So that Elder Scrolls Online NDA was lifted, if not my Spirits

I want to say ‘finally’ but last Friday’s NDA lift for ESO was so shamefully overdue that I almost didn’t care to post about it. The game is due in April and already selling a much debated collector’s edition, so how nice to finally give the fanbase a voice two months before launch. We will try not to interpret the long hesitation. Personally, I believe Zenimax have caused this launch more harm by keeping ESO under NDA for as long as they have. Not only wasn’t the press particularly gentle once the press NDA got lifted (see RPS or Ten Ton Hammer for reference), the title would’ve benefited from the buzz created by more balanced and positive blogger reviews. After all, there are still many players excited for ESO.

I used to be one of them but alas, that enthusiasm was shaken in its foundations after participating in two of the more recent beta stress test weekends in January and February 2014. To be fair, I didn’t have the bar set very high for ESO: I expected it to feel more dated and traditional than the other upcoming AAAs this year, less polished and overall pandering to the Skyrim demography. Yet in retrospective, the Skyrim comparison is doing things far too big a favor.

My quick and dirty ESO review

While I don’t wish to rain on anyone’s parade, this much anticipated game has dropped on the 2014 priority list much to my chagrin. I don’t intend on buying at launch, in fact I am not sure I’m gonna buy at all for as long as there is also a monthly subscription. Subscriptions aren’t a financing issue for me but like everyone else, I draw comparisons and try to justify the expense. ESO, for me, is not in the right shape to ask for a sub. But let’s have a more detailed look, shall we?

The Good (at first glance):

The settings of ESO are very pretty. Having visited every faction’s starting zone, I liked them all equally as far as overall zone design, weather effects and light cycles go. The world feels more realistic than in many other MMOs, if that’s a criteria for anybody. I love the mature and authentic look of ESO.

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The diversity of character customization is a forte of the franchise and ESO is no exception. While some basic faces across all races feel too templatey still, you won’t be missing options inside the rugged, old, scarred or unattractive spectrum; like every ES title before it, ESO makes it hard (but not impossible) to create your staple beauty. Really big props go to armor design which doesn’t discriminate gender and keeps things in the realm of the practical.

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She looks alright.

The crafting system appears to be complex and rewarding. While I’ve only meddled with it briefly, I could see crafters getting their share of attention and I didn’t expect anything less from this MMO. I liked the crafting hubs too and many of the small details for tools and ingredients.

The Bad (or why I was so appalled):

ESO gotta have the most sloppy and inaccurate combat I have experienced since [add random console hack’n slay title here]. What was already a boring exercise of throwing lackluster magic balls as a caster, went downhill fast once I experienced the completely unresponsive dual-wielding mess of melee mode. Combat is missing feedback, aiming is off and animations are frankly awful. I don’t want to look like a WoW undead when moving around hitting stuff. There is nothing of Skyrim’s more impactful combat and precisely aimed shots to be found!

While we’re talking animations, they are mostly horrible. I made a particularly awful acquaintance out in the wild with an eagle circling my head, its flight animation as graceful as a tour bus trying to squeeze into a beetle’s parking space. It’s great that ESO has birds flying around, you just don’t want to look at them too closely.

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The wonderful cave intro.

As beautiful as the world is, as dead does it feel traveling from place to place. The NPCs do precious little which is a stark contrast to MMOs like FFXIV for example, that comes with complex scripts for NPC behavior and events. Towns feel empty and there’s no life bustling inside unless it’s created by a bunch of coincidental players. This was very disturbing for me, especially since the more dynamic mechanics in Skyrim would constantly throw you into unpredictable situations and have quests and NPCs involve you actively. This is something that GW2 managed to do while being an MMO, so ESO gets no pass from me here.

Questing is a traditional and straight-forward fetch and delivery, featuring the transparent quest window and occasional dialogue choices that franchise fans will know too well. Friends of the tunnel experience in MMOs will be glad to hear that ESO makes you play through the same dark pit for 15 minutes on every new character. As far as the NPCs and (much praised?) voice acting go, I was under-whelmed and sometimes appalled at the sound and look of some of them, their shrill voices and bland, badly written humor harassing me during several multi-step quest chains. The early “John Cleese” appearance has already been criticized by others but I reached my personal high point with this remarkable fellow here:

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(It only looks as if Eiman has to go really badly…this is his usual facial expression.)

A difficult closure

At this point, I don’t know when I will be ready to give ESO another go. My admittedly short beta testings were a painfully disappointing experience and while they might not be completely fair or balanced, they are lacking in ways that cannot be made up by playing the game longer or praying for the unlikely wonders of another two months of final polishing. My issues with the game are of no subtle nature – they are fundamental. Which makes me think that ESO just might not be the MMO for me after all. That is something I have to accept and which makes my return to the wonderfully dynamic and physical world of Skyrim all the more likely. I used to dream of adventures in ESO but that arrow to the knee was quick. Ah well!

