Category Archives: Nostalgia

Battle Bards Podcast Episode #1 – Going live!

In July 2011 I started my ongoing soundtrack seriEpicLuteTall200x300es to have an outlet for my love of fantastic videogame tunes and also, to reach out to other gamers of similar inclination in the blogosphere (and few and far they are in between – or so it always seemed). If the world of RPGs and MMOs is a niche, collecting MMO soundtrack is probably a sub-niche.

Imagine my enthusiasm then when I heard about a fully dedicated MMO music podcast by Syp from Biobreak (and Massively)! When offered to co-host this show together with two more venerable MMO bloggers and soundtrack geeks, how could I possibly say no?
Even better: the podcast comes with the name Battle Bards! How awesome is that?

I’m so very excited about this project and proud to finally present its first episode which is dedicated to MMO main themes! At the same time, I am happy to be able to reveal the wonderful Battle Bards banner which was graciously created by our very talented and close blogging neighbour Tesh (who also regularly shares soundtrack goodies on his blog). Thanks again, Tesh!

The podcast will air on a fortnightly basis and we absolutely encourage everyone, not just declared OST lovers but hopefully soon-to-be-converts, to tune in and leave us your feedback (I am working on that mic!)! Each show will feature up to 8 different tunes from various MMOs (of which audio snippets are always included) and while we’re definitely geeking out together, we are including some interesting background information on the chosen tracks and composers. I have to admit, I’m in this for my own selfish reasons – it’s such a big opportunity to discover new pearls and learn new things!

Without further ado, all you need to know about the Battle Bards podcast below.

Introducing the Battle Bards team!

 

I would like to thank Syp, our very experienced podcast mod, for organizing this wonderful opportunity and also putting our first show together! Speaking of which – you can find our current and all future episodes on the Battle Bards homepage or on iTunes. To jump directly into “Episode #1: Main Themes”, use the embedded player below or direct download via this link. Happy listening!

[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.

Individualism vs. Collectivism. Or: Glorified MMO misconceptions

http://www.wetcanvas.com/Community/images/23-Feb-2010/56079-230_Girl_on_a_Swing.jpgIf there is one quality in particular that I believe to be imperative for social relationships and bonds, that is the aspect of free will. Free will may be all that separates partnership from a prison, friendship from tyranny and loving care from obligation. In this life, I choose who I want to be with and for how long, and I don’t want any of my more meaningful relationships to ever be about necessity. “Yes, I do like you, maybe I even love you – but I don’t need you. My life won’t unravel if you leave and I won’t die without you.” I’d like to think that the best relationships I’ve ever established are grounded like this and I look at them as something that makes my life better – makes it a little more than it already is. And that more is very much worth having.

Of course none of that sounds particularly romantic; as kids we believe in grand gestures of undying love, we dream of losing ourselves in someone else entirely, we need and long to be needed or “completed”. Then we grow up and come to realize, one way or another, that need is no healthy base for relationships and that giving up oneself means to truly be deserted. “I need you” sounds romantic – but that is all it usually is. Way down that fickle road of need wait co-dependence, disrespect, manipulation and maybe even abuse. I want the important relationships in my life to be about free will, not need and not necessity. That is one luxury I am grateful for.

The same conclusions can be applied to online relationships: a while ago I wrote an article on the invisibility feature in MMOs and why it’s not only wrong but detrimental to community building, to prevent players from going invisible when they choose. Quality interaction and cooperation in MMOs are no different from the real world in that they need to be based on free will. Not on pressure, dictation or necessity. The line between where enforced cooperation ends and genuine friendships blossom, can be a very fine and blurry one – as the great majority of all MMO players have come to experience at some point in their gaming careers. Likewise however, most of us have learned just how quick and absolute long established bonds and even vows of brotherhood and friendship will be forgotten, when guilds end or players leave the game until further notice. And so we ask ourselves how much of it was genuinely committed, friendly motivated interaction and how much was simply a glorified common venture, serving the mutual and temporary purpose of individuals?

Yet, should we even make such distinctions for MMO relationships? …Human interaction in general?

Collectivism vs. Individualism

The simplest definition of collectivism and individualism is that they’re socially, culturally, historically and what not else-ly influenced values, at opposing ends of the spectrum of human collaboration and cooperation. Personally, I disagree with that in so far that both collectivism and individualism actually have an essential thing common: in isolation they’re both equally bad.

Pure, ideological collectivism comes at the cost of identity; things like personal fulfillment, expression or even free choice are second to the “greater good”. Historical and everyday attempts at collectivism keep failing because in the end the rule of a few privileged people over the rest of the herd seems unavoidable. As long as our species is driven by greed, personal gain and power lust, anyway. So, for simplicities sake let’s say collectivism has its noble ends in theory, but fails horribly at performance.

