Category Archives: Wishlist

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.

26 Ways to spice up MMO combat

When I started writing this article some while ago, it was called “10 ways to spice up MMO combat”. As these things go sometimes, it’s grown considerably in size ever since, with more and more ideas accumulating in my draft that I wouldn’t want to abandon. Well that’s that – I guess we call it proof of how badly MMOs need to improve one of their most centric features: battle.

Now, I don’t claim that any of the here suggested features or effects are new; nothing’s new under the sun, everything has been done somewhere, sometime, in an online or classic video game. Some of it we’ve sadly not seen enough of, some has never been done properly or very poorly. Not all of it is applicable to every type of MMO or necessarily in combination – but these are all features with some great potential to make future MMO combat more tactical, cooperative and dynamic in my eyes. And yes, more action based.

Actual fast-paced combat opens (or really, re-opens) the doors of possibility when it comes to MMORPGs. If you don’t have to spend an hour theorycrafting, respeccing, buffing, and finally, dice-rolling your opponent to death — and instead could catch him unawares and simply send him packing with a blade to the throat — you’d have free time to do things other than combat.” [massively]

Many of us probably agree with the Massively article in that it’s time to move away from lengthy battle preparations, clicking ability bars and waiting on cool-downs, as you stand beside a few more people. Or as Epic Ben (whose page has sadly disappeared since?) put it a while back: “raiding is like synchronized swimming”, MMO combat is often static, repetitive and not exactly interactive. While it will never be quite the real thing (and certainly shouldn’t in every way), there are ways to make virtual combat feel more realistic, alive and exciting. And there are genres that can still teach MMORPGs a lesson or two.

So, here goes – I’ve tried to create some rough sections and to keep detailed descriptions short. I am also feeling lucky today and will just assume you know exactly what I mean by my weakly attempts to name and simplify complex mechanics (y’know, be creative!). In hindsight, I also realize I utterly failed to create any logical order. Good luck!

26 Ways to spice up MMO combat

A) Player-/Class & Group-centric features:

  1. No roles; no holy trinity, no dedicated tank & healer slots. Instead, every class is defined by specific DPS, CC and mitigation abilities. Ideally, we will see this in GW2.
  2. Low health bars, weak healing; similar to most FPS, players can only take so many hits before they die from a level-appropriate target. One-shots are possible. Healing is relatively weak (Darkfall) and most healing abilities target self-sustenance.
  3. More deaths occur as a consequence of the above points; to balance more deaths, death penalties shouldn’t be harsh and combat res becomes a more common ability.
  4. Friendly fire exists; AoE, cone attacks or similar can hurt allies and must be used with caution.
  5. Exhaust effects; players on low health suffer from slower reaction, blurred vision or similar impairing effects. Likewise, status ailments (with individual cures) will affect certain abilities.
  6. Class combos; players can set up combo- and sequence attacks for more powerful DPS. Difficult encounters enforce group interaction/timing and making use of class synergies.
  7. No auto-targeting; spells and abilities must be “aimed”, directed, positioned (AoE zones). Special attacks are responsive to player movement (for ex. influence the flight path of a boomerang by running along). There are several targeting “areas” per body (head, torax, limbs) with individual weaknesses.
  8. Players can actively block, dodge or parry melee attacks if timed correctly.
  9. Classes come with individual elemental affinities and magic resistances (as mobs do).

    B) Opponent-centric features:

    1. Enemy “states” such as aggressive or passive are not indicated by tool tips. There exist different aggro ranges for all kinds of mobs (also within the same family, call it a bad mood!).
    2. Enemies are frequently linked; more multi-mob pulls enforce smart use of CC.
    3. Enemy “AI”; enemies will fight differently depending on group size or spec composition (for ex. switch resistances). Enemies can block, dodge or evade attacks. 
    4. Enemies will pursue attackers more relentlessly (FFXI).
    5. Enemies can attempt to flee battle – the chase is yours to decide on.
    6. Content difficulty is dynamic; enemies/dungeons will adapt to group size and player levels.
    7. Outdoor boss fights or public quests are pick-up and FFA.
    8. Dungeons are randomly generated for each reset and may offer a random boss order and pick.

    C) Environmental features:

    1. Enhanced sounds and need for sound awareness; enemies can be heard from a distance, stealthed enemies can be tracked via noise. Players can discern “10 yards away” and “two levels above at six o’clock” (FPS).
    2. Impact of positioning; player damage responds to range, favoring tactical spots (hills, cavities), shooting from behind walls etc., thus encouraging smart use of terrain and map conditions.
    3. Drawing on the environment; special abilities or spells can be triggered by suitable surroundings – standing in pools is used to create tidal waves, woods proximity triggers archery bonuses etc.
    4. Night/day and weather conditions affect combat and individual abilities.

      D) Eye & Ear candy (never to be taken lightly):

      1. Nice combat visuals; high quality animations for trademark attacks, spells and special abilities. Characteristic palettes for each class, no animation copy&paste.
      2. Finisher and executioner animations (AoC or Skyrim).
      3. Combat music; engaging combat will trigger dedicated up-tempo tunes, with different tracks for ordinary, dungeon endboss or big epic baddie scenarios. (FF)
      4. Dramatic boss scenarios; cinematics/cutscenes before end battles, zone intros, dramatic phase switches.
      5. Allow players to switch dynamically between 1st and 3rd person view.

      Well, have I missed anything you think should be up there? Where do you see the biggest difficulties?

      I know that quite a few of my favorites will be featured in GW2; I don’t wanna go into another hype-stage at this point, but I am greatly looking forward to class & profession combos (which I loved in FFXI), terrain and movement dependent spells, small health pools and health deficit effects – and yes, losing the trinity of course (even if that last bit is still awaiting full confirmation).

      In general, I think we need MMO combat to return to a more dynamic, cooperative focus rather than a group-setup or spec-focused one. Let the actual teamplay, group tactics and performance matter; allow more randomness (for more situative reactions), create more need for control and pro-active play (as opposed to reactive/passive with heavy healing) and more need for situational awareness. Let our worlds come alive; let our opponents act smartly or erratically, let us find different answers to the same problem. Let us care less for stats, procs and cooldowns and more for general timing, synergies and spontaneous action. 

      Most of all: challenge us, so we may rejoice in our victories! I think we are ready for the next chapter.

