Creating your own custom Avatar

Avatars are kind of a big deal to online gaming folk – we use them online and offline, as identities on social media, mascots for our blogs and forum handles. Some players switch avatar for every game, others stick to a random sprite or custom image shaped in their real likeness and never change it. If you’re after your ingame characters, tinkering with either screenshots or other programs such as a WoW model viewer is usually required.

I’ve used my own custom priest avatar in WoW over the years and have made a similar thing for Wildstar; I tend to disregard those MMOs which I don’t foresee staying with for long (which is most of them). On general forums, I’ll use my blog’s mascot most of the time simply because I don’t dig randomly created forum avatars or logos that make it hard to spot your own posts on a thread. Personalized avatars are always nicer.

I’ve been asked a few times how I created my pixel sprite for MMO Gypsy and it’s quite simple: go to VideoGameSprites.net and browse to your heart’s content. Find something you like and change it, mix’n match different characters, add items or change colors – easy enough with some basic Photoshop skills. If you can’t find any game you like, search for old VG sprites on google image search.

Casual fun with Avatar Generators

If you’re not into pixel sprites and unfamiliar with basic image editing, using a free avatar generator is a good option for creating something custom and unique. Popular resources include Nintendo’s Mii Creator or Face Your Manga which still require you to at least know how to take a printscreen and re-size an image. I’ve played around a lot with Nintendo Miis in the past and with some patience, you’ll be able to create quite stunning doppelgangers of virtually anybody!

Another great and very detailed avatar creator I’ve recently come across is this Chibi Maker by gen8, which comes with a ton of fun customization options. After spending the afternoon (I am on sick leave, don’t judge) generating my real-life posse, I set out to try and re-create existing blogger avatars / people in the MMO blogosphere:

bloggers

Syl, Liore and Taugrim

From left to right: MMO Gypsy, Herding Cats and Taugrim.com, next to their original blog avatars.

There is some deviation but overall, they are quite adorable to say the least and I love the image quality of this particular program (which is free and downloadable too). This whole avatar creation business sure is addictive – have a go sometime and see for yourself (pro tip: change the background colors to white right away unless you’re looking to have a set background)!

QOTD: Completionism, No Thanks!

I am blessed as a player of MMOs in that I have not one tiny jot of the Completionist gene. If I’m not enjoying something I can easily stop, leave and never come back. I don’t feel any nagging pressure to finish anything in a video game. If it isn’t entertaining me it can go die in a ditch. [Bhagpuss]

I want to say amen to a sentiment expressed by Bhagpuss yesterday about his relationship with completionism in MMOs. As a fellow explorer and potterer, I have given up such past ambitions after realizing three things about my own completionism-monster back in vanilla WoW:

  • the (rat-) race never ends
  • it’s not actually enjoyable (duh)
  • this is not what I’m here for

I am not much into progressive content nowadays and yet, I am a fairly progression-minded player in the sense that repetitive tasks with foreseeable outcome bore me a great deal. There is a degree of repetition to all the games we’re playing but completionism in today’s MMOs is often defined by collectivism for collectivism’s sake (lots and lots of achievements of no further consequence) and the type of grind that solely exists as timesink and where the balance between journey and reward is broken. There’s no purpose or meaning in 100 of the same daily quests, no challenge and satisfaction in performing the same motions over and over in so many similar bossfights. The underlying narrative to many of our activities has become strangely reductive (as in stripped of all decorum) and circular:

Why do you farm 100 tokens? – To gain an achievement.
What does the achievement say? – That I should farm 100 tokens.

But this is not the time to get back into it all: the different playstyles and player focuses, intrinsic vs. extrinsic motivators, longterm vs. instant gratification, journey vs. reward, themeparks vs. sandbox worlds, the value of randomness, meaningful choices, incentives of cooperative vs. solo content and so many more topics that I’ve written articles about over the years. Instead, I am leaving you with three links, old and new, that discuss this subject in different ways:

  • On MMO Gypsy: Achievement (Hate), Exploration and Mystery

    About the ways questing and exploration have changed in MMOs over the years, why more and more rewards cannot make up for journey and how dominant achievements/achiever mindset have contributed to the current status quo.

  • Tevis Thompson’s Blog: We are Explorers

    The inspiring article for my own post and possibly the greatest and most important read on the subject of mystery and exploration in games I have ever read. Deals with the subject of how the illusion of scale and immersion in virtuality are juxtaposed to completionist mindset.