Extreme individualism is where things are going in our wealthy, western world; every man for himself, grab as much as you can. There is much room for greed and destructive exploitation, again of the few privileged – only this time it’s sanctified under a credo of freedom and pursuit of one’s own happiness. Meanwhile, the big, sparkly cities of man have become conglomerates of small islands, people living anonymously side by side, often feeling quite alone.
Individualism is very much a sign of material wealth though – it is a luxury. Human beings tend to stick together and pursue common goals when they’re all equally fucked. You know, when disaster strikes, sharing and compromise suddenly sound like a good idea!

…Where am I going with this? We need to be critical of social labels and so-called values, on all ends of the spectrum. The ideal society is probably one that can balance both polarities and in MMOs too, a balance must be struck between how social interaction and cooperation are “engineered”. Well, past games have only shown us a glimpse of the beginning!

WoW & Before: When necessity breeds cooperation

The glorified days of WoW, and yes I have done it myself, are the days when players could not advance particularly well without grouping up with others – be it strangers or friends. That’s when encounters were hard (unbalanced, restrictive) and soloing was only one, much smaller part of the game than today. It’s also where MMO veterans usually draw their fondest memories from: when quests and encounters were so damn hard that you and your buddies relied on each other’s every move, when punishment was quick on the ball and victory was so much the greater for it. Oh yes, I remember that too….and romanticism has its part therein.

Back in vanilla WoW, we didn’t just group up because of some notion of social altruism, curiosity or friendliness; at first, we grouped up because we needed each other in rather existential ways. We grouped up in order to survive or to progress faster, to access better loot or more content. There’s a common purpose of many individuals come together and each of them wants something – and that isn’t even a bad thing. What it certainly is not though, is some chapter in a romantic novel on social bonding and making friends for life. In fact, the classic MMO standard is the most incentivized realization of cooperation I can think of:

    • Group up or be punished in any conceivable way
    • Group up because target XY will only become available by doing so
    • Group up with players X and Y because of their role / class
    • Group up or…..be damned

Lots of “…or ELSE!” going on there! Grouping up is completely engineered by game design, by things like overall content difficulty, pacing or setup requirements. Does that mean I didn’t make friends on the way? I did, but I don’t think that was the game’s achievement. Lasting relationships are optional; they’re what players create and follow at a later stage. Grouping requirements in MMOs do not automatically exceed the purpose of simply killing stuff together. First and foremost grouping up is a self-serving, necessary act. The way most guilds and guild mates go (QED), cooperation is in fact not an awful lot more than that and maybe that’s just something to accept.

What all the oldschool MMOs (an no, I don’t count in WoW these days, but there is still the strict group setup) did in terms of cooperation, is pragmatic, social engineering at its best. Add to this, that within groups and potentially between groups, there would always be a certain degree of competition: for role spots, for spawns, for loot. Generally lots of “against each other” going on, rather than “together”.

In many ways enforced grouping like that shares aspects of social collectivism: people cooperate because they’re forced to – because they’re all equally bad off on their own. That’s no glorious and ideal state of social interaction though; it’s primal and primitive – and maybe that’s why many players take so naturally to this classic model at first. Food for thought?

GW2: Just the next evolutionary step

Much has been said about GW2’s grouping mechanics lately and if you’ve read my take, you know what I think about both the public events and cooperation in general. I also stated frequently that I find social criticism on features like FFA ressing in GW2 quite ridiculous; whether ressing comes with an EXP reward or not is a tiny, trivial thing compared to the way MMOs traditionally base their entire gameplay on incentivized cooperation.

So, what does GW2 do differently? I don’t claim it’s the big revolution, but it’s a step in the right direction – away from basic need to more balanced and well-rounded concepts of cooperation maybe. Of course you need to address the issue of engineered cooperation as an MMO developer; either that, or you better create very restricted content and unforgiving requirements (ye, those are popular). If you don’t, if you grant players a certain degree of self-sufficiency, freedom and independence, you gotta think of ways to motivate them not to solo all the time.

From my personal point of view and based on my beta experiences, I consider GW2’s grouping mechanics more open, free and more positively incentivized; instead of threatening players with what they’ll have less of, the game suggests that there is nothing to lose and often a little extra to gain from joining an ongoing group, helping another player or sharing an event (aka bonus vs. malus system). There is no loot or role competition and without formulaic grouping procedures, interaction happens more naturally and spontaneously. Rather than thinking of your small circle as questing partners, the entire server is your questing partner!

That is very much also the philosophy ANet have revealed for their multi-guild system. I personally don’t shed a tear over seeing classic appointment gaming go. I like the idea of cooperating effortlessly and without the pressure of agendas. These days, I group up for the purpose of meeting friends and then doing something together, rather than having a target-focused night of grind ahead (or failing to even have that because of teh holy trinity). “Monday is Onyxia, Thursday is Black Wing Lair” – it’s okay when playing together is all about encounters, progression and loot. Raid guilds especially are born out of the necessity to achieve all that; they’re not first and foremost about a wish to be social, although that can be added. That’s fine if it suits your playstyle.