DayZ – In the Land of Intense Colors and Unspoken Rules of Conduct

I currently live in a house where much of my weekend mornings and all of my evenings are accompanied by the loud and unbridled DayZ enthusiasm next door. I wake up to hectic commands shouted over voice-comm almost every Sunday (because like all sane people I sleep in on weekends) and go to sleep to “It’s me! Don’t shoot, don’t shoot!” and “Identify yourself now!”. The better half is having a blast in DayZ and the very playable standalone early access has done much to rekindle that passion. Being a pretty obsessive gamer myself, I observe all of this with equal amounts of understanding and amusement. Far be it from me to begrudge anyone their gaming sessions. Until he forgets to wash and get dressed, anyway.

Naturally, I was gifted my own copy of DayZ recently and having always been fascinated with the harshness and unmoderated authenticity of this title, I’ve given it a couple of nights over the past few weeks running with an international clan. There is a lot of mixed information out there currently about DayZ which, in my humble opinion, fails to paint a fair or complete picture of this complex beast of a game, of the depth and psychological intrigue of this persistent world hiking and murder simulator with rogue-like elements. And that’s the shortest way for me to describe it.

DayZ always has been and in its current state certainly is legitimately a PvPer’s game just like some games are made for PvE or RP. While it’s entirely possible there will be other server modes again where killing other players isn’t possible, DayZ right now is about handling an outrageous mix of feelings – between stark loneliness and desolation, to the desperate search for food while a quick, inconspicuous death is haunting your every step. Like in the real world that DayZ takes such pains to simulate, you cannot tell friend from foe at a first glance. Like in the real world, due caution and clear communication may decide your fate. Like in the real world, there are stakes to what you do and decisions have tangible consequences.

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DayZ is the game where absolutely nothing happens for hours and you find yourself desperately lost in the wild world without maps and indicators. Where you can hike forever and a day and never meet a soul. And then you die. And death has so many faces. It’s the game of paranoid retreat and uncanny social contact, of foul betrayal and uncompromising bonds. It’s the game of fear of loss, of terror and so much hope. In summary, it’s a fascinating social environment that teaches us much about the way we will behave under social / peer pressure once all written law and agreed-on convention is lost.

If everything goes and everyone is equally hungry, what means and tactics will you resort to in order to survive?

In 2003 Postal 2 launched with a particular tagline: it’s only as violent as you are! Only DayZ adds the online multiplayer component. The question of how violent you are gets replaced by how the violence of your peers will affect you. And there are many ways in which individual players respond and adapt. Despite inviting more notorious gankers along with everyone else, DayZ isn’t all kill on sight but more frequently about caution and basic unspoken rules of conduct. One of my very first encounters with strangers in the game went like this:

Still fairly fresh, hungry and ill equipped, two zombies attacked me and I started bleeding. Bleeding in DayZ gives you a limited amount of time to patch up before losing consciousness (which equals death pretty much), as the game’s color saturation gradually and unnervingly decreases. The zombies right now in standalone are a shadow of their former self, dumb and slow, yet dangerous in packs when unarmed (and a nub like me).

Frantically getting away, I crossed a small township and as these things always go, another player and his rifle materialized right in front of me. Oh shit! I froze on the spot because approaching strangers is pretty much the most stupid thing anyone will do while intentions are unclear – and intentions are always unclear in DayZ. Like most creatures that inhabit this planet would never dream of just running into each other, you just don’t do that here either. Should you ever form bonds with other players they have been tested beyond all doubt. In DayZ, trust needs to be earned and cooperation justified.

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Friendly! Friendly!!

I managed to raise my arms waiting while the stranger started using proximity chat, the single greatest feature ever added to DayZ:

“Hello. Are you there? Are you okay?”

(At this point I haven’t figured out proxi chat just yet. I keep standing still looking dumb and expecting death by rifle.)

“Are you bleeding? I think you’re losing blood. Can you hear me?”

(I finally figured it out.) “I can hear ya! Hi! Yeah the zombies just got me down that road.”

“I assume you’re fresh, ye? Unarmed? I think I have some spare bandages if you like.”

(Overeager) “Yes I am friendly! I have virtually nothing! And I would really appreciate a bandage!!”

“Okay…..umm Bob, you can come out of the bushes now.”

(That’s when Bob, a second perfectly British gentleman who had been hiding in the bushes behind me, in case I turned out to be not so friendly, emerged.)

This was possibly the most hilarious conversation I’ve ever been involved in with random strangers online. It is also DayZ in a nutshell. That day, I lived and was saved by strangers. That day, I met the good people.