  • Recently on Eurogamer.net: The man who made a game to change the world

    About Richard Bartle’s dream of virtual worlds as a safe haven, MUDs/MMOs changing society and the ways current games have failed to live up to that potential (thanks Spinks for the link via twitter!).

The true traveler doesn’t know where he’s going. Happy exploring!

[Landmark] The Endless Beta

Two nights ago I logged back into Landmark for the first time in months, after what seemed to be the world’s slowest patch. I left Landmark towards the end of the closed beta, for lack of things to do and being fed up with the claim upkeep system and continuously losing my Inn of the Last Home. Much has been added since April: the crafting system and building tools have been overhauled completely, water and caves were added as well as fall damage and arena-based PvP.

Logging back into the game and hearing Jeremy Soule’s beautiful music made me painfully aware of the feeling and atmosphere this title is still able to create, its world’s beautiful potential. Yet, Landmark to me is a changed game, as I also mentioned to Belghast a few nights ago over at Bel Folks Stuff (Bel’s awesome new podcast for merry blogosphere banter, check it out!) – so overwhelming have been the changes that I might as well learn everything from scratch and start over. Ugh.

Thus my re-visit was short-lived. Frustrated with all the controls I couldn’t remember and the still pretty poor mailbox overflow system, I took a tour around some shards/islands only to find most of them empty. The few that still had builds on them were so large and bursting with detail that my PC got very unhappy every time I got too close. I’ve no clue what optimization SOE are still planning to do for Landmark but at this rate, it’s just as well that islands aren’t crowded. Of course that also makes Landmark a game of ghost towns and, few die-hard community builders aside, a game of non-existent player interaction. To quote an earlier Syl: “Landmark needs a purpose for all the housing, needs trade, quests, guilds and cooperative content if it’s meant to last down the road.”

Vast empty space.

Vast empty space.

To be fair, SOE never promised anything in terms of traditional PvE that exceeds hunting and gathering for resources as well as crafting. According to the latest blueprint, monsters and achievements are incoming this November and December. Beyond that, in lieu of server-based player markets / auction houses or any need thereof, Landmark remains a solo experience. All the while the beta testing stretches on with more and more players leaving to “return at a later date”.

Maybe.

The Endless Beta

Landmark’s alpha started in January 2014, followed by closed beta two months later. The game is yet to enter open beta and launch officially at an undisclosed time in 2015. Until then, every last person who’s been into Landmark at some point will be completely fed-up with all the pre-release play (some players don’t even realize anymore that it’s actually still in beta right now) and those that haven’t joined over the course of an entire year most likely won’t ever. That just makes me wonder if SOE haven’t done Landmark a tiny bit of disservice for having it out there in the open for so long, including players every step of the way and through so and so many rollbacks and revamps. Who wants to still play a game with such limited content after a year of beta? Who’s dying of excitement for such a launch?

I will admit, I’ve criticized other developers for not creating enough of a hype around their games as opposed to SOE. The fact that they’ve included their player base as much as they have is commendable. All too often do we see MMO betas that aren’t so much betas as they are two-week stress tests. And yet, how long is too long for a public beta? Maybe I really don’t know what I want but a year of playing early access is an awfully long time to get bored or burned out in my book!

[Wildstar] Of Unexpected Turns and Raiding Pains

My recent blunders into Wildstar’s raiding scene were more of a happenstance than anything, a surprise to myself first and foremost. At the end of 2013 my plans for this year were quite clear: play TESO, ignore Wildstar. Fast forward, I find myself not only among few remaining bloggers in our blogosphere still subbed to Carbine’s MMO, but attuned to raids and geared for endgame. I’ve written about my first raiding experiences here but having gone through a streak of heavy back pains these past weeks, I’ve decided to put an early end to a raiding career that I never meant to have. Too scary is the prospect of another episode of what I have come to call my “post-WoW raider back” since I left WoW in 2010.

A passage dearly paid.