      The Future is Panty-free

      Yeah, it’s an old story – and you don’t wanna hear it anymore. I don’t want to either, heck for most of the time I act as if the topic was water under the bridge. We’re way past that, the genre is, videogames are. This is almost 2012 after all!

      You wish.

      I get it: panties are exciting! To a few men, mind not many grown-up men but a few, seeing virtual panty (Japanese; pantsu) in a videogame is a bit like omg-christmas, outrageous and cheeky and *tehee* *blush* *chuckle* – add your random IRC emote…I guess we all have to accept that. I don’t even want to ask the reasons why, although I have a sound theory or two, about being stuck in infantile phases of boyhood, of over-sexed media or for the opposite case, cultures where social corset and conformity are so strict that everyone must turn into drooling lechers in front of their PCs at night, to restore at least some balance and mental sanity.

      I don’t know. You dwell on that.

      This is the important part: In MMOs I do not care to see panties. Let’s repeat this: In MMOs I do not care to see panties. I don’t think they do anything much for a female character’s credibility. Or for a “heroine” battling vicious fiends, for that matter. Still, they are out there and never quite out of fashion: plate bikinis, swinging hips, breasts the size of a small country. It’s not just the omni-present fake portrayal of the female form; nothing feels quite as unimmersive as having to play a combat class that looks as if she was on her way to a lolita dress-up party. Any player, male or female, looking for serious consistency in setting and atmosphere in their MMOs want to see proper armor in sync with their class and the world they are playing it in.

      Yet, they keep coming. Lineage and TERA are my all-time favorite examples, but the bare midriffs can be found in plenty of more recent places, even in a perfect world. How cynical.

      And I wonder: can we get over this yet? How many female online players worldwide will it take until a Blizzcon panel deems a large portion of their player base worthy of more than a flippant answer? Worse yet, if a company with a few million female players won’t care – who will?

      I guess Dwism had it right all along:

      Whatever you think of their response to this (and mine is in the comments on both posts), there is one thing painfully obvious for me, about these panel talks.

      Every single employee with anything worth saying at Blizzard, is: 35+, white, a little overweight (some more than a little), balding and likes metal. And they only ever talk to other people like that.

      It’s not about players, male or female. It’s about the men who make these games. If nothing changes up there, nothing will change down here. For now, enough devs don’t seem to care, not even for the underlying message of their indifference, which can only ever inevitably bring me to the following two conclusions:

      A) MMO(RPG) developers are emotionally immature lechers in desperate need to get laid.
      -or-
      B) MMO(RPG) developers consider the majority of their male playerbase emotionally immature lechers in desperate need to get laid.

      I don’t know about you, but as a male player I’d feel offended.

      P.S. With all that in mind, I am officially and exclusively launching MMO Gypsy’s “No-Panties MMO seal of quality”, for a better and hopefully more serious online gaming future! You may spread and copy at will!

      Freedom of choice and player-hosted MMOs

      Skyrim is making quite the noise at the moment; not just among classic RPG lovers but a large circle of MMO players too, realizing just how much they have missed that sense of wonder and adventure in the online world. No doubt it is a certain kind of MMO player who feels this loss most acutely – I know why I do and like me, many MMO players have actually started their journey decades ago, as console gamers, as tabletop and pen & paper players, as lovers of the fantasy genre as a whole. These past days I have felt as if re-discovering a long lost friend and exploring the world of Tamriel has been an almost poetic experience. I kid you not. Within the first few hours, I’ve been inside my favorite Robert Frost poem and been the hero on my cherished old D&D covers. What more could I possibly want from a game?

      “He gives his harness bells a shake
      To ask if there is some mistake.
      The only other sound’s the sweep
      Of easy wind and downy flake.”

      I don’t know how to call this essence that we can feel when a fantasy game, book or movie is being true to its core. This strange magic that happens when somebody does it right and takes us there with him. The difference between a work of passion (and geekdom) maybe and a generic work of fail that we can all tell apart. Some games have soul, some don’t – you can feel it and see it but not nail it down on single criteria like graphics or combat.

      Me and a friend of mine like to call it “high adventure” and we borrow from the opening of Conan the Barbarian there. Or we call it “epic bombast shit” (EBS©) in a  not-so-srs attempt to qualify the seriously atmospheric and epic fantasy from its ugly mass-market siblings.

      Either way, Skyrim has it; this sense of magic and awe, of being there in this vast world with dragons in the sky and darkness lurking around the next corner. It has its minor flaws, as others have already pointed out, but at this stage it’s entirely beside the point for me. Again: what else could I possibly want?

      The “Skyrim MMO” deal

      Right after entering Skyrim, I said “man, if only this was co-op. I would need holidays”. Indeed, the world of Tamriel screams for companionship; sharing the travels and adventures with a few more people who don’t happen to die on the way or get stuck under the stairway like their NPC equivalents. I would love nothing more than a co-op mode for maybe 2-4 players.

      The MMO idea now, I am not so sure. I commented about this before, and my initial negativity stems from the justified scepticism of what a developer might do to Skyrim in popular WoW-fashion. That idea is frankly a nightmare and I care little whether WoW’s gamification trend came from the players or the developers, I would never want to share Tamriel with WoW’s current MMO achiever crowd. Ever.

      I’m far from opposed to online modes though or sharing games by principle. Why did I become an MMORPG-player in the first place, if not because I prefer to have more than NPCs around me? But for this to work in Skyrim, we would have to take a close look at all the aspects that make the game so dear to us right now – and at how to protect those. How can you retain Skyrim’s scale, open world and playstyle freedoms in an MMO while maintaining a sense of meaning? This is something Bethesda has managed to balance: open world vs. meaning. They show us too, that not all satisfaction in an RPG is delivered by means of a classic definition of “challenge” and immediate “hard rewards”. There is great joy in adventure and exploration.

      The answer to the question might already lie in the online world: FPS games. Times before we’ve noticed features of online shooters and communities with the potential to improve things for MMORPGs too. It was my better half though who tipped me off when pointing out what he liked about Skyrim and as an FPS-player, always disliked about WoW –

      “…This is what the players want: freedom. Let me play the game however I want and with whom, don’t tell me what to do or how to play. Let me choose my difficulty, whether to use console commands or not. Don’t tell me when to grind or what items I need or where I should go. I’m not an idiot. This is what the …[insert random Blizzard insult here]…still don’t get.”