It is just a little ironic when GW2 gets criticized for its more open, flexible approach when socially speaking, it’s years ahead of the classic MMO formula of necessity-born cooperation and glorified, artificial communities with a lifespan relative to endgame content.

Individual Collectivism

I don’t know about you, but I feel that grouping up despite being self-sufficient is a better, more transparent way of doing things. It is certainly a dang lot more enjoyable to me these days, to play without the tiring bonds of obligation in order to progress. I enjoy the random and voluntary encounters in GW2 and that my choice to interact or not is about a potential for ‘more’, rather than the ever-threatening ‘less’. Maybe we could speak of a collective individualism for GW2; a balance between being your own person but also joining up (loosely) for the sake of increased enjoyment and reaching some loftier goals. What’s wrong with giving players a real choice? And why should this choice not also come with some bonuses and rewards, like for everything else in MMOs?

There’s no doubt in my mind about the improved quality of relationships formed this way, either. No, I do not want to need you, sorry! I’d like to think that as human beings we can reach a higher state of mind than this: that cooperation DOES still happen without existential commitment or the promise of punishment. I don’t expect my online relationships to mirror the real world, but then again – why should we be stuck at this stage? I still have a little more confidence in online communities than that. Shockingly!

P.S. This post is a contribution to Stubborn’s ongoing examination of a greater topic.

[GW2] Sylvari: Not so new, not that bad

I haven’t made a secret of my disinterest in GW2’s Sylvari on this blog and it seems overall I am in good company. I never liked the nightelves much in WoW either – the ethereal and detached thing they got going on, praying to Elune and generally living in pink forests. It’s not even that I dislike elves or any variation thereof per default; there are some awesome, badass elves and drows in fantasy literature, from complex and grim fighters to more merry and flamboyant characters. Much rather, it’s an issue of how elves are represented in many MMOs as these peace-loving, self-indulgent hippies who care more about their flower garden than the rest of the world. That is a general concern for all so-called friendly and pacifist MMO races: how am I supposed to choose any of them for a competent errr….fighter? Like it or not, you’re killing stuff in MMOs and lots of it. You are also quite meddlesome.

So, already from that point of view the Sylvari aren’t very appealing. As an aside, I didn’t particularly like their starting area either – it is pink and lush Teldrassil all over, just with a lot more shine.
What I will say in their defense though, after having played one for maybe 30 minutes this past beta weekend, is that ANet achieved a little more than just copying the MMO elf archetype. For one thing, there is the whole plant people concept; Sylvari ARE plants (sorta) which creates all kinds of interesting implications that have been discussed elsewhere. And although I wonder why they still need to hide all their “sensitive parts” in the character creation, the race design and customization achieves to transmit a genuinely unique and alien feel for this race. Their hair is straw, leaves or gnarly twigs, the shape of their limbs and body texture consequently fulfill the botanic premise.

What sets them apart from your staple elves too is that they aren’t ancient but in fact the youngest of all Tyrian races (I believe 25 years old). This “freshness” is even reflected in their looks, the way they move or stand still and their facial expression; it’s as if they beheld everything around them for the very first time. The Sylvari are noobs.

Alas, none of that will entice me to play one, but I feel ANet deserves that much: they’ve put some thought into their last race (which got completely re-designed very late into development) and the thematic coherence in design. Not that the plant people idea was actually so new either – in fact I’d bet my little finger that there was at least one lead designer among ANet’s “Sylvari camp” who happens to have enjoyed a very old RPG by Capcom!

Enter Spar – The plant creature

Once upon a time there was a very classic JRPG on Super NES called Breath of Fire. I remember this with fond nostalgia because its sequel, Breath of Fire 2 was the very first RPG I ever bought with my own money and played through. That was endless painful hours of grinding levels, excruciating random encounters and praying for a save-point….and oh, did I love it! It was also a time when I didn’t have English classes yet in school and so I ended up playing the game with a dictionary in my lap. Yes, here in Europe we actually often had to deal with imports (or else stare at ugly PAL bars on our TV screens). Breath of Fire 2 opened the world of RPGs to me – the rest is history.

It so happens that one of the most awesome characters you can recruit for your party in BoF2 is Spar, the plant creature. You meet him (/her) the first time at a traveling circus where he is actually up for display. Later on, he sends you on a quest to wake the Wise Tree (figures) from an unending nightmare, which is when you recruit him. Spar is generally indifferent and devoid of emotions. He has grown from a sapling and looks forward to becoming a tree himself one day. He’s a weak fighter, his best abilities revolving around support and use of environment; his Nature spell will actually grow a flower bed or sprout cactuses depending on where you are. Then, there are his shamanistic alter egos: the onion sprout, the leafy drake…..and a girl wearing a mushroom cap.

….Sound familiar enough? Well, Spar also looks like this:

http://media.giantbomb.com/uploads/1/18585/958874-bof2_spar_super.jpg

If this is not the direct Sylvari inspiration, I don’t know what is (I c wut u did thar, ANet)!