Not many MMO raiders and ex-raiders (myself included) speak of whatever physical backlash, temporary or permanent, they may have experienced due to their focus on top tier PVE/PVP endgame. I’m not saying that every MMO player or raider is like me in terms of poor posture control, but I suspect that there are many among us who come to know such side-effects after reaching a certain age latest. If you’ve raided in a competitive and dedicated manner consistently over several years, it’s hard to avoid any form of physical repercussion for so much sedetary amusement. I remember a time when my youth would cradle me in blissful ignorance of such concerns, yet after I had turned 28 years old with five years of WoW raiding (12 hours a week on average) on my literal back, the physical reality of my hobby caught up with me. I’ve always had issues with my neck but from that point in time my back pains took a life of their own and spread to the rest of my body in one neurological fun fest.

Combined with was generally a deeply troubling and stressful time in my life, a fact that must be emphasized, my unhealthy way of slouching through long-session gameplay (during which I ignored all warning signs for lack of judgement) turned into a chronic pain condition that, after the usual series of medical examinations, is fair to say will never leave me. After quitting WoW and spending considerably less focus time in front of the computer, as well as regular massage therapy and healthier living, I’ve been able to recover slowly from the more acute and crippling pains that used to overshadow my life for at least three full years. I know I have partly my lack of discipline to blame – I have never been great at self-control when it comes to the things I love doing (and I am hardly a sports-fan either). I also realize that many people gamers or not, deal with backpains which are always multicausal; in a way, what happened five years ago opened my eyes to a variety of issues I had ignored for too long in my life. Treating myself better in every sense was one consequence, so in retrospective I’d like to see my time spent raiding as a catalyst, rather than the root cause of all the pain.

Nonetheless, my gametime is something I will always have to control in the future, no matter how tempting some aspects of MMOs might be. I’ve tried the whole “getting up during biobreaks”- and “loading-screen workout”- routines and for me, they simply don’t work. I can spend half a day casually at the PC, blogging, podcasting and carousing Steam, but raiding puts me into a state of emergency in which I grow tense and too absorbed to notice lousy posture. I don’t think there’s any gaming activity quite like online coop when it comes to demanding exceptional focus from each individual. If you ever get up from such a session and feel the pang in the back of your neck, don’t ignore it.

Alas, I have been there, done that and no epic pixel nor fleeting friendships were worth the physical pain that was caused or amplified. I love MMOs and the competitive aspects of online games but if beating endgame and obtaining shinies require me to sit still and focus in front of a screen for 3-4 hours on end, then I am happy to leave such feats to a younger generation – a generation hopefully wiser than me. Hindsight is 20/20 – and the story of how much their bodies must hurt is never told in Surrogates or similarly intriguing movies about virtual life.

Thus my raiding chapter for Wildstar is officially closed.

Three future Kickstarter MMORPGs the World almost forgot

Or maybeee it’s just me but really, what’s going on with Shroud of the Avatar, Camelot Unchained and that Pathfinder MMO? Are they still happening, where are they in development and who’s holding their breath? Let’s have a look at some status quos!

shroudoftheavatar.com

shroudoftheavatar.com

Shroud of the Avatar
The assumed comeback of Lord British was successfully funded on Kickstarter in April 2013 and has since raised a total of $4,852,936 according to the official front page. For a while after Kickstarter, there wasn’t much to look at except for some worrying ingame “footage” of its pre-everything development stage, accompanied by an excited Garriot’s commentary. In general, lots and lots of Garriot appearances on twitch hangouts and other outlets. The official forums hit it off ever so slowly, with veterans of UO glory days tossing around ideas about features that should go into this new title (naturally, lots of notorious player killing and housing). Lo and behold, already at the end of last year the first playable build was announced to backers and more updates have followed since. This September 2014, the latest test build was released with promises of new polish and stability improvements. I’ll say no more than that beauty lies in the eye of the beholder and SotA should probably suit a diehard UO or Darkfall audience just fine. The game was recently approved for Steam via Greenlight and you can read all about its spin on “single-player narrative meets sandbox MMO” there. According to the Wiki, we are looking at an official release end of 2014.