      A popular dilemma of MMOs is the accomodation of player X; to appeal to a variety of players within the same game, to offer dynamic content and different levels of difficulty. All of that can simply be summed up as a basic issue of player freedom. If you realize that you cannot deliver for everybody, why do you even try to define the game in the first place?

      Several weeks before Skyrim’s launch, I tipped my toe into Red Orchestra 2 – for lack of alternatives and the wish for quick, cooperative play more than anything. I joined the friendly banter of my partner’s clan on teamspeak and tried to hide my cringe-worthy attempts at mimicking the FPS player. Yet, I never fail to be impressed over how readily the FPS industry has delegated their server administration to the clans who represent their loyal player base. If you log into RO2, you’re met with a long list of player-hosted server types, each offering their own rule sets, map and itemization choices, number of players allowed. Whether you choose to play in a smaller group, use aim-bots or loathe any kind of mod, there’s a place for you.

      This is what I would want for a “Skyrim online”. A chance to choose how I play it and to share it with a limited amount of like-minded players. A developer can never look after so many individual choices, but I can. And I would join such a game in a heartbeat.

      Skyrim shows us that the RPG and MMO player alike love the scale and freedoms of an open world. FPS games have shown for years that the best way to cater to a mixed audience, is to let the community configure and moderate their own servers. Why should we not adapt this for online RPGs in the future?

      Storybricks: breathing life into NPCs

      Jaina Proudmoore, powerful sorceress of the Kirin Tor. We first met her in Theramore Isle, doing her bidding in a series of quests, before she buggered off to save the world from the Burning Legion, following Medivh, falling in love with Arthas Menethil. Last we saw her, she had changed – “she’s become too whiny”, some said, her mind addled with the quest to save beloved Arthas, until she finally succumbs to reality during the Halls of Reflection scenario in the Wrath of the Lich King.

      Remember Jaina? I’m sure you do.

      Sheddle Glossgleam of Dalaran is a special little gnome. He resides in the Threads of Fate shop, just above Paldesse whom the clothwearers among you must surely know, so many times have you stood at her side and browsed her wares. I’ve talked about Sheddle in the past and why he stands out in a crowd of anonymous, faceless NPCs out there. I hope since then you’ve paid him a visit or two. Did you know that he has a secret thing for Paldesse? I wonder how they manage to maintain such problematic a relationship…

      The truth is, it’s hard to remember much about most NPCs that co-exist with us in MMOs and frankly, it’s a crying shame. Unless a developer decides to promote a special character to hero status, we rarely remember the face or story of the innumerable characters we meet on our travels or visit frequently. If they even have a story. Our virtual worlds are flooded with characters of every size and color – they populate our towns and cities, they work in our shops providing the most crucial services, they hand us our very first quest as we begin to explore the new world.

      Yet, we have no idea who they are. In fact, most of the time we don’t even stop to have a look around as we enter a new town or quest hub, let alone talk to every NPC or listen to what it has to say. Mostly because none of them have much to say, anyway – and so we click our way through loot and service windows, counting on nothing out of the ordinary to happen. And usually we are quite right about that.

      MMO developers have a long way to go when it comes to creating more plausible NPCs in their games, characters that actually deserve notice and justify our attention over more than potential rewards alone. Why does such an omnipresent aspect of gameplay remain game “furniture” – at best making for an escort quest or popular quest-giver, more frequently serving as a shell for your average service window? Why do NPCs get so little impact on a world they co-inhabit?

      Introducing Storybricks: more than just dialogues with NPCs

      Namaste Entertainment intend to change the oversight that has been NPCs in videogames these past years. With Storybricks, a project in progress, they want to breathe life into non-player characters (and the entire world from there) and to make them a more engaging, fun and fundamental part of online gaming experiences. And not just that: they want you to invent your own NPCs and scenarios with them!

      After having been invited to see a demo on Storybricks, I’d like to try and summarize for you what it’s all about in few simplified words: Storybricks is an ingame tool-set that will enable players to create their own stories about and with NPCs, allowing them to write complete scenarios in quest-like fashion by defining an NPC’s pre-determinants/history, basic attributes and behavior towards other players, down to more complex relationships, adding setting and even NPC inter-relations. That means you will not just set a stage and invent a story for other players to experience, but each NPC is being attributed his own, individual AI, whereby it reacts hostile or friendly towards you and will change and adjust its behavior long-term, depending on your actions. Not enough with that, your choices and actions might not only influence your reputation with one NPC, but other NPCs associated with it. There is no accounting for what consequences your actions might have!

      Namaste intend for their Storybricks system to be an easy to approach, self-explanatory tool where the player/creator can choose between building a more simple scenario with help of a vast variety of pre-defined functions and actions, or defining every step down the road himself for a more unique experience. On an UI level, this means you will be working with so-called “bricks” that allow for an unlimited number of combinations for each NPC. It’s really up to you how far you decide to go.

      When it comes to how such player-generated content could be implemented and made available for others to play, Namaste are still in the phase of evaluation. Technically there are many options: allow players to write scenarios for existing NPCs they enjoy, let players create NPCs and stories from scratch that can then be offered like a “module” – similar to downloading apps from an app-store.

      There is great potential here in terms of tapping a player-base’s creativity and making for unique, non-repetitive questing experiences; if developers cannot put much time and effort into creating interesting NPCs and ongoing lore, why not make your player-base solve the issue for you?

      There are concerns too of course – on the surface: dynamic implementation, choice-impact relation and realization, balance, polish and including the multi-player aspect. Also, regulating potentially conflicting NPC stories. However, Namaste are aware of these pitfalls and they have time to find just the right answers over the course of many months to come. The more feedback they are receiving at this stage, the better they can work out solutions.

      Worried? It ain’t “all or nothing”!

      Now, from a more classic MMO-driven point of view, you might have some justified doubts. Do you really care to know that much about NPCs? Are MMOs not much more about interacting with real people, rather than NPCs in Fable or Dragon Age Origins -manner? And what if you simply do not enjoy story writing and inventing characters?