The MMO Tribute and Weekend Blog Updates

I’ve spent the past few days skimming through an immense archive of MMO screenshots, from early beginnings in Final Fantasy Online (I don’t have anything older stored anymore) on to four folders full of WoW to different titles I’ve played whenever I was jaded with the game and those I’ve played after. Needless to say, it put me in a painfully pensive and nostalgic mood, reliving some of the time I’ve spent in virtual worlds, looking at pictures of old friends who are no more and remembering some of the epic fun and silliness we shared. There is nothing that sets such an MMO picture album apart from real-life photographs; I’ve been to Vana’diel and Azeroth, to Hyboria and Telara, I have lived there and all the memories are memories of real things, real experiences and emotions. It’s been a hell of a journey and I don’t regret one damn minute. When I close my eyes I can be anywhere I want to and that has always been my escape.

Pewter recently examined what makes “the soul” of an MMO which is not an easy mission. It’s a question that can only be answered individually, what it is that draws each of us to virtual places and what we seek there. I once attempted to name that magic that makes games compelling to us, that draws us in so completely and utterly like only the best of them achieve. Where does the soul of an MMO lie? To me it’s many things come together, as it is no doubt for everybody (if not necessarily the same ones): it’s atmosphere and setting, a sense of world and scale, it’s in randomness and freedom, balance and cooperation. Longterm, the social component has the power to change everything. I am also a sucker for shiny art and beautiful music, but then you knew that already.

However you like to call this soul of adventure, I’ve found it there preserved in my screenshots, a decade of fun and wonders documented – a decade of me made up of different pieces. And it hit me that for each of those worlds I’ve visited, I left something of myself behind. That is the painful nostalgia, that’s what it means to truly immerse yourself in an MMO – it doesn’t come for free. We are all paying a tribute.
And maybe that’s why as the years pass, the longing increases and the older we get newer games make us feel less and less. For every world we’ve traveled, we leave a part of ourselves behind…until there’s nothing left to give. “When I was young I was a fool…”

The gallery is up and new blog is shiny!

My gallery is finished now and I’m very happy with it. It was initially only meant for my recent GW2 beta pictures but I’ve always wanted an online documentary that shows all the places Syl has been to and to go drown in nostalgia whenever I feel like it.
Unfortunately I haven’t found too many screenshots of the older games – I’m especially missing my Age of Conan folder that I seem to have lost. I realized too, that I haven’t taken nearly enough good screenshots in Allods, but then I’ll be back – I am always back to Allods.

Since I’ve spent so many hours picking pictures, I’ve finally also tackled another big to-do on my list, which was re-designing the entire blog to make it feel more personal to me and expressing the MMO / gamer thematic. The assorted screenshots were a big help and I absolutely love the new look and header image! This might get me to stick to blogger for a while longer, absolute pain in the ass that it is sometime.

Speaking of which, naturally the overhaul made me lose my blogroll again – this is the third time in a row now and I’m sick and tired of it. I finally found a way to store the links for good (doh), however I had to reproduce all of my blogroll pages manually (from memory) again and I am still missing at least 10 blogs on it. There’s only so much I can remember out of 55 links. So, in case you’re one of my blogroll users or find yourself missing all of a sudden – it’s quite possibly not intentional and I hope to restore the last few over the coming days. Letting me know is also much appreciated.

A good weekend to all of you out there paying the MMO tribute – and yes, one day I will tackle the even bigger headache that is switching my blog over to wordpress!

GW2: Will WvW be the next Alterac Valley?

I realized that my last two post titles were rhetorical questions both – time for a real one then.

All WoW PvP veterans would agree that the golden age of Alterac Valley lies in vanilla; when the battles between the horde and alliance would last for days, mighty allies would be summoned to the cause and the Field of Strife was soaked with the blood of countless enemies. Okay, there were actually a few who complained about the long duration and queues – but those are people who want to do quests in a BG and ninja-pull Drek’Thar. Through the ages, no other battleground in WoW has undergone so many traumatic changes; for players today the days of AV greatness remain but a distant memory or a sad legend told by their friends.

One of GW2’s possibly most alluring features is the epic World vs World PvP mode where hundreds(!) of players from three different servers will lay siege to one another on a large scale map. ArenaNet has announced that these type of conflicts can last up to two weeks, with only a few minutes of downtime in between battles to update the server rankings. Players of level 1-80 will be able to participate and join at any given time, anyone below max level will receive a level/stat boost to match a level 80 character. There are objectives for any type of play-style, from solo ventures to more coordinated mass assaults.

Does all this information not make your heart jump wildly in your chest?