Camelot Unchained
Camelot Unchained’s Kickstarter followed one month later in May 2013, beating SotA by 300k in funding raised by significantly less backers. After closing, an additional $3 million was contributed to the project by private investors, including $2 million directly coming from studio founder and MMO legend Mark Jacobs. From the very beginning, MJ made clear that this was gonna be a very PvP/RvR-centric title that welcomed an oldschool, non-compromising approach to player versus player. Over the course of this year, features such as the combat and crafting system and the somewhat uninspiring RvR map were revealed to assure the playerbase in wait things were moving. In the latest September 2014 update on their official page, MJ was happy to announce the imminent first round of non-public pre-alpha testing, with access for backers on the horizon soonish. In his words, the team has stuck to schedule thus far and having reached this first milestone, CU finally looks like a “real game rather than an engine build”. While this is probably welcome news to some, it also means that for the time being fans of the project and DAoC-hopefuls must remain patient for any actual glimpses of the game.

https://goblinworks.com

https://goblinworks.com

Pathfinder Online
Possibly the least visible title of the three, Goblinworks’ and tabletop Publisher Paizo’s Pathfinder Online only just made its second Kickstarter goal in January 2013, raising $1 million. Yes, lots of “fantasy open world pvp sandbox”-funding going on that year! After creating an initial buzz with a fairly decent looking and playable tech demo (also previously kickstarted), dazzling artworks and interesting details such as limited small-size servers, PO soon dropped below the radar. Undoubtedly the last year was spent “doing things”, polling the community on core features like respawns and permadeath, revealing war towers and the crafting system. That last one always seems high on any developer’s list. Finally in June 2014, the first friends & family alpha was announced and a trailer soon followed. After delaying the original date, the Alpha 9 patch finally went live this October 6th with future stress testing and “early enrollment” aka early access in mind. It’s safe to assume that Goblinwork’s FAQ page will see several more updates in terms of the still far off official launch date sometime in 2016.

It’s interesting to see several Kickstarter MMOs that were all crowdfunded early 2013 making their individual journeys. Shroud of the Avatar has taken a clear lead in terms of official launch at least, with Pathfinder Online closing in on that early access. As for Camelot Unchained, fans will clearly interpret slower updates as a sign of the devs taking time that will pay out in the long run. I keep my fingers crossed for everyone curently waiting; having no intentions towards either SotA nor CU, I remain at the most mildly interested in Pathfinder, assuming I can still remember its name in 2016. And then it’s probably still going to feel and look like something that should’ve come out 10 years ago.

Marketing and the Hype

As somewhat of a connaisseur of MMO hype machines, I’m also not convinced the fairly low profile approach all these projects seem to follow is such a good thing. Sure, some players are tired and disillusioned with alpha/beta and MMO launch hypes but keeping things down is risky business (hello TSW) and really takes much of my personal enjoyment in Vorfreude away. Carbine/Wildstar and SOE/Landmark have taken a very different road in making their games visible and transparent to a wider audience early on and that’s still something I personally appreciate. Sometimes the best thing about an MMO launch is the rush and excitement that goes on beforehand. Right now, I’m just not feeling any of these upcoming titles.

Introducing: The Gaming and Entertainment Network

There seems to be a natural transition of the gaming blogger into other venues, such as streaming, vlogging or podcasting. The MMO blogosphere has seen a good portion of its longterm residents take up new projects over the years, sometimes leaving altogether to write for bigger sites or then, creating their own independent channels and collaboratives. For a while now we’ve seen an increase of great MMO podcasts hailing from our own neighbourhood, some of which I feel closely related to. I am therefore very excited to announce the launch of The Gaming and Entertainment Network – a new podcasting network by gamers for gamers, bringing the following independent podcasts together under one roof:

TGEN is a collaborative relationship between like-minded podcasters and serves as an aggregator for general MMO/gaming themed podcasts that fit together from a synergistic perspective. It’s meant to make discovery easier for our individual audiences and helps spreading the word across different shows. All podcasts remain independent in their current form. In the future, TGEN may also host regular cross-podcast, round-table discussions between its members.

I want to thank Braxwolf for inspiring this collaborative and doing the lion’s share in terms of communicating between many different parties, conceptualizing and creating a shiny and functional layout for the TGEN homepage.

Another big thanks goes to all our regular listeners of Battle Bards who have been following our quirky little podcast since April 2013 and made this such a fun and rewarding experience: Thank you for your continued support and spreading the word about TGEN. We hope you’ll stick with us on our musical journey and discover some more great and new podcasts on the way!

Links: TGEN webpage and twitter account.