Lessons from DayZ

There is an emotional roller-coaster to DayZ, a ‘rawness’ of the simulation and in extension, basic human interaction both good and bad, that makes for some of the most exciting encounters and meaningful decisions in the world of online gaming today. I will never be a shooter fan but I am full of envy for the tension, terror and exhilaration this seemingly simple game is capable of producing. It’s what MMORPG players like myself dream of: the risky tactical play, the screaming and cheering on vent, the epic wins, the real scares and strong sense for friend or foe. The meaningful rewards and choices that can only come from risk and real chance of loss.

None of this would be possible if DayZ changed its present core mechanics or started imposing too many restrictions. I’m all for different server modes, after all that’s what self-hosting is for, but I love PvP DayZ and hope it will always remain this harsh and thrilling setting of basic social mechanisms. Traveling Chernarus, like Minecraft before it, has made me keenly aware of the things I miss in other MMO sessions –

1) Sharing with your next wo/man
There is an overwhelming sense of community in DayZ’s group play, encouraged by both the scarcity of resources and bag space, as well as omnipresent fear of death (which means starting over naked at a random location). Players can’t hoard and won’t hoard because two armed players are better than one and four are better than two. Even as a completely new player, I had people watch my stuff in DayZ, meet me halfway to re-equip me and make sure I was good on food and drink. It’s been a most humbling experience to have others look out for me in such manner.

2) Constant risk, decisions and consequences
Centered around survival with and against other players, DayZ is a game of endless decisions that often need to happen quickly. Dilemmas abound: Do I cross that public square in broad daylight for a chance of food or do I risk my hunger longer? Do I take a chance at the exposed well or try the popular food store? Do I have my weapon at the ready or do I prefer the faster run speed? Do I talk to that person and risk getting shot? Do I shoot first and risk to be heard? If I get heard, what’s my fastest way out? It never ends and paths lead in all directions.

3) Communication, caution and (self-)awareness
We take so many things for granted in other games – zone chats, grouping tools, location indicators, nametags and colors of allegiance that we have stopped communicating our intentions and wishes precisely. There is no need to act considerately or with caution because our actions don’t tend to affect or harm others, so there is very little in terms of self-awareness, of watching our movement and general behavior in MMOs. DayZ brings back the sign language, the reading cues and the very clear communication: Who are you? What do you want and why are you here? What are you up to? Without nametags indicated, identifying yourself to your buddies becomes a test of its own. In my partner’s clan, allies will ‘wiggle’ when approaching the group and state on voice-comm what they are wearing.

4) Running and screaming in terror
What it says. How much I have missed this!

5) A sense of gratitude
Due to high risk and strong sense for friend or foe, DayZ creates moments of gratitude with ease. In contrast, gratitude is something that is mostly gone from the games I am playing; when resources are plentiful, loot is individual and nothing and no one can really harm or save you, there is less need to rely on others and therefore also less opportunity for gratitude. You could say that’s the nature of all PvE-centric games that don’t tend to pressure-test social mechanics outside of maybe high-end raid content but I’m not sure it needs to be. In any case, I’ve really missed gratitude in my social games and DayZ made me realize it. How ironic that an emotion depending so strongly on community and acts of kindness should exist in a PvP rogue-like a lot more than in PvE enviornments.

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And a beautiful world it is too.

Final Words

While this has become quite a love letter for a game I probably won’t make a main, I believe DayZ deserves our attention and curiosity as far as its less popularly promoted aspects go right now. It would be wrong to dismiss this title over its potential for griefing and asshattery or judge it based only on the most visible forum crowd. Paradoxical as it may sound, DayZ offers a wide spectrum of positive social experiences and chances for cooperation (not to forget creativity and hilarious pranks). Such is the nature of freedom – that it can be applied in any which way. And in my limited experience, it’s group play where DayZ really shines.

Like for other games I’ve played in the past and that fall outside my usual high-fantasy MMORPG bracket, I’ve tried to look for inspiring features and opportunities here (while hiking an awful lot). As far as I’m concerned, DayZ is a rich canvas other social games could borrow some intense colors from while still being in this modest stage of early access. The sun hasn’t even begun to rise over Chernarus yet.

“Alpha”. It’s just not done yet

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I do wonder how many times Dave Georgeson and EQN Landmark’s community team had to repeat above line over the past few days. I admire the patience. No matter how many times you explain “alpha” to somebody who is also paying money – and even to those that do not – there’s always a person who thinks your game could really be a bit more polished and optimized right now.

It seems public or paid-for alphas are becoming more and more common in the game industry and many are making their first steps into such early territory. Even more so than betas, alphas need capitalized words of caution; gameplay is fraught with bugs and frustrations, so there better be a conscious choice of what you’re signing up for. While satisfying curiosity is a thing, quite often it isn’t nearly as great to see the gemstone being cut before its made its way into that hopefully shiny diamond ring you intend on buying.