With another press beta NDA lifted this week, we received another wave of GW2 echoes by the select and important. Me, I was only ears for the Massively article on WvW by Matt Daniel – a most exhilarating read. It is very hard not to feel incredibly pumped for GW2 PvP at this point! Just to highlight a few passages (you should really read the full article!) –

Let’s get one thing out of the way for the people with short attention spans: I had a blast. For quite some time I have lamented the lack of meaningful player-vs-player combat in modern MMOs. I’ve gotten tired of PvP being relegated to self-contained battlegrounds and arenas that have no impact on the greater world, and most attempts at world PvP tend either to flounder out once the majority of the population have leveled past the zone in which the PvP objectives are located or to become dominated by max-level characters to the exclusion of all others. Guild Wars 2‘s WvW solves this problem beautifully by…..
[…]
“I would have to say, however, that the absolute best part of my time in WvW was being involved in a fortress siege. Madness! Sweet, glorious havoc! Catapults fired everywhere while castle defenders rained hell from the battlements and the infantry of both sides duked it out in front of the keep’s gates. It was one of the most intense, edge-of-my-seat experiences I’ve had in quite some time, and I absolutely can’t wait to do it again.”

Madness and havoc! Two of my favorite PvP words!
And might we dare it? Might we hope to see the glory of old AV days return in Guild Wars 2?

Maybe it’s time to bring out our old battle standards. What say you, fellow PvP veterans?

Calling on the Old Crowd; Musings on MMO friendships

One of the saddest things about being a long-term MMO player, is the falling apart of communities and guilds when the game is “ending”. And end it does for anybody, at some point. Friendships of many years fade into oblivion, close comrades and brothers in arms disappear as time is taking its toll like it does on all things. Nevermind the promises, the good intentions – the truth is most of us lose their mates and social bonds after leaving the game. The daily guild and ventrilo chats are simply missing. The common purpose is gone. Suddenly, you realize that maybe your lives are different after all or geographical distance prevents finding new channels of interaction. There are emails of course and Skype, but soon you feel oddly out of topics. As the silence grows longer, you are starting to lose heart. Maybe the others have already moved on. Maybe they really don’t look to keep in touch.

This is the story that happens to a majority of MMO players. It’s the story of countless WoW veterans. I’ve always wondered at the strange schizophrenia that is part of online interaction. How it can be different to chat with somebody for years and then actually meeting them in person (not always but often). How fast heart-warming, dramatic proclamations of friendship and fellowship are forgotten once that credit card is no longer on duty. Are MMO players really such an unfaithful lot?

I’ve always been bothered by this systematic. I’ve always wondered about how most people can leave and never look back; especially those that I thought I knew better. I’ve always been a bit vexed that it would be me taking initiatives to counter this development – me reaching out, me writing emails, me letting old mates know what MMOs I am currently playing and on what server I might be found. I’ve done it several times since I quit WoW. A part of this lies in my nature and I have accepted it; it’s why I end up in leading teams, it’s why I am good at organization and communication. I’m not a shy person in real life either and I’m often the maker there too, the one that has to take the first step. Yet – it can be tiring sometimes. Very tiring. Discouraging even. It would be nice to be at the more receiving end every now and then, letting others drive the ship.

…Alas, fuck that. I know for a fact how countless people spend their lives inside their homes, alone by themselves, just sitting there waiting for something good to happen and never reaching out to anybody. It’s particular to our western society methinks, people living side by side rather than together. People being stupid and full of imagined fears  (“I might be rejected, better not try at all!”), choosing isolation when all it takes is a knock on someone else’s door (hell, use SMS if you have to). More often than not, the person on the other side was just as lonely as you. I don’t have time for this – my life is too short to be spent waiting! So, I’ll do this if I have to. I’d do it for you too.

A while back Liore wrote about her progress on gaining leadership zen and how her WoW guild is still keeping in touch on forums while people are occupied with different games. By the looks, they managed to survive the post-WoW era untarnished and chances are high they will meet again here and there in new worlds, taking up arms together once more. I can only express my complete and utter envy for this situation! There is no forum anymore that gets frequented by the people I used to call guildmate, co-healer or fellow officer. In fact, there’s not even a webpage where ours used to be. And before you raise your eye-brow at my strange sentimentality: I know not all online bonds are meant to last. I know many players are maybe more carefree and frivolous about their MMO relationships. But I have spent most of my 6 years of WoW among the exact same few people, maybe eight in total. Until the very end I raided side by side with friends I knew since vanilla WoW or early TBC, some of which had followed me around. If that’s no basis for lasting contact through an MMO, what is?

Calling on the old crowd – Today

The funny thing is, that same day I read Liore’s article feeling rather gloomy, an email popped into my mailbox. A cheer-up note from my good old friend and guild-mate Grumpy (who used to co-author on this blog), my trusted WoW tank of many years. He is one of maybe three people I still keep regular contact with of my old guild. One of a precious few who actually cared not to let everything die; I am very happy to know he is out there. We send each other wonderful WoTs every few weeks and keep up-to-date on what’s happening in our lives, real and virtual. We haven’t played the same MMOs for a while, we both played Skyrim on Steam though and now that Guild Wars 2 is on the horizon, I am very excited we’ll be joining the same server, possibly with a few more folk. Moreover, another ex-guildie has contacted me since, asking about what the general plans are for GW2 and where to head to (what do we actually know about the servers at this point – anyone?).