      The answer to concerns such as these are very simple: first off, Storybricks is entirely optional a feature. If you’re not one for creating content yourself, it simply means more quests and more interesting NPCs will be available for you to interact with. Or not. But if the successes of games such as Little Big Planet or Forza-I tell us anything, then a great many gamers actually love to add to their favorite games, to create content and share it with others. Think about it: just how much time do players already spend every day interacting with NPCs – daily quest givers, service providers? The number must be enormous.

      Why not exchange that experience for a more unique one? Why not play new, player-created content all the time, instead of dailies and other repeatables? Assuming the content is dynamic, meaningful and well-implemented? It’s not all or nothing from here: Storybricks has the potential to add considerably to any type of MMO. It remains up to individual players how much they want to get out of it.

      Everyone wins – A big palette of potential

      For developers the advantages of Storybricks seem evident: get customers to add unique content to your game, in an area where you cannot necessarily spare the resources or focus in equal amounts. Provide for a long-lasting, almost unlimited source of new adventures, rather than adding more and more repeatable content, boring your players to death as they wait for the next expansion or patch. By this, make your world flow more naturally, feeling more alive, dynamic and exciting.

      For the online player, it is an unprecedented opportunity to direct his own MMO experiences and to unleash his creativity and hidden talents. Once more, players become creators rather than mere consumers in their virtual home. The complexity of Storybricks, the far-reaching NPC relations add elements such as meaning of choice, impact and consequence to gameplay, making for an altogether more immersive experience. Add to that an unebbing flow of new quest scenarios to play through.

      I fully endorse a project with the potential to add that much depth to MMOs and bringing players back to the table. It feels like we have finally reached the “post-WoW era”, with future online games needing to set themselves apart, improving and innovating in areas very lackluster so far. We can all feel a turning point in this exhausted industry – refreshing concepts such as Storybricks are exactly what we need.

      What the team at Namaste needs from you to help them on their journey, is feedback: ideas, suggestions, critique. They have been reaching out to a variety of bloggers and gaming networks these past weeks and they want more, as many suggestions as they can possibly get this early into development. So, if you have any time to spare, are interested in demo testing and want your NPCs to become a more exciting and memorable part of online adventures, check out their website and get in touch. I for one, will definitely keep a very close eye on Storybricks from here!

      Wiping expansions off the table

      There is one thing I am still waiting for in the world of MMOs. Okay – that is not quite true, there are a good few things I am expecting to see developers change in the future. One particular aspect however, has been gaining ground and speed there lately: namely the removal of the classic expansion model.

      If I consider some of the biggest negatives MMO developers and players currently suffer from, it’s the ever-increasing pressure to deliver content fast vs. beating it, the extreme between players with not enough time to experience new content  and waves of un-subscribers towards the second half of an expansion-cycle. We all know at least some of these feelings: the race right after an expansion or major content patch hits. Then, the inevitable monotony and burnout hitting raid guilds and players at later stages, the “been there done it all”, driving some into creating yet another alt and others into canceling their sub altogether, waiting on the next installment.

      And when you think about that, you realize that it’s quite an unnatural flow of things: a disturbance to the consistent and long-term enjoyment of a game. The “content peaks” delivered by traditional expansions create highly negative side effects, not just for the player base but the developers. So, why keep clinging to this model?

      How extremes destroy stability

      My main grief with expansions is their very situational concentration of a truckload of new content on one arbitrary and artificial moment in time – funny enough called the “release”. Players will wait 1-2 years for that monumental chunk of new content to arrive, all its ground-breaking changes and additions to the game delivered in one, fatal strike. The wait time drags on and gets tedious, the expectations are high. Some players cope by rolling alts or going on preparation sprees, others fall deep into “player depression” and “identity crisis”, leaving their guilds, canceling their subs.

      The change of emotion that finally follows on arrival is extreme: players go from utter boredom to an almost hysterical rush to take in as much of the long-desired content as possible. Between those two points in time, we have a gradually plunging curve, only ever lifted by a major content patch or two (if such exist). Make no mistake though: the first quarter into a new expansion is peak time. Things go steadily downhill from there, on an individual level as much as overall sub numbers. Every time, every year, the same story like a groundhog day

      Now let’s assume developers decided to get rid of these opposite poles entirely: let’s assume that instead of featuring virtual coitus, erm release, every 1-2 years (few content patches included), they would rather aim to create a more natural and continuous flow of events and change by releasing regular patches on a 2-weeks base. Every other week, something in your world would change, get added or removed. It might be small things like a flood destroying parts of a map. It might be big events like a new quest hub being installed or a new dungeon. The frequent patching would allow developers to create an atmosphere of a living, breathing story where things happen constantly and where the environment (both NPC and PC) reacts accordingly, more like to our real world. There is never the one, big traumatic change but a dynamic world that is being re-shaped all the time, like a book with endless chapters.

      How exciting would that be! To log in every other Wednesday, knowing that something has happened somewhere in your world! Maybe even uncommented in patchnotes at times. Sometimes big, sometimes small. Sometimes an isolated event, sometimes an ongoing number of chapters. The world would feel more alive and relaxed because change happens gradually. The game won’t rush ahead of you, leaving you behind. And it won’t just stop at some point, leaving you longing for more –

      Not enough, along with this change in game flow, a long list of negative effects would shrink considerably or fall away entirely. Things that used to unsettle and spoil your fun in the game:

      • Begone player burnout during the second half of expansions
      • Begone (raid) guilds struggling to keep going because players despair or leave
      • Begone un-subscribing and re-subscribing once things are looking up
      • Begone social break-ups because friends frequently leave and return
      • Begone “content rush” right after the big fat expansion hits
      • Begone time pressure for raid guilds fearing the next major patch striking
      • Begone missing out on big loads of content
      • Begone long wait times to experience something new
      • Begone radical changes to economy and gear/item values
      • Begone big jumps and breaks in lore and world

      I remember how underwhelming player reception was in places for WoW’s Shattering in 4.0.3.; pretty much the entire world as we knew it got revamped in a swift strike, and yet there was little orchestration or preparation beforehand. Few earthquakes aside, it was certainly no thrill. Then, we did not get to be present when it happened, either. We got to log back later, presented with a grand Fait accompli that didn’t make us feel like a part of the world. Expansions often feature drastic and overwhelming changes and additions like that which simply feel un-immersive. Getting to read huge walls of lore later on is not the same as experiencing a process.