I don’t feel particularly drawn to MMO alphas, let alone paying for one (but hey, that’s what I used to say about betas). Syp doesn’t seem sold, yet Jewel and many other bloggers around the blogosphere have caught the bug of early sandboxing greatness once the servers finally went sort of stable. I can relate too well; when I joined Minecraft pre-launch, I fell deeply into the rabbit hole for several weeks. It was absolutely amazing. And I also burned out quickly once that fatal question of so many sandbox games hit me: and what next?

I know what I’m getting into with game testing. I’ve played in many betas and a few alphas, the latest being the DayZ standalone – one of the more remarkably playable alphas. At the same time, Bohemia Interactive have done a commendably transparent job of communicating what players need to expect from their early game development. Dean Hall, game designer for both Arma and DayZ and frequent twitterer, has continuously warned of joining early access for the wrong reasons, jokingly admitting that even he himself wouldn’t yet want to play it.

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As far as I’m concerned, in alphas there be dragons. It’s a stage for implementation and debugging a lot more than gameplay and I don’t usually have the patience. Many of the final features are still missing so it would be wrong to draw too many conclusions from anything. For those who are into active feedback and “that NPC didn’t give me any gold” or “it would be neat to have dual specs” – really, wait for beta. Make your wish-list on the forums while you wait and still dream.

Alphas are for the rough cuts and while players are sometimes invited, it isn’t really about the things that tend to concern us later just yet. It can absolutely be exciting and interesting to see a game grow though and to feel like you’re a part of something, a lot more so than in certain open betas that kid players about much fine-tuning three weeks before official launch. Alphas can have their own magic for sure – I  just advise to bring your good shoes for the rocky hike ahead.

I will wait a little longer, cheering from the sidelines and savor this Vorfreude while I still can.

Battle Bards Episodes #20 – #21 with a special Giveaway Challenge!

In this latest episode of Battle Bards, the bards are showing their true colors: we find out that Steff can’t ever make up her mind, Syl is a softie and Syp is hating on everyone’s picks. Well, almost.

Episode #22 is also an opportunity to hear us rambling and bickering more than usual (I think) and win a popular Steam game for sending us your voice via Speakpipe, in a special giveaway challenge. The race is still on – so it’s not too late to go for the trophy!

Oh and we were also talking about Flyff two weeks ago but then, surely everyone has heard of Flyff already? Happy listening!

[Wildstar] A Look at Telegraphs and Active Combat

While the Wildstar closed beta is still running hot and more and more press footage is being released on the net (the lucky ones), players have been debating and in places worrying about the active combat and telegraph system. How comfortable does Wildstar’s combat feel compared to other active combat MMOs? How are the telegraphs gonna pan out in 40man raids?

Already in July 2013, Carbine released a devspeak introducing telegraphs, making it very clear that the most defining aspect of Wildstar combat was gonna be this: aiming. After analyzing what similar titles had done in the past, Carbine settled for a “freeform targeting” approach which, while conserving the basic tab targeting function, allows players to adjust (and miss with) their area of effect at any given time, and vice versa for enemies. The result is a fairly colorful and at times hectic bling-fest, where the player is not only trying to aim his attacks most effectively (not all parts of a telegraph deal the same damage) but reacting to enemy attacks pro-actively and dodge-rolling or strafing to get out of the really bad stuff. This makes for a rather complex and highly skill-based combat, especially where tougher challenges and PvP are concerned.

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As illustrated in the devspeak, telegraphs come in various shapes, with different cast methods, ranges and synergies. They can be stationary or mobile, instant or require ramp-up times. Naturally, colors signify whether a telegraph is detrimental (red), beneficial (green) or a variety of other things players will need to internalize. This has justifiably raised questions of overlapping (telegraphs are translucent) in group play or prioritization. No doubt, telegraphs will be adjusted and tweaked for a while to come yet, before Carbine have found the perfect balance – and then there are always addons. What’s probably safe to say is that this active combat looks far from boring or the automated face-roll we know from older games.

How Wildstar combat compares to other MMOs

Not surprisingly, Wildstar’s combat is frequently compared to that of recent predecessors TERA and GW2. That is interesting because, having personally played both MMOs, their active combat falls on different sides of the same coin for me.

GW2 is hands down my favorite MMO combat to date. It is characterized by a very high mobility and character-centricity, in the sense that combat focus is less about the aiming (there is auto-attack and classic auto-aim via tab) and more prioritizing dodging and survival on the player’s end. When the stakes are high in GW2, players will always move out of the bad first while not having to worry about aiming; auto-attack can take care of such transitions for a while. Indeed, you could take your eyes off the enemy completely if need be.

