Off the Chest – Rant Edition: Ballroom MMOs, The Emperor’s new Indie and Fantasy Games

otc

Am I gonna rant. I can’t say I’ve been particularly amused where some recent developments in the game industry are concerned. In fact, I detect a backward trend – of faux values or faulty conclusions, especially where game journalism is concerned, a celebration of pretentiousness and a hype of the trivial that makes me wonder when we stopped asking games for everything in order to receive something, preferably better.

Ever, Jane – Bringing Women’s Fantasies to Video Games

If there’s one thing I personally like to do less than having to read one more Jane Austen novel in my life, it’s playing a Jane Austen MMO. To be perfectly clear here: I’ve no issue with players excited for new, non-combative MMO concepts nor the developers of EJ for that matter. I am incredulous that kickstarter was funded but whatever floats your boat. If ballroom dances replace “epic raids” for you and gossip is a preferable form of combat, why not knock yourself out in a romanticized historical period setting where women were worth less than silver cutlery – yes why not? That prospect is about as exciting and empowering to me as root canal treatment but what has really kicked off this whole EJ-rant is the subtle assumption that this particular game is somehow for women. Or as was stated so wonderfully in a recent interview title on MMORPG.com: Ever, Jane – Bringing Women’s Fantasies to Video Games!

gossipis

Whoever is responsible for that wording on one of the most popular MMO gaming sites today, needs to seriously check themselves. I gotta say, it’s a depressing time for female gamers when the MMO worlds we are seeking out ignore us completely or make us a mere afterthought – and the ones we don’t wish to be part of are supposedly MADE for us! Oh the lofty art of gossip, such a womanly skill indeed!

Indiemania – Because nostalgia fills in all the gaps! NOT.

In April 2012 Jim Sterling of Gamefront asked the provocative but very reasonable question of whether we are being too generous to indie games. One year and a half later, after having had some of the best times with stellar titles such as Don’t Starve and Dust: AET this 2013, as well as some of the most incredulous laughs since Atari multigame packs (ou…ya), I echo his sentiment. The unabashed praise that some indie games have received of late by game journos for doing one thing right (thank god for commenters) as opposed to the top level criticism received by full-package, all-around polished titles such as Bioshock Infinite or Assassin’s Creed IV BF, is nothing short of a baffling double standard – not to mention unjust towards anyone involved in creating latter games. For some reason it’s become a very personal, almost unacceptable matter to sternly criticize indie developers. Yet, with big labels it’s still “anything goes” because no real people and livelihoods are involved there.

As Rampant Coyote recently pointed out, what makes the indie “revolution” so great is the liberation, the literal independence from investors, publishers and distributors due to the chance for smaller venues to get noticed in a sea of big fish –

The whole “revolution” and term “indie” was really about a back-door way to set ourselves apart from the guys spending millions of dollars on TV ads, so that gamers *might* take look off the beaten path once in a while and see what we were doing. To the people (especially the press) who weren’t really paying attention, sure – it’s a revolution. Or maybe just a revelation. They turn the corner from their thoroughfare and say, “Holy crap, when did all THIS stuff get built?” and don’t realize it’s all been there forever. [Rampant Coyote]

What indie absolutely isn’t, is a commendation of any kind; an assurance of quality or innovation or worse, an excuse for laziness and mediocrity. Naturally, the successes of titles such as Braid have created a bubble, encouraged an unmanageable flood of cheap copies and lazy attempts at retro homage to a point where ugly pixel graphics and 8bit bleeps are associated with being subversive, deviant or new wave. As someone who actually doesn’t consider retro new wave because I‘ve been to original retro, I’ve endured original retro, let me say this: there is no inherent virtue in pixel graphics. None.

sbss

Superbrothers Sword & Sorcery

Now, some games make the retro look their own; they take it a step further, creating something beautiful or unique. These games are rare. They stand out from the crowd and justify simplicity. They don’t look retro because they “were rushed” or “didn’t have the manpower” or “funds”. They still deliver a package. One of my favorite games this year was created by one guy – it features the most polished 12-hours gameplay experience, retro and contemporary indie homages alike, a deep story with loveable characters, secrets to discover and an off-the-charts soundtrack. You’ll hear no one-man indie excuses from Dean Dodrill.