      I want to feel part of the world I play in. I want to be included in a continuous and ever growing story. I want change happening all the time, not every 1-2 years in traumatic leaps. I want stable and lasting fun, not a curve that goes from player fatigue and long wait times to over-excitement, before tumbling back down into the valley of tears. I don’t want to regularly un-subscribe from the MMO I am playing because it’s delivering content in situational peaks. Surely, developers would wish for that too?

      Why don’t they do it already?

      If you consider Blizzard’s ongoing (failing *cough*) effort to create a game that keeps a tight, exciting leash on its player base through an unebbing flow of fast rewards and achievements, you could think breaking the “peak-time” expansion model would follow the same strategy; after all, what better way of keeping things fresh and interesting than releasing new bits of content every other week?

      Is it a marketing thing? Are expansion modules so crucial a selling-point for recruiting new customers? Surely, it can’t be the retail factor – it would have the smallest part in overall profits generated via subs, virtual goods and merchandise. So, attracting potential new customers with announcing your next big hit, I can see that as a factor. As far as I know, Blizzard added a substantial amount of new subscribers with each of their expansion releases, heavily marketing for “The Burning Crusade” or “Wrath of the Lich King”. I wonder though: how many effective customers have they lost since Cataclysm’s launch – does the strategy really work forever? And how much sub time do they lose every year because players unsubscribe regularly? It would be interesting to compare the potential losses and gains here.

      It would be interesting too, to hear a developers point of view concerning the planning, administrative and actual design efforts (and deadline pressure) that go before a full-scale expansion. Have them compare the effectiveness of such an undertaking to a large number of mini-patches allowing them to break down change and innovation, focusing on one chapter at a time. Somehow I feel that from a pure design’s point of view, it would be more controlled and rewarding to go with the second option. Safer in terms of devastating bugs and far-reaching miscalculations, too. I am of course entirely speculative here and as usual happy to be educated otherwise!

      I am no design or marketing and investment specialist; I would still claim however, that a content delivery model creating the more lasting effect, the stable fun and entertainment and the more dynamic and immersive flow of content for a player base, bests a system full of highs, lows and break-ups. That is from my humble point of view – from me, the paying customer. Somehow I have the feeling I am not alone.

      So, who will step forward and show us how it’s done already? I am waiting!

      P.S. I love charts, don’t you? I have actually used them in the one, proper way in this article – serving and exemplifying my personal message and meaning, rather than basing on existing numbers. It’s called journalistic freedom!

      Ain’t no shame where there’s fun

      Two weeks ago, Stubborn had an interesting article up where he compares the more grindy and reward-driven activities in WoW to gambling addiction. Now, discussions on video game addiction are always very problematic: while some ingame activities might resemble or share aspects of addictive behaviour, there are quite some hefty criteria for truly constituting “addiction” in the pathological sense of an illness. For one thing, its highly negative and disruptive impact on everyday life, to a point where the addiction stands above all other needs and the most basic cares will be neglected. For another, signals such as substance increase and withdrawal symptoms. Just because somebody is crazy about an activity and enjoys doing it a lot, or has a very competitive nature, does not automatically expose him as addict – although, there are no doubt extreme cases of video gaming where all these factors coincide.

      However, it’s no secret that MMO design appeals to patterns and behavioural routines of the human subconscious. Some developers speak openly about triggering the collector’s drive of their player base or the “lever-reward” mechanic when designing content. Videogames are manipulative; we all know that. But as long as it’s fun, we’re happy to go along.

      Most of the time, anyway.

      I remember an old article at PPI, where Larísa pondered the heavy chains of daily quests and how she felt pressured to go through boring routines every time she logged on, when she didn’t actually enjoy them anymore. She was far from alone: many players in MMOs engage in time-consuming and repetitive activities, called the “grind”, which they loathe but will tolerate in order to gain rewards. They spend insane amounts of time forcing themselves to repeat content, reward drive and peer pressure usually winning the upper hand of the struggle. Wikipedia has the following to say about this sort of behaviour 

      Compulsive behavior is behavior which a person does compulsively—in other words, not because they want to behave that way, but because they feel they have to do so.

      Personally, I’ve always hated daily quests and rep grinds; I kept them at a minimum if I could, although being in a raid guild simply comes with certain “obligations”. The fact that I didn’t enjoy stuff like gaining exalted with the Sons of Hodir or collecting cooking tokens showed me that I was still relatively sane though. That is not to say that I never entered boring grinds completely out of my own volition: I did, I was running the same instances for months and years after all and a few times I farmed mobs for special rewards that I simply considered too shiny to skip. For most of the time though, I’d only undergo this type of drudgery if I really had to. I was very lazy that way.

      It still baffles me how daily and rep grinds have become such an accepted form for gaining rewards in MMOs, while players will consider more varied and orchestrated forms of reward-gain, like attunement chains, a nuisance. I don’t want to start counting the hours and days players spend on cashing in the same quest item at the same daily quest NPC. How is that activity more fun than other so-called “time sinks”?

      It can’t be bad if it’s fun

      I’ve always been very outspoken against gaming bias and stigma, very pro “play as much as you like” as long as you’re enjoying yourself. And I hold to that. I won’t hide my playtime from anyone and I feel no shame for all the hours spent in front of a TV or PC, adventuring through virtual planes and having some of the greatest laughs ever. There is nothing wrong with having fun – and only you know if that applies or if some things are maybe slightly off balance. But just because you’re doing a lot of the same doesn’t make you a “junkie”. It can’t be a bad thing if you are enjoying yourself.

      A good 13 years back, my older brother was what the average person would call a bad gaming addict. He rushed off to get a copy of Ultima Online when many private households didn’t even have a PC with internet yet, logging in every day with a  crappy 30k and later 56k (omg!) modem, blocking our phone line and driving my parents crazy. This was the time when internet access was still horrendously expensive, charging minutes and hours per day before the first subscriptions came out, our monthly phone bill ranging in the area of 1500 Euros for the first few months of his “UO spree”. There was nothing that would keep my brother from playing this game; not the many keyboards and mouses my father removed several times, only to be replaced within the next 24 hours, not the smashed modem on the wall which my brother then cunningly hid inside a book case.