Auto-aim but quick on your feet

Auto-aim but quick on your feet

TERA on the other hand, flips the coin: while there are some mobile abilities, TERA is back to classic stationary combat that won’t generally allow you to cast while running. While it combines good old feet-of-stone with dodge-rolls, it prioritizes a mob-centric focus. Special attacks and AoE aside, TERA’s active combat is all about freely aimed projectiles (via cross-hair feature) which makes for a fun change from other MMOs. Coming straight from GW2 however, I did miss my mobility. I even wondered how awesome it might be to combine the two modes.

So, where does that put Wildstar? From all I’ve seen so far studying various sources and footage, Wildstar combat falls squarely in the middle. It requires the same constant vigilance tougher GW2 encounters ask for in terms of self-management and survival, while improving on TERA’s aimed combat with telegraphs. While there are some more stationary classes such as the Esper, this new MMO is all about mobility and aiming in equal amounts!

That will take some getting used to, especially for the more laidback and lazy casters among us. I wouldn’t go as far as declaring the peaceful solo-questing routine of one-handed pewpew dead but Wildstar combat is most definitely gonna ask for more attention than many popular AAA-titles have in the past. Carbine intend to keep their combat interesting for a long time and given how combat is such a central feature for most MMOs, I don’t blame them for putting that much thought into it.

As Telwyn recently pointed out too, it’s all about finding a happy balance. We will see how the player base adjusts once the dust has settled over the Nexus and everyone has had time to learn some new tricks. I for one welcome that MMO combat is still evolving.

You know Nothing, Jon Snow

At the verge of 2014, my MMO plans for the upcoming year looked vaguely like this:

1. TESO
2. EQN /EQNL
3. Archage / Skyforge huh?
4. probably not Warlords of Draenor
5. certainly not Wildstar

Here’s proof.
One month, a couple of first-hand experiences and developer updates later, the list goes as follows:

1. Wildstar
2. EQN /EQNL
3. maybe Warlords of Draenor (oh my god)
4. TESO when it goes free to play
5. whatever

…So, what am I playing this year?
Ask me again in six months!

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Why do we raid?

While rounding up last weeks numerous posts on multi-classing and writing an article on my private immersion (yeah that’s still gonna happen), I came across Jeromai’s recent post on GW2 and the latest Origins of Madness patch. It made me chuckle.

Jeromai displays a particularly fascinating case of raiding malaise in the sense that he dislikes almost everything about MMO raiding, including its basic nature – many of the inherent challenges and social dynamics that make raiding such an exciting activity for others –

Nor am I terribly keen on the idea of separating oneself from players that are playing poorly on average because it’s easier and more rewarding to be elitist and isolate oneselves, than to lead, coordinate and teach. (Though I recognize that it is a reality of life, and periodically tempting, especially when you can’t take repeating yourself any longer.)[…]My other pet peeve about raid bosses is regarding the clarity of mechanics and gimmicks of whatever it is one is to do.

[…]There’s the waiting.[…]There’s the suffering involved with matching schedules and timezones.[…]And there’s that old bugaboo of needing to rely on other people to perform well while not being able to help them much at all.

Now to be clear, I have suffered from all of the administrative side-effects mentioned by Jeromai for most years of my raiding in WoW. A good while ago, I published an article called “Vanilla Raiding – A Trip Down Memory Lane” reminiscing on all aspects of the insane raiding prep, downtimes and aggravation that was part of vanilla WoW’s competitive endgame. Players joining WoW later are unaware of how much more convenient things have become since. I can sing a hundred songs about the woes of 40man raid coordination that include the most trivial and silly of things – yet, we lost sleep over them at one time or another.

Yet, I love raids. I love the cooperative idea of raids. In answer to Clockwork’s more recent Wildstar 40man worries, yes I still love 40mans too. Since we really don’t know much yet about Wildstar, I’ll focus on WoW which seems to be the general reference anyway: 40mans had a lot of bad in vanilla WoW but if you compare my nostalgia post with today’s situation, the way class and gameplay mechanics have changed drastically over time, much of the old raiding downtimes have been removed completely. That starts with things like having guild agendas and guild banks, diverse and instant raid buffs and boons, dual specs….and ends with the removal of progression hoops such as atunements or resistance gear. Oh and flex raids, thank you.

That doesn’t necessarily make 40mans easier but it sure as hell reduces the more aggravating and redundant aspects all around setting up, recruiting and raiding effectively. Because underneath all the organizational hassle, coordinated large scale raiding is an absolute blast and unlike smaller raid units, allows for a more lenient roster in which it is possible to make up for that weaker player or three. It’s nonsensical that MMOs with few to no mechanisms of social control or pre-selective hoops before endgame, should toss players right into some of the hard-ass, unforgivable encounters that are 10-25mans, the way we know them in WoW.