I have no indie love for indie’s sake. I’ve no love for games that get slack for reason XY when others don’t – that’s not how I perceive my role as a gamer. I’ve no love for game journalists celebrating the emperor’s new clothes in a rush of undifferentiated or artsy hype, at no one’s service but their own. I’ve no love for developers trying to get a free pass for pushing my nostalgia buttons –

We should all strive to look past the smoke and mirrors of modern indie developers, to see which ones are passing off shitty games as indie darlings by pulling on our nostalgic heartstrings. We ought to tell an emotionally engaging art game from one that’s just making indirect references to the “human condition” in order to look smarter than it is. [source]

I am not interested in asking less of games. I still want games to get better in every way possible. And I hope this has something outrageously good going for it, because it sure as hell doesn’t look that way. We can have the morals and the story, as well as the package? Sorry I even asked! (GOTY of 2014: PONG!)

Seriously, there’s no such thing as enough (good) fantasy MMOs

This last argument isn’t so much a rant as a disagreement really and an evergreen at that. The lovely Mike Foster over at Massively recently ventured forth to state that we have had enough fantasy MMOs already – to which I had to respectfully disagree on twitter:

syltweet

Now I do get the genre fatigue, I really do but let’s remember correlation. If players are tired of dead horses such as ever being the hero, the holy trinity, traditional questing and foreseeable ends, then that’s an issue of gameplay first and foremost: of mechanics, of writing, of balance and overall lack of imagination. Which is rather ironic given the setting. We should absolutely ask for more.

However, kill ten rats is still kill ten rats in a zombie or space shooter MMO. Personally, I can’t wait to play more fantasy MMOs in the future with dragons and shameless magic of which there can’t ever be enough. I also hope they’ll do new things, show us new twists while playing differently, daring to use their unique fantasy on the fantasy. If you got the setting down, surely you can start focusing elsewhere?

And if everything fails, I can still go ballroom dancing in Ever, Jane. I wonder if I can bring my retro flamethrower.

2014: Year of Voxels

A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a texel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap). [Wikipedia]

I’ll be honest and say that I never really paid attention to the term voxel before SOE revealed upcoming EverQuest Next and Landmark this fall of 2013. In my very simplified terms, I understand voxels are basically cubes on a grid for all intents of 3D-gaming purposes and they’re what makes extreme sandbox experiences à la Minecraft possible – although Minecraft is in fact NOT a voxel game and mixing up the two will get you educated swiftly enough in certain corners of the gaming world. I can’t say that I am particularly concerned with the terminologies.

Quite clearly voxels are the new megapixels and everybody has them or if they don’t, well then they’re going to! Five minutes casually spent browsing the Steam store will yield results such as upcoming Forge Quest, Castle Story and Craft the World, alongside Vox which looks a bit like Trion’s upcoming Trove, and let’s not forget Picorama’s somewhat troubled Cube World project. While most are not content to simply copy Minecraft and/or Terraria gameplay at this point, I think we can agree that we’re going to see a lot of randomly generated sandbox crafting worlds in 2014, Year of Voxels.

https://picroma.com/cubeworld

https://picroma.com/cubeworld

I guess it’s understandable that two years into Minecraft’s great success, other developers finally decided it’s time to get a part of Mojang’s cake. As someone who enjoyed MC quite a bit, especially for its high customizability via supported server and client modifications and its community inclusion, I wonder a little how upcoming voxel sandboxes will be faring. No doubt, it’s a great concept for allowing players to go wild at content creation while running on your average PC. Yet, I think the longterm challenges of running a pure, crafting oriented sandbox game, likely online, can be greatly underestimated. Depending on how profitable you would like it to be, anyway. While Minecraft made an impact on this particular market just the way WoW was able to for MMOs, such mainstream debut successes aren’t easily recreated.

