim and Bioshock Infinite right after launch although “expensive” is a very relative term; I don’t consider 40-65$ for a full-package title with 20+ (in Skyrim’s case more like 80+) hours worth of game time expensive. Also, my budget for games is a different matter than it was twenty years ago.

This is of course where our notion of good value (or biggest bang for the buck) comes in and generally, it’s fair to say that with a growing supply our expectations of videogames have drastically increased. As Liore also mentions later on the podcast, the expectation of things like Steam sales further influences player purchases. Now, when are we still willing to pay more than the usual 5-20$ on Steam for single games and how do we determine that value? And how do we determine the absolute limit of an acceptable price? Is there any?

Personally, I detect a variety of factors influencing my investment decisions for games: reputation / trust in an existing brand, genre expectations, overall preview impressions, word of mouth, total game time, extras – they all play a part. As far as hard limits go, I wouldn’t pay several thousand dollars for any game (alpha/beta access for that matter) upfront; even if I had that type of small change, there is no one game with enough value that could justify such a price to me, certainly no non-MMO. After playing WoW for 6 years, I must have paid around 1000$ in installments and subscriptions. All that said, the prospect of playing a game like Skyrim with Omni and Occulus Rift hardware is highly appealing. If this is the future of gaming, wouldn’t I be willing to pay for that? I know I would.

Skyrim-v7

How do we determine that sketchy variable that is value when purchasing new games and how much weight is given to qualitative (for ex. gameplay innovation) vs. quantitative factors (for ex. overall play time) respecitvely? Can a rewarding and fun one-hour indie platformer offer the same or more value than the average Mario game on console? If not, how do we break down value proportionally to arrive at a “justified price”?

Is there any time when you still want to buy a video game right after launch, no matter the higher price? [random question]

Judging from many heated pricing debates on forums and message boards that I’ve seen, there is clearly no consensus among gamers about these matters. It is very interesting to hear anyone talking about 60$ being “too much for any game” though, considering I just had a dinner last night that cost more. In the end, games are experiences to me and even in 2014, I will still be very willing to pay good money for well, the good ones.

Remembering FFXI and: Why I’m not playing FFXIV A Realm Reborn. Yet.

Square-Enix have officially halted digital sales for FFXIV:ARR due to an “overwhelming demand” and unlike for Guild Wars 2 one year ago, nobody can say they’re surprised. The blogosphere is abuzz with FFXIV impressions and even those who wouldn’t touch Final Fantasy with a stick in the past, are willing to have a look at A Realm Reborn which is quite remarkable to say the least. I always hoped that this title would be given a second chance; to see it appeal to the western market way more than its predecessor, which launched in a time pre-WoW, is pretty amazing. The fact that I have to be careful about how I criticize the game in my usual circles these days, is funny.

FFXI was my very serious introduction to the genre back in 2002. My love for this franchise is no secret and is frequently highlighted during Battle Bards podcast episodes. I will defend Chocobos to death if I have to and tell the world why Square deserve all current fandom for being consistent, faithful and shamelessly magical on so many levels. There are not many franchises out there that have not only seen as many years, but bested cross-platform and cross-genre hurdles the way the Final Fantasy series have. FFXI is one of the most successful subscription MMOs to date.

So really, nobody wanted ARR to be awesome and great more than me. I signed up for the beta the moment I was able to. I spent time on the character customization, questing and exploring the starting areas, playing different classes. Yet all things considered, I’m sad to say that FFXIV isn’t on my list of current MMOs. I was even tempted to write that final “why I’m not playing…”-post the way I usually do, but then decided against it. Despite the fact that I was majorly disappointed by the beta and that ARR has had a rather horrendous launch, I’m willing to give it another go in a couple of weeks or months, when SE have had time to address the biggest issues. Why is that? Because of FFXI memories and my hopes to see some of that return one day.