However, returning to Jeromai’s well argued points on raiding, he also dislikes core characteristics such as the clarity of mechanics (and associated learning tactics) or the need to rely on other people’s performance. Now, if you raised a poll on a given MMO’s raid forum, you would probably find these listed among the primary reasons why many people currently love to raid. It’s a huge challenge to coordinate big raids and yes, it involves time often spent on someone else than yourself. But equally, the reward of beating such high-req encounters is unforgettable – a feeling many raiders live for. As an ex-healing coordinator, I would also add that I’ve always loved the “extra work” that comes with guiding others, improving team work and progressing together.

PUGs and mass zergs have their appeal because they’re all too often the only alternative to setup/balance restrictions and recruitment headaches in MMOs. However for myself, nothing truly beats your own guild’s smooth raid machine that you yourself have oiled together with your mates over months and years. That sense of group progression. I do miss that. A lot.

I got the first twilight draaaaake!! That’s pre-nerf!

There is also a rewarding aspect in learning raid tactics and then getting them to be performed perfectly. I am not a fan of “synchronized swimming” or static combat but it’s worth pointing out how that’s a different type of challenge; not primarily a challenge of finding all new solutions (as most guilds don’t do blind raids) or spontaneous action maybe but one of coordination, balance, communication and perfection. Let’s put it this way: any long-term successful raid guild in WoW is also an achievement in different social skills.

I realize how some of my views presented here appear to clash with more recent preachings on active combat or more playstyle freedom – but at the very core of encounter and combat design, I don’t think these things need be mutually exclusive.  In a world of more flexible raids, with less unproductive downtimes and more dynamic combat, I am all game for large scale guild raiding! The only thing that worries me is time. It still takes time to raid in a dedicated, competitive fashion, that won’t just change completely. And I realize given my current circumstances, I might simply not be eligible for that type of focused play in MMOs anymore and well, that’s okay. That’s on me. We’ll see what future games will do about the casual hardcore.

The Music of Death Knight Lovestory (A Guest Post by Hugh Hancock)

It’s been a good while since we’ve had any news from Hugh over at MMO Melting Pot. In recent months the pot has quieted down rather noticeably and many bloggers, myself included, have been wondering about what happened or what secret projects may be afoot there. Well, a secret no longer.

I am very happy to feature a new guest post on MMO Gypsy. Having always considered this place a space not just for my own writing but also for my commenters thoughts, for blogosphere interaction and for supporting fellow bloggers’ creative ventures, I was excited to hear about Death Knight Love Story – an ambitious WoW machinima project only revealed today. Due to my interest in videogame soundtrack, Hugh has decided to focus on the creative process of creating the music, the challenges involved and his different MMO and movie influences. From here, all words are his own. (Syl)

The Music of Death Knight Lovestory by Hugh Hancock

What’s the only thing scarier than trying to create something great? Trying to follow something great. That was the problem I bit off with Death Knight Love Story.

If you haven’t heard about it yet, Death Knight Love Story is my crazily ambitious Machinima fan-film, the first part of which was released about 8 hours ago. It’s voiced by Hollywood actors Anna Chancellor, Joanna Lumley, Jack Davenport and Brian Blessed. It’s not Machinima animated in the standard way, instead being fully motion captured and rendered using the same software WETA were using at the time I picked it up. And it tells a pretty ambitious story: the story of two Death Knights who fall in love whilst under the Lich King’s sway – but only one of them escapes his power, and they end up on opposite sides of the battle…

Obviously, even more than a game, a film needs music. And with Death Knight Love Story, I had not just one but three great touchstones to follow. My cinematography had been heavily inspired by Lord of the Rings, and Howard Shore’s shadow falls long over the entire fantasy genre. Meanwhile, the purity of the romance was inspired by Baz Luhrmann’s Moulin Rouge – not a low bar for music there. And finally, of course, there was the music of World of Warcraft, which I personally think is almost the equal of Shore’s work in places.

If it had just been me and Garageband, I cannot stress how very screwed I would have been. Fortunately, I made the best – and scariest – call I could…

So here’s the tale of how we ended up composing an alternate musical take on the World of Warcraft and the fresh new takes on fantasy we found as a result, which I hope might make their way into other games’ scores in future! But first, here’s a quick trailer for you:

A New Fantastic Influence

The music for Death Knight Love Story was composed by Ross Campbell, one of Scotland’s best-known composers for screen, TV, opera, and even house music. I took the same approach to finding a composer that I took to finding a casting director, and subsequently actors: I pulled up a list of Scottish TV composers and started with the person who sounded the most dramatically overqualified to work on my movie. I was expecting nothing more than a rather curt “no” – but was astonished when Ross agreed to work on Death Knight Love Story!

On our first meeting, Ross immediately and dramatically changed the way I was thinking about the film’s score for the better. I’d had Shore and the WoW music in my mind – classic Western orchestral soundtracks. Frankly, rather cliche. But Ross’s first thought on watching the film was much more interesting. He felt it was an obvious reference, but it had never occurred to me as a lifelong cinephile and fantasy fan: Akira Kurosawa’s Ran.