And I wonder, like so many currently do, if Guild Wars 2 might be that game; that raising star, that upcoming MMO title that will sweep us off our feet once more. That MMO big enough to unite friends and guildmates of old – to reforge fragile bonds and create new memories. To finally put an end to the homesickness. It is a big opportunity none can deny, a big promise thanks to such wide appeal. An opportunity we should make use of to call on the old crowd! And so, I ask you –

Today, take heart and reach out to some old online friend or guildmate. Today, choose to be the one who takes initiative, never mind how long it’s been quiet. If there’s anybody at all that you haven’t heard from in ages and think back to fondly every now and then, nostalgic for good times shared, grab your keyboard (or phone, or pen) and contact them! To say hello, to ask “how do you do?”, to maybe arrange meeting up in another game or upcoming MMO.

If you want your online friendships to mean something, put in as much effort as you wish others put in – and maybe sometimes a little more. If you want close bonds to last, reach out and break the silence!

Break the silence.

Which MMOs are you holding on to?

A comment by Telwyn on Syp’s most recent topic got me thinking of all the MMORPGs I currently got installed on my PC. I used to be such an exclusive WoW-player for some time, but gradually when things changed in that department, I returned to older games or started to pay new titles more serious attention. There used to be a time when religious “MMO fatalism” forbade such unfaithful practices, but these days a great part of any MMO player base will actually leave and come back, re-sub or sneak around several online worlds simultaneously. The big, dramatic quitting gesture is more and more becoming a thing of the past. And a good thing too.

There are currently five MMOs linked on my desktop, vying for my attention. And I realize that there’s no common pattern (or in places no sound logic) in why I choose to keep them installed on my PC (which is rather desperate for space) for that long. The reasons why we hold on to some MMOs can vary greatly (apart from actually playing them actively); sometimes we genuinely believe we’ll be back, sometimes we’re just too lazy to uninstall…but in other cases?

 MMOs I keep installed on my PC

  • Allods Online; Allods is my secret MMO crush. I’ve long decided that I cannot play Allods due to its forceful RMT concept and I do not intend to go back and retry in fact ever again. Still, I cannot bring myself to uninstall this MMO, I just love the Arisen so, so much! Call me a weirdo, I will hold up my Allods torch for some while to come, damnit!
  • Age of Conan; I re-subbed to AoC a few months ago when I was still deluding myself that it might fill the dark days of November and December and take my mind off the GW2 wait. Going back once more and testing the new PvP server was fun for a while, but it didn’t last as long as I hoped it would. Too much of the old concerns are still very much alive in Hyboria and they don’t get less vexing the second time around. I’ve no idea why I haven’t uninstalled the game yet – I think I should do that now.
  • Rift; I’m actually playing Rift again at the moment, after having been un-subbed for a very long time. I always meant to re-visit the bard class and lo and behold ended up enjoying the rogue path! The moment I re-subbed, I was instantly reminded of all the things I liked about Rift initially; this time around I am actually more relaxed about it, exploring and leveling up in peace together with my partner. We both know that Rift is just a temporary distraction, but I am very glad I decided to give it another chance. I guess that shows that not every MMO needs to fulfill that big, all-encompassing purpose.
  • Minecraft; Okay, not strictly speaking an MMO, but the way it can be played on private servers comes close. MC is one of those online worlds I will hold on to for a long time – if only to see how things progress in the future, what features will get added, new biomes or creatures to find and explore. I still feel very new to MC and its initial fascination has not diminished, while it’s also the perfect game to have as your “casual backup plan” whenever you want to go unwind. I’m an on-and-off guest there and the place I’ve built for myself is magical and special to me. Not uninstalling this one in any foreseeable future.
  • WoW; Yep…I have not uninstalled World of Warcraft up to this day. I can’t say why I’m holding on to it, certainly not because I harbour any secret wish to re-sub. I don’t. I’ve long learned that lesson. And yet, somehow it was too painful to get rid of the game entirely. I’ve gotten so used to the icon on my windows task-bar over the years…it’s almost as if WoW has become “desktop furniture”. I’ve cleaned out most folders to free up disc space long ago, but a part of me dreads the finality. It’s complete utter silliness, but there you have it. Maybe it will have to wait until I feel I’ve found an adequate replacement. A game that will put an end to the homesickness, maybe. Oh, to be young again and foolish!

Time for truth (lots of questions): 
How do you decide it’s time to dump an MMO?
Are you among those who hold on to MMO installs for purely sentimental reasons? 
Can you imagine not uninstalling a game despite no intention of returning?

Maybe you’re a frequent re-installer? Or still of the rare, MMO-monogamist persuasion?
Is there any symbolism in the “mighty uninstall” or is it generally overrated (and silly)?
Any MMOs currently “rotting” on your PC (fess up!)?

It would actually be very interesting to know how long WoW players (veterans?) take on average, before ever choosing to uninstall, if at all. I’d wager that in this particular case, my own hesitation is not so unheard of.