[Wildstar] Now Raiding

So I started 20man raiding in Wildstar last week and have downed a couple of mini-bosses as well as X-89 in Genetic Archives thus far. It took my guild of jolly freeform raiders several wipenights to get a team of 20 people fully accustomed to the drill, something that players already need to learn during the dungeon attunement: individual performance matters. Even if some veteran 5mans get easier over time for a seasoned group of well-geared folk, many fights require every member in the party to be familiar with fight mechanics. Wildstar combat is a dance more than WoW ever was, unforgivable unless players continuously adapt their playstyles. The X-89 in GA comes with two different “YOU ARE THE BOMB!”-features which means an unsuspecting rookie is likely to ruin it for everyone else.

sylraidws01

There is no hiding in Wildstar’s raids – addons are seriously recommended, cooldowns must be juggled and adjusting your tragically limited actionbar for every encounter is a given. Execution demands a high level of focus because the fights are so mobile. From that point of view the learning curve is quite steep, especially for genre newcomers. Considering how 40mans must feel in comparison, which are no less unforgivable, it becomes apparent why raiders have been crying out for Carbine to critically consider their endgame. In their most recent state of the game Nexus Report, they finally address this issue albeit just briefly:

malzek: That “other” MMORPG abandoned the 40-man model 9 years ago due to logistical issues.  WildStar’s raids are much more unforgiving, leaving many scratching their head at this design decision. Has any consideration gone into bringing raid content to a more realistic level for the playerbase size?

CM: “All I’m willing to say right now is yes. Yes, there’s been discussion. I’m not going into details at this time…..the devs are listening.

With subscription numbers dwindling and complaints both from the casual and hardcore (see the rest of the Q&A), Carbine cannot afford not to act. New content dumps may appease some non-raiding players but the fact remains that Wildstar endgame is tuned to a difficulty level that not enough people enjoy longterm. For myself, I will say this: I had fun getting to grips with the X-89 mechanics and I didn’t mind wiping as much as we did – but I am also under no illusion that the really hard bosses are yet to come and will test those spirits further. Have raids felt harder than vanilla raiding so far? – No. Do I expect them to get much harder? Oh yes! Woe to all that underestimate this endgame.

Server merges

The dreaded server merges of both global region’s PVE and PVP realms respectively, have been hinted at going live sometime around mid-October earliest. The names were decided by community poll and it appears I shall soon reside on Jabbit, a name I neither endorse nor understand.

Alas, for me the merges can’t come soon enough. Lightspire’s Dominion side has quickly turned into a graveyard, with probably 60% of its active members hosted by my guild and only one single other, competing guild in terms of raiding. The AH is dreadful, with entire subsections entirely empty or then, most likely offering an item or two by guildies (keeps the money in the family!). The costs for much coveted items such as runes amount to a subscription’s worth of platinum, just to get a basic gear set kitted out. No, I do not like this situation at all. We need a better market, we need comparisons and proper competition. For once, I don’t think a merge can do more harm than good – the fact that I cannot reasonably accumulate fancy hats and robes via the auction house is frankly intolerable.

So, why is Wildstar not doing better?

Yesterday, Rohan tried to put a finger on why Wildstar isn’t doing so well only 3 months into launch. Wildstar the great AAA-hope of 2014, the polished, cartoony WoW-esque holy trinity, theme-park MMO that appeared different yet similar enough to accommodate the mainstream. I agree with Rohan that WS has a higher difficulty level than WoW, although the leveling process never struck me as hard or tedious on my Esper. WS is packed with some fun quests and a very linear, well-paced progression to level 50. I’d happily place bets on FFXIV:ARR being grindier than WS, only FFXIV is so fortunate to have a faithful, asia-based community on top of all the western influx since revamp.

However, it’s true that WS dungeons are tough and by the looks, raids even tougher. Even if you’re not after the attunement, bronze runs are a tricky to pug. That said, I don’t think endgame is the problem either – at least WS has an endgame that poses a bit of challenge and brings guilds back to the table. What does GW2 have? No endgame, failing guilds and not even great housing. Somehow, there’s always something to complain about.

My veranda in Wildstar.

I’m not convinced anymore that WS would be faring better if endgame was toned down to accommodate pugging. What I will say is that like ANet before them, Carbine took their good time to fix long-standing player concerns as far as the UI, submenus and other optimization concerns went and they are still far from done in my book. I personally know three potential subbers that still cannot run WS smoothly on their machine and have therefore given up playing. Then there’s players like this one who believe Carbine aren’t doing such a great job in marketing their title to a wider audience – but how big an issue is this, really?