      I remember sitting next to him on his bed countless nights, watching him play in silence – trying to spend some time with my sibling, or is physical shell anyway, while his mind was absorbed somewhere in Britannia. I remember finding him asleep, crashed halfway to the way of his bed one morning, I remember the dirty, stained desk with leftover food and cigarette ash. I remember his intricate list of directions for me to log into the game each week and “refresh his towers” while he was off to obligatory military service, terrified to lose his virtual possessions. It was a mad ride but it’s all my brother wanted at the time. I remember him roaring from laughter in front of his PC, chatting with his pals on MirC. The game certainly didn’t make him miserable.

      After what was probably a good 3 years of intense Ultima Online gaming and a dark red player killer reputation to go with it, my brother had finally flunked his studies at University. Add an angry girlfriend to go with that, unhappy parents and some considerable debts for an unemployed student of his age to pay them back. And yet, to this day, my brother has the following to say about his UO days: that it was some of the best times he’s had in his life. To this day, there’s not a little regret for having played that MMO – regrets for never graduating sometime surely, but never regrets for playing the way he did.  

      …because these things were not directly connected. And he’d admit to that, in a quiet moment sometime over a good glass of wine in the evening, he’d tell you that he had plenty of good reasons to play as much as he did at the time.The game was there when he needed an excuse, a trigger to smash what needed smashing sooner or later. And yes, he did play too much; but he would never have finished those studies anyway. It was not for him, and I think by now he knows that too. The game was just there at a time when he needed to escape. Escape the expectations of adult life maybe, his girlfriend’s, his parents’. The game was fun and fun became an outlet. A place to rest, even if a mere onlooker could never understand and would no doubt blame his gaming addiction for everything.

      My brother enjoyed playing as much as he did. It wasn’t great on all accounts, but neither was the game the cause of his deeper issues. Excessive gaming is at worst a symptom of an underlying issue and sometimes it can help a person and act as a catalyst. Maybe it has the power to let someone re-invent himself in a way he otherwise never could. Maybe it gives somebody a break, a place where he can be himself without the physical or mental ties that usually bind him. Maybe it can offer acceptance and affirmation to a hungry soul. Maybe it simply has the power to let a lonely heart find a place to chat and laugh with people of no further consequence.

      Maybe it grants someone an escape in a time of deep distress; and maybe it has the power to let a person heal through difficult times before rising the stronger for it. Life is about breaks and sometimes it’s about phases of stasis or even paralysis. We are so used to rushing on blindly and pushing forward that we feel guilty to take timeouts for ourselves. Everyone is telling us to be productive, constructive, decisive. Yet, it is exactly during times of standing still and sinking deep where life has a chance to reshape and re-orientate, where we have a chance to listen more closely. It’s not always the best of feelings; waiting, standing in that empty white room between two doors before life turns the next page. For myself though, I am learning to embrace empty spaces. There is something unique and comforting about a white page, about not knowing where the road will lead.

      Escape can be a way to return, just like sleep can be a way to recharge your batteries. I’m not sure the same should be said of all forms of escapism, such as substance addiction – for gaming however, I hold a torch for those that either play a lot for pure enjoyment or for catching their breath. Or both. Maybe both most of the time.

      What I wish for you

      To close, I feel I am left with two humble wishes –

      I wish for players to enjoy their online adventures and enjoy them plenty.
      I wish for players to be less ashamed of playing games.

      Looking for adventures

      The mighty Kleps had a recent topic up about how sometimes when you lose something, you’re really winning and that got me thinking deep thoughts about the duality of things, how we never quite get what we want in life and that endless, futile chase for perfection. Yep, all of that by reading one post, impressive huh? I guess that’s more a tribute to him than me though.

      Lately, I am enjoying the more personal blogposts loads more than gaming news ones, although that is not to say that I’m not ever-eager to read and comment where whim strikes me and my favoured bloggers are discussing the wind of change in the world of MMOs or scrutinize design and market development. Nils is telling me too, that “as long as it’s interesting”, someone’s always going to read it – which is basically so true, but gosh, the pressure!

      And I really can’t say that this is going to be an interesting post, but I have decided to keep writing anyway. The truth is, I need help for I am desperately looking for adventure – adventureS in fact, after yet another long and delightful night of book reading and not sitting at a PC. I realize that I miss stories, have been missing them for a long time and I’d really just love to play a game again that is heavy on narrative and simple, standing pictures to stir your own imagination, that one true escapism. So, I’m not thinking classic RPG here, I’m thinking back to the roots – point&click or graphical adventures with lots of text to read, choices to make and atmospheric descriptions. Monkey Island naturally springs to mind and before that a game called the Grail I used to dabble at on Atari ST and that drove me mad with frustration. It also looked like this (and I don’t mind to play something slightly better looking FYI).

      Do these even get made anymore? And where would I start looking? I’ve no idea and I cringe at picking a random one from google….so your suggestions are appreciated. It seems like the only thing to do gamewise while I wait for that utopian, next AAA+ MMORPG that might never get released because all games are now MMOs and it prints money. And a good weekend to you as usual!

      P.S. This article was also an excuse to post that beanstalk; I love beanstalks, don’t you?

      Tired of the Holy Trinity – Guild Wars 2

      I admit that I’ve never been much into Guild Wars. When the game launched in spring 2005, I browsed some previews and while it looked visually impressive, things like play style, non-persistent world and the initially very low level cap put me off. Also, there was another very promising MMO title just about to launch: World of Warcraft by Blizzard Entertainment. The rest is history.

      6 years later, I’m looking back on my time in Azeroth with a very fed-up feeling of “been there done that” which is a natural thing, I would think, after playing the same game for such a long period. I had a great time with WoW for as long as it lasted, it’s been a formidable ride – and an eye opener, in more ways than one.

      But I’m a gamer; I’ve played games before WoW and will be playing them after WoW, I’m not looking to stick to a company. I want good games. Several times during my ride, I’ve ventured into other realms, sometimes for a week or two, sometimes for months. On the way I’ve fallen in love with aspects of other online games, like the vast and beautiful maps in Age of Conan or the wicked race that are the Arisen in Allods. But MMOs need to be more than a great race or nice world – they need to be a polished package.

      So now that WoW is the past, what do I want from the next AAA-MMO? The other day, Tesh asked what themes outside the classic fantasy genre might attract the crowd. I’d certainly be intrigued to see promising Steampunk concepts realised someday, but I’m not all that fussed about a change of setting: I love fantasy RPGs and MMOs. I would play Eve Online in a heartbeat if it wasn’t set in space; I want magic and swords and dragons. I want fairy woods and dark caves.