There is such a thing as “sandbox fatigue” for the average traditional player who, once basic mechanics have been internalized and the dream house was built, doesn’t really know what to do or where to go from there. Randomly generated maps have a tendency to become a little blah after a while, too. Then, there is the question of how well similar titles can set themselves apart from the competition; like for MMOs, players will likely opt for one or two such games at the most. This is where the degree of freedom offered in each game, combined with innovative play modes or successfully mixing genres in new and fun ways, is going to make all the difference.

Personally, I’m unlikely to jump on the voxel train; I did tolerate Minecraft’s graphics style because as the first of its kind, it’s become an amazing milestone of player creativity. As far as longterm commitment goes however, I like my (online) worlds a little more shiny and less quadrangular, as well as a little less randomly generated. After a few months of going back to Minecraft, I also did find my personal crafting fatigue, but that’s not to say I won’t be watching the voxel trend while playing some hopefully shiny new MMORPGs soon.

So, what about the rest of the MMO sphere – are you excited for any upcoming voxel sandboxes or sticking with your guns, TESO, Wildstar and Co. next year? Or maybe both?

Your MMO world on twitter

Ever since joining twitter one and a half years ago, I’ve been very happy with the overall service and benefits it has provided me since. I was a twitter skeptic for a long time and I still have no facebook or G+ accounts, yet I am not looking back when it comes to my decision to join the twitterverse. I never really expected to write this but hey – you can’t always be right, can you?

As a blogger, there’s a multitude of things twitter can do for you, once you get over that initial only-140-characters?-eeew-I’m-a-writer!-cringe. Once you stop thinking of birdchat as an alternative/competition to blogging, which it absolutely isn’t, you’ll discover an endless stream of inspiration, information and entertainment casually on offer for the taking and completely customizable to your wishes. Whether twitter becomes an active asset to your writing, interacting and researching or whether it remains a passive tool, whether you use it to chat or just to promote, whether you’ll join a wider “community” (not formalized in any kind of circles) or only ever follow your five favorite people – it’s all up to you. Don’t be surprised if your list of follows keeps growing rapidly though; once you peeped down that rabbit hole, things may develop a life of their own.

twitterverse

Some bloggers use twitter for link exchange only, to post blog updates and keep track of launch news and developers. That’s a great way to start out and certainly good enough for some users. Every once in a blue moon, twitter will draw a bigger crowd of readers to your blog, although in retrospective you might wish it hadn’t. If you’re one of the players who are desperate for the latest news and updates, twitter is where developers and community services usually update first, which is especially handy during launch weekends and whenever the servers have gone offline. Again.

For me, that’s the tip of the iceberg. I love how twitter opens up direct channels between fans and creators, consumers and producers. Blog updates are nice too but if you have a functional blogroll, it’s not the most important thing in the world. What twitter really does for me as a niche blogger somewhere in the heart of Europe, is opening up channels of shared interest, discovery and communication with an ease you don’t usually find in other social media. There’s a world of like-minded geeks, gamers and MMO players (who don’t blog and never will)  just one click away – all of them sharing the kind of info, interesting or hilarious content and special pearls it would otherwise take me years to come across just browsing the internet. As I’m sure is true for so many others, this is not the type of social environment I have access to in my everyday life (unfortunately).

As far as the MMO blogosphere is concerned, reading twitter has not just fueled and inspired many of my articles thanks to link or comment exchange (while waiting on the bus or filling the bathtub), it has in fact made my blogging much more personal. Fellow MMO bloggers can be talked to without formality and many will let a more private person shine through on twitter – someone who is tired at work (and playing games instead), burning dinner because of the latest Wildstar trailer, posting pictures of their cat with a Pikachu hat. Whatever other interests you bring to the table besides MMO blogging (just think VG music!), you’ll be able to build your own little neighborhood of secret agents keeping you informed at all times. You’ll be surprised to find how many other passions you share with people you’ve blogged alongside for years and oh, the laughs! There are no lonely geeks on twitter.

meval

This brings me to the main point of this post which isn’t in fact twitter promotion (although I guess that kinda happened now) but sharing my daily twitter MMO resources for those still starting out, looking for news and community hubs, or those just generally interested in the topic. I’m always on the lookout myself too; some accounts keep eluding you for years so this is by no means a finished list.