Maybe it’s just that simple: WS isn’t WoW just like none of them are. And we have crossed the notorious 3-month mark. The dwindling player base was to be expected. Today’s MMO market cannot reproduce the successes of WoW, not with titles that are “similar enough” and not with titles that are completely different or exactly the same. Even if you own a niche like EVE does, you need to content yourself with 500k subscriptions. And while some WoW attachment still lingers on and declines only gradually, the rest of the market must cope with grazers and players opting for f2p or b2p over subscriptions.

Wildstar is a fine game. It can’t be helped that it wasn’t released in 2004. We’ll see if mega-servers are a blessing or curse for its core community. Maybe it doesn’t matter either way.

Where all the Hate comes from

This is a very personal post. If you’re unaware of the events around gamergate or lack feminism’s 101, you won’t be educated by me here. 

After an intense discussion of the events around gamergate for an upcoming CMP round-table, I got talking some more about the internet mob and general hostility directed at women like Anita Sarkeesian with the excellent Roger and Sean. The comment that really kicked this off was Roger pointing out how Sarkeesian never actually condemns anyone for enjoying the games she’s covering; neither does she claim you’re a horrible person nor does she ask developers to stop creating violent content full stop. What she does for the most part, is pointing out how carelessly most of the violence against women is included in games and how it differs from violent imagery in general.

So why is this woman met, no stalked with such extreme aggression? Why can we observe similar irrational, emotional responses all the time when the topic is representation in games or a feminist concern? Some gaming press articles lately have identified a sub-group of “socially inept male gamers with female resentments” that are panicking at the prospect of the industry changing, as the main driving force behind the attacks on Sarkeesian or Zoe Quinn. While I have known few such individuals myself firsthand, it doesn’t explain why so many gamers from much more diverse backgrounds and areas of life are allying themselves with the gamergate or notyourshield tags. I’ve witnessed similar hostility to reasonable feminist concerns from some of the best people I know, so it’s clearly not just a few left-overs from 80ies gaming culture that like to sneer and spit when confronted with uncomfortable questions.

Everyone wants to be a good guy

I grew up in a very sexist family. Like most in similar situations, I didn’t realize this until much later in my life. My family was what I knew, what was normal. I knew my mother wasn’t in any way on equal footing with my father but I had never heard of the term feminism, only of emancipation in more negative terms every now and then. There was much that I hated about my past when I finally moved out at 20 but I had no name yet for the natural oppression of the women in our family context. I only felt acutely that we didn’t deserve to be treated like second class citizens.

I was also for a large portion of my life what I liked to call a tomboy. I preferred the company of boys – they shared my interests, they were easier to get along. I kinda deluded myself that I was part of certain clubs when I really wasn’t. Much worse however, is that I actively perpetuated my state of “not getting along with women”. I didn’t know why I had no female friends and in my book none of that was my fault. It was cool too, who needs women, right? Oh god.

The moment that first bubble burst was really painful; when I realized how I never really had a voice in my own family, how I didn’t stand up for myself or other women, how society treated me differently from men in many areas of life. The system is rigged against me. And men too in some ways. I had felt it hundreds of times like Neo in the Matrix but I hadn’t grasped the overwhelming picture up to the point when I started educating myself. I was angry, I was defensive. There was no way all of it could be true. But once you’ve become sensitive to these matters and you start going back, analyzing situations and becoming more aware of how people are treated around you on a daily basis, you can’t deny sexism any longer. Not the one targeted at you and not the one perpetuated by yourself. It’s a horrible feeling and difficult to face.

My second bubble burst a lot later, the question of why I don’t have female friends. I should probably add that I do have a very close female friend since childhood, but in many ways she’s a copy of me and I never managed to connect to another woman until I was 30, internet buddies aside (you are all awesome and I do owe you). The truth is I did want to have women as friends but I wouldn’t admit my own inadequacy. How can you not get along with 50% of all people? Around 30, things changed when I met a co-worker from Vancouver who I really connected with. It was scary as hell but it got me taking a hard look at myself and how I still treat women differently from men when by now, I should know better. And I’m not alone – I keep watching my female co-workers cheer on guys for being assertive while attacking women for the same traits, I witness jealousy, unsupportiveness and double standards that don’t apply to male colleagues and it makes me sick to my stomach. I don’t want to be like this.