      I’m not even sure I want all that many big changes in this genre; I think I want small changes and innovations. I probably know a lot better what I do not want from my next MMO than what I do want. When I draw my conclusions on World of Warcraft, the most pressing matter that comes to mind is that I want future fantasy MMOs to outgrow some of the genre’s most stale mechanics: I want them to outgrow the holy trinity.

      Tired of the Holy Trinity

      The Holy Trinity – tanks, healers, damage dealers. The bane of guild recruitment, the disturber of peace in raidguilds, the headache of group setup, the killer of spontaneous cooperative fun. But “players want class identity”, they say…….and playstyle versatility, and group flexibility, and be able to solo, and do well in PVP.
      WoW solves the obvious dilemma with hybrids and dualspec, by abandoning key abilities or handing out an even share of everything to everybody – their famed “bring the player, not the class” credo. Yet with that, class identity is down the drain, 10 classes or not.

      The saddest part is, that for all their good intentions, the “bring the player not the class” concept couldn’t be further from reality in WoW: raid guilds are still struggling to recruit particular classes for a balanced roster, a DPS still sits in the LFG queue for 20 minutes easily on an average weekday and if your mates want to run a 5man heroic and happen to be a rogue, mage and 3 warriors, they’re out of luck and better have alts. Bring the player? I don’t think so.

      The existence of hybrids or dualspecs does not automatically make for versatile gameplay or flexibility. Never has an MMO been more about cookie cutters and min-maxing than World of Warcraft. Never have classes been more about just one thing: healers staring at healthbars, DPS tied to fixed rotations to squeeze out every last bit of damage, tanks playing aggro whack-a-mole. Never have raid guilds been more pressed to make the constant, unhappy choice between good raider vs. friend.

      A breath of fresh air

      During my 6-months visit to Hyboria, the thing that I enjoyed most about playing a priest, was that healing in Age of Conan is so limited: you have three direct healing spells only: 1 direct heal, 1 AoE, 1 HoT. Some heals come with a CD, most of them are local rather than having you target a specific health bar. None of the heals is strong enough to make healing an essential part of an encounter. That’s why priests in AoC are also main CCers, fulfilling a lot more functions in order to prevent and absorb potential damage. And they add needed extra auto-healing via damage dealing.

      Quite a lot of jobs for one class only – quite a refreshing versatility for a healer. Now, you could say that a hybrid in WoW can perform 3-4 roles as well, but that’s the question really: when do they? How many times does a hybrid actually get to play like a hybrid during a 5man run or raid, inside the same encounter (let’s forget for a minute, that you can’t switch specs in combat anyway)? I’ve healed WoW raid bosses for almost 6 years; I know healers get to stare at healthbars, with the odd cleansing on the side and very rare, insignificant CC job. A good old resto druid could be in a raid for 4 hours and never switch out of treeform once.

      If you want players to make use of their versatility, you need to design gameplay to require it in a meaningful way. WoW does not require players to play that way: healers are healers, DPS optimize output, tanks tank. And they better all excel at the one thing and be efficient. If you respec from healer to tank, you do this outside an encounter, like relogging to an alt.

      Summing up

      “Bring the player, not the class” is an illusion in WoW. Despite featuring 10 classes, it doesn’t provide you with class identity so much as with role identity. This role identity is so strong that it’s limiting players more than ever, despite Blizzard trying to balance the game to bring players, rather than classes. Potential flexibility and versatility both suffer in the process and players and guilds are constantly forced to make decisions between whom they can play with and whom they’d like to play with. How is this what MMO players want?

      Not that other MMOs haven’t failed at either or both before; WoW has done a lot more than most here. But what it’s really shown us is that identity is not synonymous with different classes available and having talents and specs is not synonymous with versatile or flexible gameplay. The only thing we know is that players want many things. Maybe the future lies in a different approach.

      Why can’t we have fun like the FPS players?

      Somewhere down the line it was established that MMORPGS need to be about archetypes in order to allow for class identity and character development. So far, so good. Classes aren’t the same as roles though – where does it say that you need the holy trinity in order to guarantee for identity? And how is it fun to wait on a healer or tank for 30 minutes when you could be playing with friends?

      Half of the challenge to raid in World of Warcraft or beat the average encounter, is not actually about mastering the fight itself but about setting up for it. It starts with recruitment and roster headaches and goes right down to raid night preparations and balance checks. Did you bring the right setup? Are there enough tanks/DPS/healers for this or should somebody respec? Are the right classes doing the right thing at the right position? Can’t that hunter squeeze out a little more damage?

      What about the boss? Do you remember his name and how he looks like?

      Which finally brings me back to Guild Wars, or more precisely to Guild Wars 2 and a fascinating and insightful article on what they intend to do about healing (and death) in their upcoming MMO sequel. Some of it has struck such a chord with me that I want to highlight a few quotes in more detail in the next paragraph.

      Spinks recently asked why MMO players cannot have the same cooperative fun like FPS clans do. I’ll ask the same: why can’t we? Fantasy MMOs and online shooters might be different in player character approach, but there’s no reason why MMO gamers cannot develop and be fond of their avatars and have what other gamers enjoy.

      Guild Wars 2: The answer to the dilemma?

      NC Soft announced the launch of Guild Wars 2 for 2012, planning to dedicate all of this year to intense testing and modifications. Like its first installment, the game art is visually stunning and things like animations and spell effects already look out of this world. The overall concept and races are not everyone’s cup of coffee though – neither is the active combat system which frightens many a classic RPG gamer. Still, if you have any interest in the MMO market and game development as a whole, you will want to risk a second glance and see what the devs there are up to. Here’s what they have to say about the holy trinity and why there won’t be a dedicated healer in Guild Wars 2:

      […]Simple systems like this, along with cross-profession combos, and the dedicated healing skill slot, help free players from the MMORPG shackles, and let us break the mold even more. We’re making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.
      Everyone take a deep breath. It’s going to be OK.

      (If you’re already worried, I suggest you follow that advice now. Breathe.)

      Support players want to be able to say, “Remember that one time when I saved you from certain death?” They want to stand in the line of fire and block attacks. They want to surround their allies with a swirling dome of air that keeps enemy projectiles from passing through it. It’s not about clicking on a health bar and watching it go up, it’s about being there for your friends when they need you. 