Kurosawa was one of the most influential film directors of all time, a recipient of the Academy Award for Lifetime Achievement and the director of films like Seven Samurai – yes, the original. Ran was one of his later works – based on King Lear, it’s an incredibly dark film, focused on themes of chaos, nihilism, and death.

It’s also set in medieval Japan, and in many ways feels a lot like a mid-eighties, Japanese Game of Thrones. And its music, composed by Toru Takemitsu, fit astonishingly well with the themes of Death Knight Love Story and the Death Knights of WoW in general. The chaos, darkness and violence of a Death Knight’s life is almost eerily similar to the themes explored in Ran’s tale of the collapse of a kingdom led by a ruthless warlord.

(Interesting trivia fact: Brian Blessed, who plays Arthas, the Lich King, is also well known for his portrayal of King Lear – and Ran’s story, and its ruthless king, is based on Lear.)

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The Problem Of Orchestral Sound

I did consider hiring an orchestra to record the score for Death Knight Love Story. It’s actually cheaper than you might think, semi-affordable for an indie film, if you work with an Eastern European orchestra. But in the end, I concluded we couldn’t afford it.

That left us with a problem: how did we avoid the problem of tinny-sounding fake orchestration?

Indie games, indie films, and essentially anyone without a big budget hit this problem over and over again. Whilst modern electronic composition can do pretty remarkable things, one of the things it still can’t do is accurately recreate the sound of an orchestra. Usually, game or film composers will try to create an orchestra as best they can anyway, leading to the soundtrack sounding, well, cheap.

Ross, however, had a different solution. Drawing on the work of another Scottish composer, Paul Leonard-Morgan, he suggested that if we didn’t have an orchestra, we shouldn’t apologise for that. We should go for the “sweep” of an orchestral soundtrack, and the feel of orchestration, but without attempting to use orchestral instruments – instead, proudly using the electronic music and sounds that we had. In essence, he would create a new set of instruments for our orchestra.

It worked phenomenally well. Death Knight Love Story’s music sounds epic, appropriately dark or heroic, but it never has the false note of cheap string or brass samples pretending to be what they’re not. Even in Wintergarde, where we’re closest to the major-key majesty and triumphalism of the WoW alliance theme, we’re still proudly digital.

Given how successful it was for us, and how tremendously well a similar approach worked the soundtrack for “Dredd” (the work of Paul Leonard-Morgan), this is a style of composing that I hope we’ll see a lot more of.

We’ve got amazing musical tools these days, but so much effort is devoted toward making them sound like analogue, offline instruments. I think there’s real potential for soundtrack designers, particularly indie game and film composers, to break genuinely new ground.

A Nod To Lord of the Rings: Leitmotifs

I’d indicated to Ross that I’d been heavily inspired by the Lord of the Rings film adaptions, and one technique that we used very clearly is shared with Shore’s inspiration in Wagner: our use of leitmotifs.

A leitmotif is a short, repeated musical phrase associated with a person, a place, or an idea. It was brought to prominence by Wagner in Der Ring des Nibelungen, which hugely influenced Howard Shore’s score for Lord of the Rings.

In the Death Knight Love Story score, leitmotifs proved invaluable, particularly in introducing and linking the appearances of our heroes. Thanks to DKLS’s rather complex structure, starting with a flashback and then going back into a series of historical events, we found that it was easy to get confused as to exactly where in the story we were, and whom we were following. The various leitmotifs Ross put into the score, notably the phrases which could be considered “Miria and Zelieck’s theme” really draw the entire film together. I was amazed at how much of a difference it made to not just the emotions behind the film, but even the simple ability to follow the story!

I’m surprised that we haven’t seen more use of leitmotif techniques in games. Whilst most games have the idea of a musical theme for an area, there’s never any attempt to mix in music representing principle characters, let alone the ideas behind the fiction of the world. The only exception I can think of is the Dhovakin theme in Skyrim.

Having now seen first-hand just how powerful leitmotifs can be, I can’t help but think that games composers are really missing out on an opportunity to deepen their worlds here.

(Note: this last section of the article includes spoilers for the film! Definitely watch DKLS before reading this bit!)

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The Hidden Message of Games?

We struggled with one section of the score above all: the battle between Miria and Zelieck.

Ross’s initial inclination was to score this as an extremely dark, twisted moment. Whilst I didn’t disagree about the darkness – after all, this is two people falling in love through the expression of lethal, unbridled violence – I really wanted to get across something that I felt was key, both to the roots of much of WoW’s joy.

World of Warcraft, like almost all computer games, is significantly about violence, and the joy of destruction. And that’s what Death Knight Love Story is expressing in part – the idea that a meeting of minds might come through battle, and anger, skill, and archetype of the Warrior. And that is still as true an expression of love as any other. (If we’re going to get really Jungian about it, Death Knight Love Story is a story about two Warriors who become Lovers, trapped under the rule of a twisted King.)