It’s so hard to disconnect yourself from the culture you are taught by your parents and society around you, the one that is never questioned. It’s hard to accept that you’re part of a system and part of the problem. It’s much easier to get defensive and spiteful, to blame others or deny the truth. Growing pains.

Everyone likes to think of themselves as the good guy. [R.D. Precht, German Philosopher]

Nobody likes to hear that they’re part of an unjust system or that they’ve got privileges they do not deserve. Men and women struggle with the idea of sexism because they’re both complicit one way or another, before making conscious effort to question the status quo. Some take great offense at being called profiteers of the system, others take equal offense at the suggestion they might be systematically slighted, because they consider themselves strong enough and not part of “those other, weak women”.

Now, Anita Sarkeesian’s videos might not be condemning games or gamers but they constantly rattle the matrix. They force you to question what’s given and consider your own role and motivations. That path inevitably leads to bursting bubbles. It’s uncomfortable and painful – so much easier to unleash wrath upon the source of all that discomfort. The irrational hate directed at Sarkeesian is fueled by kicking and screaming fear. There’s no denying it: once you’ve opened that door, it truly is the end of the world as you knew it.

The Crusade against the SJWs

There is a waxing resentment being nurtured by gamergate and notyourshield exponents against so-called “social justice warriors” (and white knights). If you consider this briefly, it is a pretty horrible state to be in, to fight against social progress or those that speak for more inclusion and equality. How can anyone be against that?

This too, begs for a brief digression. I was for a period of my life a vegetarian for several reasons. I am not any more although meat is still a rare commodity in my diet. Anyone who thinks we eat animals for any better reason than because we can, is likely to get my eyebrow together with a link to Eating Animals. However, I was never a confrontational or preachy vegetarian. It was a personal choice and I wanted to be left alone just as much as I ignored others. I wasn’t complicated either, I’d eat whatever was left minus the meat when invited to friends. Despite all of that, my vegetarianism became the most unexpected and eye-opening social experiment for all the unprovoked hostility it exposed me to. I had people mock me, question my motives and trying to drag me into discussions of explaining myself. Some became instantly apologetic or embarrassed. My mere presence at some social gatherings was an issue, I was a spoilsport for no better reason than ordering ‘without the meat’.

I had never been aware of the deeply rooted, sacred ritual of eating meat/food together in our culture until I disturbed said ritual. I had become a point of vexation to some, like a silent reminder of all the questions they did not want to ask about their own consumerism. I didn’t mean to hold a mirror to anyone but it happened anyway. Genuine disdain was directed at me simply because I refused to be “complicit in eating meat”. I don’t know how many times I had someone tell me “you know, you’re not better than me” or “it doesn’t change a thing anyway”.

And that’s what “social justice warriors”, aka people who give a shit, do: inadvertently or not, they hold a mirror to anyone that chooses lazy complacency. They remind others that there are injustices yet to be fought right under their nose. Defensiveness and aggression are a typical reaction to feeling blame or guilt. Mocking those that care more than you do is a fine diversionary tactic.

No hatred more passionate than the hatred for a truth that hurts.

Truth hurts

Change isn’t comfortable. You can hide behind tone arguments but at the end of the day, if you’re at all committed to matters of social progress or equality, you have to accept that bubbles will burst. You have to accept pain and confusion on an existential level. And you will need to be brave.

The moments when you feel like screaming and kicking those who have caused your discomfort, are most likely the ones where you get to learn the most about yourself.

[Wildstar] Silver Dungeons and the Return of the DPS

(Is anybody still playing Wildstar out there? Well…I am!)

Before disappearing from gaming for the past few days due to real life, I got my Esper in Wildstar ready and prepped for silver dungeon runs. No doubt the bronze patch is incoming soon to speed up that attunement process somewhat but silvers are still on the table for many players and frankly, I was curious about difficulty compared to WoW heroics. Turns out, Wildstar silver runs are really more like mini-raids than WoW-style 5 mans. There’s no way a random group of mostly inexperienced people will finish anything for hours and hours.

Silver progression goes the same for most groups and guilds: STL first, then KV, SC and SSM, that last one being a nightmarish place created around a jumping puzzle. There are only four dungeons to run in WS albeit in three different modes. In no way can they be compared to adventure difficulty. Silver comes with a timer and extra objectives/bosses compared to bronze. Gold on the other hand, comes with everything and zero deaths. So far the theory.