Your MMO and general gaming news on twitter

As a preamble, I am not going to link any of the awesome private twitter accounts or MMO bloggers I follow on twitter (many of which can be found on my blogroll) at this time, nor any podcasts (separate post), single personalities or official accounts as in ArenaNet or ArenaNet’s affiliated accounts. If you’re looking for a specific gaming celebrity, company or game, you’ll have no problem finding them.

What I am going to link instead are generally bigger and therefore active MMO and gaming resources I personally follow and find useful. This means daily news and reviews, community websites/webrings and fan organizations all around the topic of video gaming and related geekery.

General MMO news / communities

General Gaming

Game design / criticism

Videogame Music

Indie Games

Retro gaming

Geek Culture

As you can see, I am sadly light on VG music related accounts, so if you have any recommendations there (and elsewhere), let me know what I missed! (edit: some new links added!)

To all my fellow MMO bloggers still resisting the urge to tweet: I’d be happy to see you there! Of course that’s a choice everyone needs to make for themselves and whatever reason may keep you from more social media is to be respected. However, that doesn’t mean I won’t be nagging you again in the future for purely selfish reasons (I am looking at you Redbeard, Bhagpuss and Jeromai!). We are gonna get you yet!

Battle Bards – Episodes #15 and #16: Tearjerkers and AION

Adventure isn’t always about the heroic and cheerful moments. There is a time and place in games and MMOs too where we should be challenged with complex feelings and choices. And so it was my turn to come up with the next Battle Bards topic for episode 15, scaring off my co-hosts in the process; Tearjerkers, or rather sad melodies, proved to be a tough nut to crack for the bards. What constitutes emotional music? Does it make you feel misty eyed or gloomy, melancholic or wistful? Once we started asking these questions, episode 15 opened the door to a wide variety of thoughts and ideas and personally, I think everyone did just fine coming up with interesting picks for this show!

Episode #15 – Tearjerkers OR Direct Download

arthas

Episode 15 show notes

  • “Intro Cinematic” from Blade & Soul
  • “Forgotten Sorrow (in-game piano version)” from Aion
  • “Sorrowful Lamentations of a Rusty Heart” from Rusty Hearts
  • “Ul’dah Town Theme at Night” from Final Fantasy XIV
  • “The Sea of Sorrows” from Guild Wars 2
  • “Shadow Kingdom” from Asheron’s Call 2
  • “Arthas, My Son” from World of Warcraft: Wrath of the Lich King

Two weeks later we returned to the more sunny and nostalgic side of things with episode 16, talking all things AION with much support from Steff, the only Battle Bard with actual AION experience. This soundtrack features a lot of surprises, epic scale and dramatic choirs – almost a bit too much in places (for me anyway), but we still managed to cover a variety of different themes (we hope!). The tower of eternity is definitely a soundtrack worth exploring at length!

Episode #16 – AION OR Direct Download

Episode 16 show notes

  • “Utopia 3.0 main theme”
  • “Tower of Eternity”
  • “Song of Katalam / 4.0 login”
  • “Fortress of Gods”
  • “Death Waltz”
  • “Steel Rake”
  • “Canyon”

Achievement (Hate), Exploration and Mystery

The epic quest of kill ten rats has humble beginnings. Once upon a time the explorers of virtual worlds received hardly a hint of where to go or what to do but such are not the times we live in. Those who embarked on this journey before Blizzard’s time will remember that era of glorious uncertainty but early WoW players too, know how considerably the questing experience has changed over the course of a decade. The “kill ten rats” of yore and the “kill ten rats” of today have precious little in common.