I’d penciled in music like the Dropkick Murphys here – Shipping Up To Boston, most notable from the soundtrack of “The Departed” – and possibly the quintessential expression of rage and the joy of conflict in cinema, “After The Flesh” from the soundtrack of The Crow. But for some reason, Ross and I weren’t quite able to meet in the middle on this one.

Until one day I remembered a particularly impressive show I’d seen at the Edinburgh Festival some years back: a performance by Tao, the Japanese drumming ensemble who mix traditional Japanese drumming with martial arts to produce one of the most electrifying musical performances I’ve ever heard. It’s like angry, uproarious thunder.

I suggested Taiko drumming to Ross, and he immediately got where I was going – and that’s the reason the fight sequence ended up with such a unique soundtrack.

Hugh Hancock

Artistic Director, Strange Company

http://www.strangecompany.org
http://www.deathknightlovestory.com

Those MMO “Intro Scenarios”

So I’ve been playing some new games lately that I can’t talk about just yet but while being stuck at 92% of a patch that clearly hates me, I started musing on an old pet peeve of mine, namely MMO intro scenarios. To be perfectly up-front: they’re annoying.

I’ve never been the patient tutorial kind, not for the many oldschool RPGs I have played nor any other type of games, even though I’ll acknowledge there are genres where tutorials make a lot of sense. I’ve had a quick look at Reus over Xmas and would’ve been pretty lost without one. Then again, I gladly skip the tutorial in Witcher 2 because there’s nothing a key mapping menu can’t tell me if I really need it. For most games, I want tutorials to be optional.

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Or MAYBE, I could just play the game first!

Now, MMO tutorials are different in the sense that the large majority of them won’t just run players through a quick session of popups and UI-exposition – no, MMOs after all have narrative ambition! Instead, many feel compelled to invent some type of forgettable intro quest chain to demonstrate basic controls and menus to the player. What’s worse, they’ll have you start in some artificial, not rarely underground type of restricted area (two words: Allods Empire) that you really hate and, if you’re very unlucky, will have to re-visit and linearly follow through on every new character created of the same faction. Oh gawd.

Is it asked too much that I can just jump into a fresh MMO and be blown away by a brand new world? A wide vista opening in front of me, with beautiful starting zone music coming my way? Do I need to spend the first 20 minutes down in some pit, tunnel, whatever, faking interest in NPCs I can’t possibly care about yet, so when the game decides to kick me out I can’t even talk first impressions to friends because ALL I’VE SEEN WAS A TUNNEL?

Last time I checked, this was a genre where I have all the time in the world and where I don’t need to learn everything there is to know in the first few minutes.

I love you vanilla WoW. I love you still for so many things you did right, simply because you didn’t know better.

P.S. Obviously not all MMOs feature the exact intro scenario described above and many, like GW2, Rift or LOTRO, are allowing players to start outdoors. Still, tutorials and instruction pop-ups have become more obtrusive in recent years and I’ve seen way too many tunnel stories lately….and that’s all I’m saying.

Instant Class Switches – The Last Bastion of Character Restriction

Some time ago Tesh voiced his support of Allods’ class change coupons in a minipost. While he called it the small and simple things, it is remarkable how this one feature among convenience features is still essentially taboo in most of today’s MMOs. And why is that?

When World of Warcraft started off in 2004, the answer to most player wishes concerning character freedom was NO. Over the years slowly but surely, the strict regiment of a character of one name, one race, one faction, with one same look and tedious respecs, changed completely. Today, there are hardly any final parameters left for an already created character. For a fee, you can not only change your server or your character’s looks but significant allegiances such as faction or race. With WotLK, Blizzard also introduced death knights, offering players not just a new class but instant level 55 character. For the Warlords of Draenor expansion, one instant level 90 per account has already been announced, in an attempt to draw parts of that retired audience back in.

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These guys could all be one character

In the light of such overwhelming flexibility, the question of instant class switches remains unanswered. You would think that in this day and age, where players are not only used to extensive alting and multi-classing in other games (Final Fantasy XI already featured this for the same character in 2002) but adjusting quickly to race -, spec- or faction-related switches, there were no genuine reasons left to prohibit such freedom in WoW or elsewhere.

What does it matter if I choose to go shaman with my priest? Will I not put in my own time to adjust to all the new abilities and have quests and dungeon runs as my harsh teachers? If I ever went back for WoD, boosting my old priest to level 90, I would essentially have to relearn the entire class after all this time. How is that so different? And who doesn’t already have several high-level alts anyway (except for me…), so why not make different classes available on the same character for those who like?

It makes no sense any more. I wonder when they’ll notice.