I’m halfway through silvers now myself, thanks to running with experienced groups and vocal leadership. It still took several attempts per dungeon due to the unforgiving mechanics, yet that is nothing compared to what early progression teams had to go through. Even if you keep the same people around to crack a dungeon, and that’s what anyone does who wants to reasonably progress, you’ll spend entire afternoons learning WS dungeons before silver. You’ll be resetting over and over, going again after an early wipe or unlucky deaths slowing you down. You’ll consider mastering single bosses a success, rather than entire dungeons. You’ll be back after dinner. Persistence is the only one way to crack silver dungeons, so you better bring a good-humored bunch of people.

Ready for battle! Well...sorta.

We’re ready for battle! Well…sorta.

Or maybe you just get very lucky sometime and have a team invite you that’s already done most of the work together, with willing leaders and/or imba DPS (or the stars will align for you once every 100 years while pugging). At encounters like Stormtalon your damage dealers easily decide over make or break – a difference most acutely felt by healers.

Bringing DPS back to the Table

There is something that dawns on the traditional healer in WS at silver runs latest. It’s an obscure hunch the first few times you keep dying horribly during an encounter, a hunch that solidifies once your group keeps going on without you for minutes on end, sometimes until the boss dies. A guildie of mine condensed it best in a related forum topic on healing, a comment that hit a nerve for me too –

Tank is most important
Dps need 2 out of 3 good
Average healer = complete adventure/ dungeon.

the worrying thing is that in every other MMo I have played the healer was rated as important as the tank now with the interprets we are last even behind the Dps. imho.

WS is a game of self-sustainability first. Even if the healer dies, at least half of the encounters allow for the party to continue (and DPS finish fights). That doesn’t mean healers should die by any means or that bad healers cannot still screw up your silver runs – they definitely can. However, nothing is quite as devastating as missed interrupts in WS, the mechanic all major encounters revolve around thus far. And the responsibility of timing and rotating interrupts is almost exclusively on tanks and DPS, even if every class can theoretically do them. Needless to say, I concurred with my guildmate’s points although way more cheerfully so:

WS healing is indeed quite different to the position it holds in many other MMOs. I’ve been a healer in many games and I agree with you on this. the reason is Wildstar’s game / encounter design:

Mechanics are more unforgiving and a lot more about individual survival skills (dodge that shit, use a pot) than in other classic MMOs (not GW2, GW2 is more similar and has no roles anyway). I was used to being able to ‘save’ most of my party members all the time in WoW – you can’t do this so much in WS. People die quickly if they screw up and so does the healer, so your overall playstyle needs to be a lot more centered around your own survival + MT. There’s less leeway for the ‘extras’ (not the normal damage but the unnecessary one) in WS than in other games that I’ve played (and then there’s also the telegraph / cone thing that gimps healing). Sure, once a healer has better gear, stats, etc. he/she can make up for more screwups but still, many mechanics are just unforgiving and up to the individual player. You can’t save a one-shot, and depending on the situation not a 2-shot either.

And that’s why you feel the healer matters ‘less’ in WS which is true; because the onus of survival is more well-spread in Wildstar. So really, think of it as a good thing. The fact that even the healer is allowed to die first sometime (for some encounters it doesn’t matter), is a good thing. It means responsibility is shared more evenly, which is also true thanks to the interrupt mechanics in WS. So, imo we are more even now / not less. DPS finally aren’t just being carried in this game. [Syl]

I love it. I love the fact that DPS don’t get the back seat in a trinity-based MMO. Enrage timers aside, there was never a time during my WoW era (up to Cataclysm) where pewpew were nearly as much on the spot as they are continuously in Wildstar’s encounters. The scales have evened out and while some oldschool healers might feel that sting of lost power, they should also feel the relief of shared pressure.

Wildstar silver KV - cheat when you can!

Wildstar silver KV – cheat when you can!

Tangentially, I realized that there’s still a strong WoW healer beating in this chest; I installed GRID right away and am still working on “untargetting” my healing style. And I still die way, way too often because I choose to try save others over ruthlessly minding my own six. That simply doesn’t fly with heroic telegraphs – it’s be there or be square for each and everybody!