Kill ten rats: a history of epic questing

Year #1
Player X overhears NPC talking of a special breed of rats with silver pelts that may exist “somewhere”. Player finds said rats by accident one day. Player kills rats, loots five pelts in 30 minutes. Player feels special. Wahey.

Year #2
NPC asks player X to find rats with silver pelts and deliver them. Player finds said rats one day, thanks to friendly advice in zone chat. Player kills rats, gets money in return from NPC.

Year #3
NPC asks player X to find rats with silver pelts at the barn northwest of the inn. Player finds said rats after some searching, kills rats, gets money in return from NPC.

Year #4
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. Player finds said rats, kills rats, gets money in return from NPC.

Year #5
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! Player can’t miss rats, kills rats, gets money in return from NPC.

Year #6
NPC with an exclamation mark asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! Player can’t possibly miss rats, kills rats, gets money in return from NPC.

Year #7
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn northwest of the inn. Also, there is a yellow marker on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC.

Year #8
NPC with an exclamation mark, now also indicated on the mini-map, asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and silver pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

Year #9+
After reading the achievement tab, player X finds NPC with an exclamation mark, also indicated on the mini-map. NPC asks player X to find rats with silver pelts at the barn north/northwest/south/southwest of the inn. Also, there are many yellow markers on the world and mini-map. And the rats sparkle! And the fastest route is now also indicated in red on the world map! And the player has epic flying mount of ludicrous speed. Player can’t possibly for the life of him miss rats, kills rats, gets money and epic pelt cloak in return from NPC. After delivery, player X receives special kill-ten-rats achievement!

..Such explorers we are. Paradoxically, the shorter, the safer, the more navigated and convenient our questing has become over the years, the more MMOs have felt the need to reward us for it. That makes no sense whatsoever but it’s not a coincidence either. More on that later.

Why I hate Achievements

A fair warning: I don’t like achievements. I get why some players like, nay love achievements but I really don’t. More importantly, I don’t think they have any business in this genre.

The unconditionally worst thing that has ever happened to MMOs are achievements. Hate is a strong word and applies for my case of die-hard explorerdom although it need not be yours. Nothing feels more counter-intuitive, more obtrusive or immersion-breaking to me than the flashy achievement fonts and in-your-face achievement tabs that greet me in most of today’s MMOs – yes, even at the bloody login screen of once-great Guild Wars 2. Sic transit gloria mundi virtualis. When did all this happen?

While that’s achievements on the surface, repercussions reach much further. Several times on this blog have I raised the question of why virtual worlds need to save time, why players need to be told what to do and where to go by which path when developers have spent years creating vast open worlds of beauty. What’s it all for – just a pretty, expensive paint around a game telling me what’s an achievement?

Who would wish to complete a world? Completionism, pre-defined paths and goals, extrinsic motivators – none of these go with my personal sense of exploration. Every time unwanted and un-asked for achievements pop up in an MMO, my chosen modus operandi is disturbed or hindered. Every time that happens, that delicate illusion of virtual world is shattered. Worse, there’s no opt-in (why?).

The greatest RPG I’ve ever played was a game I didn’t complete. Where things happened at random, sometimes or never again. Where going south was as good as going north and an endless sense of mystery added depth and immensity to the world.

Even if you can’t design endless worlds, you can create size through mystery. Exploration feeds off mystery – and mystery is neither excellent nor should it be fully solvable.

Mystery resists.  Mystery refuses.  It will not yield.  Not to me.

Mystery resists closure.  It resists completion and clean getaways.  It, instead, insists.  I’m not done with you yet.  Get back over here.

Mystery is not merely the unknown.  It is the impossibility of knowing and yet the continual attempt to know.  It is unknowability itself.  It is futile and essential.

Why do we diminish our own experience?  Are we afraid of not connecting, of confirming our solitude? [T. Thompson]

No really, go read the whole thing.