My very personal ARR (beta) impressions

Before jumping into retrospective, let me explain briefly why my ARR beta impressions can only be summarized as “an exercise in datedness”. Maybe I’m applying higher standards to this relaunch – in any case I have zero tolerance for its particular shortcomings. From the very beginning, SE’s communication in terms of beta dates, feedbacking / NDA and actual DOWNLOAD LINK were beyond abysmal. Polish in this regard, be it customer info or smooth account and payment management, were never this company’s forte. FFXI veterans shiver in fear thinking back on Play Online account management. Still….because it is 11 years later and because this is a relaunch, I expected better. This is poor guys. Poor!

After discovering the download link for ARR in some forum thread (…), successfully installing and finishing a somewhat strangely organized character customization where all the female voices sounded like pornstars before climax, my Lalafell Conjurer was thrown into Gridania. Instantly I was critted for 500k of wearisome tiny speech-bubble exposition. I get it…this is the uhhh “tutorial phase” for all the complete MMO newcomers out there (so many of them!). So, after clicking away what seemed like an eternity in Lalafell years, I did my best to navigate the horribly designed starting area with help of the equally horrible town map. Oh and teleport thingies….which didn’t seem to have names on the map – yet the beautifully long dropdown menu for picking destinations required me to know. Trial & error, said I!

What’s with all the double confirmations, by the way? Do I really want to – really really? Is this game developed by Microsoft Windows? …

All of this wouldn’t have been so horrible if ARR didn’t send you all around town for the most lazily designed and unimaginative fetch&delivery quests since kill ten rats. First I wasn’t sure if they were kidding when asking me to pick up 6 sparkling vegetables lying around right before my nose. Then it turned out this quest wasn’t the exception. That’s when cold desperation took hold of me.

There was also a “do this emote”-quest for variety. It was my absolute highlight.

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Outside town the world was a beautiful as ever. Yeah, they know how to do that stuff. Pulling mobs was weird in a group, what really irritated me however was how combat was still slow and formulaic. Also, SE have apparently not caught up with the whole shared tapping and nodes concept that makes newer MMOs so enjoyable. Sigh.

…There’s more and Jewel did a good job rounding things up elsewhere, so I’ll stop here. I know some of these issues were fixed since beta, the biggest offenders however remain and have me worried for the game’s future. To clarify, it’s great so many players are enjoying the current state of ARR, and if you happen to enjoy the more traditional or oldschool approach to all things MMO mechanics, more power to you! Still, I feel let down by the lack of polish and creativity in many areas, considering how a re-launch of an already once-failed title will have much to prove in the long run.

Remembering FFXI

This is where the ranting ends because there is much to love about the FF Online franchise. When I think back on my days in FFXI, many things stand out in my memory – things that made it worth my time and that may similarly change my opinion of ARR. To list just a few highlights:

  • FFXI was one of the first MMOs to introduce multi-guilding via linkshells. I loved the idea, I still think it’s a good one.
  • There was the insanely well-designed and flexible class system, with added hero classes. I was a Red Mage / Bard and up to date no cooler implementation for an MMO bard class exists to my knowledge.
  • As bad as auction houses were, as great was the simplicity of individual player shops via public inventory bag.
  • SE have always understood the importance of player housing.
  • Beautiful character, animations, spell effects and gear design. A beautiful world to play in, full of nostalgia and the most wonderful music.
  • Party combos actually mattered

My main reason for stopping FFXI was mostly twofold: the money and exp grind was insane for the average player – and FFXI was a game of merciless forced grouping after lvl 16ish with no soloability and setup flexibility whatsoever. I could’ve lived with much of its other imperfections and overall punishment but these main factors proved too detrimental to my longterm enjoyment and acceptance.

Needless to say, much got fixed and balanced as the game progressed. However, by that time there was another MMO called World of Warcraft demanding all of my attention. Which is where my worries for FFXIV come in: what’s gonna happen to subscriber numbers early 2014, when all novelty has worn off and the game will have to put up with some serious competition? It’s easy to love things when they are new. Which is why I do have my hopes up that ARR will see some much required fixing and polishing during the coming months, as more players engage with it and leave vital feedback. One can only hope for Eorzea because right now, things just aren’t “good enough” – yet.