Deep down the mineshaft I saw the light

The cardboard boxes are starting to pile up left and right in my apartment which is also why I’ve been a little quieter. There are only five more days to go at my current workplace. Only two and a half more weeks in this canton I’ve been living in for five years now and desperately long to leave. Waiting and preparing are such an ordeal sometimes.

Between that and not playing much of anything right now (because in this too I am waiting, waiting for GW2), I didn’t plan for much distraction until the big move end of January. I certainly didn’t expect to find myself deep, deep down the cubic rabbit hole that is Minecraft – had you told me only three weeks ago, I would’ve laughed at your face. But then Minecraft happened, brought to me by the sneaky, little voice of an old friend. I’ve mocked him for the first hour, until gradually I shut up. Then, I started obsessing.

This is only the beginning.

 
Who would’ve thought that oldschool pixel graphics could be that much fun? I’m a little late to the party, I know, but then the game has only just launched “officially” two months ago with v1.0. I had never really paid it an awful lot of attention before. Well…consider me pixelated!

Minecraft is a goldmine of creativity, simple complexity and many of the basic concepts me and other MMO veterans have been missing for a very long time. I find myself utterly fascinated by the game’s simplicity which creates such powerful, emergent gameplay. Then it struck me; after my Skyrim high of several weeks ago, this was only a next logical step. This vast, open world sandbox game, so diametrically opposed to Skyrim’s graphical splendor, succeeds in areas many current MMOs are failing me, stilling a deep hunger (and it has multi-player!). Obviously, Minecraft has one significant advantage there: it doesn’t need to look good (which means the world can be vast and generate random maps). And yeah, I use a texture pack too, mostly to display my own paintings, but this stands: if any game proves how graphics become secondary to otherwise fun and engaging gameplay (I’m saying that as someone deeply in luv with the eye candy), then it’s Notch’s little gem. Within a refreshing loading time of 10 seconds, Minecraft (in survival mode) gave me (back) all the following things:

  • Monumental scale; a vast scary world forever dwarfing me in size.
  • No sense of direction; there is no world map, there are crafted, lackluster zone maps (that you must uncover and better not lose). Prepare to get lost often and worry continuously about wandering off too far. Landmarks, the sun and moon become your friends!
  • Impact; solid proof that I am leaving a mark on the world I inhabit (and its co-inhabitants).
  • Scary adventures; annoying, sneaky, backstabbing, sometimes frustrating mobs killing me on a regular base.
  • Punishment; dying comes with potential loss of all EXP levels you might have accumulated, as well as all your carried inventory (unless you are able to retrieve it in good time).
  • No shortcuts, no rides, no teleports or portals (other than into the underworld). No “hearthstone” besides death…
  • Complex, comprehensive crafting, resource gathering and an almost endless list of combinations when it comes to creating and inventing your own space.
  • Cooperative multi-player.
  • Player hosted servers.
  • Different levels of difficulty and play-style/server modes. Console commands if you so desire.
  • Randomness, bugs, imbalances….lots of running and screaming in terror.

How do they do it? By doing very little. By setting the stage only, with few parameters and limitations. By not creating content (much) and instead letting you do it. By controlling as much as necessary, as little as possible. There are no consumers in Minecraft, only creators.

I can’t say how long I will play this game, but right now I am deeply satisfied. The huge castle above the sea I am working on, with the magic library, the round table and Minas Tirith style balcony (including a white tree…GEEK!), will take lots of time to complete. I am still discovering new crafting combinations, under what conditions different crops will grow or how to tame and breed certain creatures. Then, there are all the areas of the game I’ve hardly yet brushed: mine carts and the automation system, the enchantments and spells, the random dungeons you can only find by traveling the world, the Nether world through the dark portal, the Ender dragon, PvP….and I still need to find a zone that features snow!

The best of it all though: coming online and finding the environment changed, again, because your friends have been busy while you were offline. Screaming for help as you are starving down that deep mineshaft. Getting lost, crying for an escort, sharing resources and setting up trade channels. Leaving a little surprise at your neighbor’s doorstep. The world feels alive.

Closing circles in a square world

Funny how often we need to go back, to move forward. In this, even game design seems to follow a basic truth of life; how we need to set out on long journeys into the wild, only to return to our own doorstep. Only then to behold it truly, for the very first time. They say man’s culture has always run in waves of ups and downs and individuals too, run circle after circle in their lifetime, or so it seems.

Yet, something is different when we arrive that second time: we’ve gone the distance and hopefully gained some wisdom, we’ve seen other things – maybe things we originally believed we needed, but mostly just wanted. Things that made us see and appreciate what we used to have. Experiences that made us want to go back. Maybe we can only ever truly perceive truth from a distance, when we’ve moved further away. That’s why it’s so hard to judge yourself (fairly) or a status quo, before you’ve lost some of it. Looking back is always easier.