      Finally somebody said it: Healing is only one aspect of support – the last and most reactive part of it. What about all that time that passes beforehand? Why are healers just standing there, waiting for the inevitable to happen? Why is there an ‘”inevitable”? What about debuffs, interrupts, CC, absorbtion – why are these things not the main focus of support, making a job much more diverse and fun in the process? Why would a supporter only stare at his ally?

      Heal: Don’t belittle the SUPPORT role by calling it heal. Healing is the least dynamic kind of support there is. It is reactive instead of proactive. Healing is for when you are already losing. In Guild Wars 2 we prefer that you support your allies before they take a beating. Sure, there are some healing spells in Guild Wars 2, but they make up a small portion of the support lines that are spread throughout the professions. Other kinds of support include buffs, active defense, and cross-profession combinations. […]

      We keep hearing other MMO developers espousing the “holy trinity” of DPS/ heal/tank with such reverence, as if this is the most entertaining combat they have ever played. Frankly, we don’t like sitting around spamming “looking for healer” to global chat. That feels an awful lot like preparing to have fun instead of having fun. 

      A thing that never seizes to baffle me personally, is the strict separation of abilities between roles, in WoW and most other MMOs: You have this powerful caster standing next to you in a 5man party, that magic spellweaver – and all he really does for the group is deal damage, besides few more mob-centric abilities. While his allies fall left and right, while his healer is about to die horribly, he stands there hurling firebolts at the enemy, unable to do anything about much more pressing matters.

      As a child of fairytales, sword & sorcery books, tabletops and classic RPGs, I need to ask: in which fantasy setting is this “realistic”? If I hear “mage”, I see Raistlin from the Dragonlance series; I see a magic wielder capable to do many things for his group, from grilling or sleeping foes, to casting shields on his allies and calling them back from the dead. I’m also pretty sure Gandalf didn’t wiggle his finger at the fellowship, saying “sorry guys, arcane spec only”.

      Fantasy classes can be defined and still be a lot more dynamic in their roles than what I’ve seen these past few years. MMOs should be about players vs. the encounter, not players battling the boundaries of their individual class or role.

      Ultimately, DPS/heal/tank just didn’t cut it in our book…er, game. Our players demand more from Guild Wars 2 and we intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun. 

      Fun. It seems to me that NC Soft got this one right: games should be about fun. And more than anything, MMOs are about cooperative fun – fantastic settings, classes and personal investment yes, but these things should not restrict one another. You should never have to choose between setup and playing with whom you’d like to play. You should not have to sit around waiting for the game to actually start. You should have to fight bosses, not yourself or each other (PVP aside).

      Remember how much fun it was to play a coop game in good old Mario Bros? Or to clear stages together in Metal Slug or Contra? Why should this kind of pick-up play be exclusive to genre or platform?

      You can be a mage, a warrior, a hunter, a bard, with clear distinctive mechanisms and abilities and still be flexible enough to party with any combination of other players. You can be self-sufficient and have a variety of skills available that do not only enable you to fulfill a role but react in a smart way to whatever the encounter demands, rather than blindly following one rotation or script. You can be a complete player, rather than a fifth of a whole – and this will force developers to create interesting encounter dynamics that actually challenge the players, not their group setup. It will force them to think about proper cooperative challenges.

      You can have all these things if game design does not only allow but require you to. You can have all these things without a holier-than-thou trinity.

      The future is change

      It’s way too early to judge where Guild Wars 2 will be a year from now; but I am excited and dare say this is good news – possibly the best news I’ve heard in a long time. If you take some time to go through the entire article on their official site, you will see that the developers do not only have plans to change how healing works, but make adjustments to the tanking role too and the significance of death in the game. I’m suprised to hear myself say it, but I’m open to that concept too.

      I hope we get to see more developers thinking out of the box, especially in the fantasy MMO genre – looking to keep core values while adopting and improving what makes online and cooperative gaming so much fun for millions of players worldwide. Learning from others is just as important as learning from the past. I welcome the changes ahead and salute those who dare to move forward.

      WoW Priests for a 3rd Shackle Glyph!

      After reading through the recently announced glyph changes for Cataclysm, I was once more disappointed not to find my longtime desired, third shackle glyph for priests in the list – because really, the two we currently got aren’t nearly enough.
      Every WoW priest loves his glyph of shackle undead and glyph of scourge imprisonment (a major one at that!), how would we ever cope without them? Yet there is a third shackle glyph desperately missing in the game right now which I’ve been asking to receive for years. Back then I assumed I was a genius ahead of my time, but I’m slowly running out of excuses for Blizzard.

      No I am not kidding. I do actually want another glyph for shackle in the game. Blizzard can shove those two other glyphs where the light doesn’t shine, but there’s actually one glyph I’d love to have and would use if it was available:

      Glyph of Righteous Threat
      All of the shackled target’s threat will be re-directed to the player breaking the shackle.

      That’s right – I want shackle to work the way it should work. No more killing the priest because that over-eager hunter keeps attacking the wrong target, the warlock dotting up every mob in sight, the melee thinking it’s a good time to use AoE next to CCed targets.

      Now I won’t claim that we actually get to use shackle as often, I did use it regularly when raiding ICC25 with my guild though and I absolutely hate paying for other people’s mistakes. There’s no other priest mechanic that winds me up the same way, maybe it’s because I can usually control what happens or doesn’t happen to me (full wipes aside), but if shackle breaks constantly and your tanks are busy dealing with what they should be dealing with, chances are high you get pwned by an angry mob before you can re-shackle it for the 3rd time. It’s like being blamed for something you didn’t do and that doesn’t sit well with this priest, not well at all. If it happens once, that’s already one time too many (I am forgiving like that).

      Besides that, the broken threat mechanic undermines the one and only real teacher in WoW: DEATH! And once more, death does not come to the one being stupid, it comes to me, argh! What were you thinking Blizzard?! I play a healer in WoW, dealing out life and death and letting the moron die is my province! How much quicker would DPS respect shackles if they were actually the ones being targeted by the mob they just freed, you think?!

      And if that’s not gonna help – well then us priests still get something out of it at least.


      WTB Glyph of Righteous Threat! Send out your requests today!