In many ways, the features I’ve listed as Minecraft’s virtues would’ve been considered weaknesses and difficulties 10 years ago. Back then, all we ever shouted for was to remove the “frustrating aspects”: the long walks, the randomness, the imbalance, the punishment. The devs heard our plea, they polished away. Then came WoW and showed us how different it could be; how much smoother, more convenient, optimal. Later, it showed us how the polish and optimization could be overdone, ruining all sense of world.

Now, all we want is to get back. Not quite back to pre-WoW maybe, but to return to old values with new eyes. Maybe we even need to thank Blizzard for accelerating the insight. Concepts and features we used to complain about, have become what we crave the most. Does this not strike you as a little ironic?

There are still other players of course, those who will disagree with me here. Maybe they are still in the middle of walking their own circle – maybe the disagreement is genuine and will last. I’m not claiming in any way that Minecraft can replace a classic MMO or that it doesn’t have its shortcomings (java eugh), it sure does have room for much improvement (and I’m not talking graphics) which I trust will happen to some extent in the future. However, these things are not the focus of this article.

We’re talking about a game that is about to hit the 20 million mark for registered players, of which 4 million have already paid for an account. And they’re not nearly all of them of the “Sims”-persuasion; there is something to be learned and had in Minecraft that reaches far beyond building furniture or harvesting crops. Something we’ve lost in other corners of the online, multi-player world. A ingenuity and responsiveness that has magically managed to close a circle for me in an otherwise square world.

I can only recommend the journey.

Tunes of Magic II – Fantastic Edition

When I started the “Tunes of Magic” series a while ago on this blog, I explained how hard it is for me to take soundtrack picks from my vast themes library. I have so many favorite game and movie tunes with such fond memories attached to them, that it’s hard to judge objectively how “good” or interesting a tune really is for others. Who would want to hear a track from the 32bit era today with no connection whatsoever? I know I wouldn’t.

Music is such a beautiful medium; it is not just a complex yet simple art form, a carrier of sound, melody and harmony that couldn’t be more accessible; the best of tunes convey a whole world of mental imagery, tell epic stories and, similar to smells and odors, carry memories with them that can hit you full force when you least expect them. It is music like this I try to hold on to.

In my introductory post I explained what “types” of tunes I adore most and I didn’t really make a selection in terms of genre or topic there. Since then, I have been attempting to order groups of tunes into their own sections though, so I can present some of them in more orderly fashion soon. For today though, indulge me with another pick of 6 random MMO/game- and movie-soundtracks that I’ve chosen over one common denominator: my “all-time top 3+”.

I present to you my three most beloved fantasy tunes and epic story-tellers, plus another three more random but no less beautiful songs to continue with a set of six. If I ever got asked the “deserted island question” for music, the first three pieces here presented would be my personal picks, no doubt. These are mostly quiet and pensive tunes that keep changing and truly come alive after a while (so you really want to listen to the whole thing). I hope you enjoy them as much as I do and that they bring some sparkle to your day!

Final Fantasy X – Ending Theme
What to say about this tune…while FFX was not my favorite installment of Square’s popular series (despite featuring Lulu), famous house-composer Nobuo Uematsu has utterly out-done himself with this piece, taking up the no-less stunning piano intro of FFX once more. I love this tune with all my heart. I think it sums up the spirit of the beloved JRPG franchise beautifully.

Wrath of the Lich King: Mountains of Thunder
Exploring my way across Northrend after WotLK’s launch, this tune came up as I passed the first mountain range for Stormpeaks. I was spellbound and spent an entire hour or more sitting next to the minefield there, listening to the music under the light of the pale moon. I still get goosebumps hearing this – and so very mushy over memories past in WoW. Those were the times.

Conan the Barbarian – Orphans of Doom
Not exactly a huge fan of the Conan films and their aesthetic in general, I consider the soundtrack composed by Basil Poledouris in 1982 the finest, most stunning and achieved score of any fantasy film up to date. The whole album of the first Conan movie is a revelation, epic and beautifully capturing the soul of “high adventure”. Highly recommended listening!

Elder Scrolls V: Skyrim – “From Past to Present”
Having extensively praised the game in last week’s posts, I cannot possibly deny you a piece of its beautiful music either. The soundtrack is the perfect match for Skyrim’s vast world of adventure and adds immensely to its immersive atmosphere. Apologies should this link be down again soon (I have had to replace these several times now).

Lineage II – Call of Destiny
While I’ve never played either of the Lineage games for various reasons, both MMOs sport a large variety of exquisite soundtracks that can easily compete with more popular titles. It’s well worth browsing youtube sometime for Lineage music to see what other gems you might discover for yourself.

Chocolat – Main Title
Chocolat is a special little movie gem with gentle magic and a very french esprit. I remember hearing the opening in cinema for the very first time: I was so delighted that I hurried home to buy the soundtrack right away. I love the Elfman-esque first half as much as the merrier, up-lifting ending of this piece.

To be continued. And as always, do let me know your personal favorites and recommendations, no matter how old or new!