When the journey is no longer the reward…we need more rewards?

Whether you agree with my passionate sentiments or not, what most design critics can agree on is the relationship between journey/effort and goal/reward in games; the required balance in order to make either feel significant. Long and hard journeys with never a memento to show for feel unfulfilled, just as easy and plentiful loot won’t be remembered by anybody. More than that though, whenever players think back on their greatest achievements in MMOs, they don’t usually name purple swords and special titles but rather the road that led there, the obstacles that had to be overcome in the company of comrades. Naturally, loot matters too and we’ll keep those special items forever – yet loot like an epilogue, is only the last part of that story.

The journey is the reward. Knowing that we did it, that we’ve accomplished something. The shiny purple sword is a representation of that experienced, gratifying victory. It means nothing if we got it for a bargain on the flea market. (Okay maybe if there was an achievement for that….)

So, if the journey becomes ever shorter, ever more straight-forward and without mystery, what will a game attempt in order to compensate for lack of win? Will it pile on the rewards, the titles, the achievements – desperate to convince us we achieved something anyway?

I don’t need to be told I achieved something in shrill and flashing colors. I should be able to feel it and to judge it was a worthy cause. That’s when you may reward me with items, sometimes, so I may carry them with me to tell the world about my adventures.

And whither there? I cannot say. For now, let’s leave it a mystery!

NBI Poetry Slam Round-up

This October’s NBI has come and gone in the blink of an eye, for me anyway, and I’m happy to see that Doone and Roger’s effort has resulted in at least 24 new blogosphere neighbours putting their names on the map. I’m still going through that list on the forum and I wish everyone much joy with blogging in the future and of course a very warm welcome!

It’s been an interesting month of not only new names but great sponsor contributions, veteran advice and of course the talk back challenges which I greatly enjoyed (we should do this more often!). And then there was the Poetry Slam event which I am happy to say, was answered by a fair group of both seasoned poets and explorers alike, pushing forward and creating most delightful pieces of art in the process. I had a ton of fun reading these and would personally like to thank all of you who gave this merry little event a shot – you rock! Without much further ado, let me share this year’s NBI Poetry Slam participants:

Thanks everyone for their support, those contributing or just spreading the word. Apologies if I missed anybody – if your contribution is not among the links above, please let me know via comments! hand01

That was it for this year’s NBI Poetry Slam folks, although that’s not to say the rhyming and contriving should stop there. Long live MMO poetry and a happy Sunday everybody!

Battle Bards – Episode #14: World of Warcraft

Do you remember the sound of Elwynn Forest? Can you smell the scent of beewax candles and lumber? Do you recall the way a murloc dies?

World-Of-Warcraft-Logo

It was high time the Bards took up the immeasurable soundtrack that is World of Warcraft. Needless to say, this last episode 14 is full of dear memories, nostalgia and merriment. I never miss WoW more than I miss it through its music. And for once, all the Battle Bards agree.

Episode 14 show notes

  • “A Call to Arms” from World of Warcraft
  • “Elwynn Forest” from World of Warcraft
  • “The Shaping of the World” from World of Warcraft
  • “The Sin’dorei” from The Burning Crusade
  • “Castaways” from Cataclysm
  • “Mountains of Thunder” from Wrath of the Lich King
  • “Stormstout Brew” from Mists of Pandaria
  • Mailbag: Ian

NBI: Armchair Game Designer. Or how that other MMO keeps ruining my Gameplay Experience

One of the two publicly elected topics of this year’s NBI talkback challenge is “armchair game designer” and several bloggers have already posted some fine entries all around ideal MMO design, mechanics, must-haves and wishlists. While I have some thoughts on the second topic of guilds too, it was the armchair that won my vote on the poll.

With few exceptions, most MMO players are rather outspoken hobby game designers of sorts. It’s quite remarkable how passionately and critically MMO design gets discussed up and down our blogs, message boards and other social media, compared to other genres where games are rarely debated with comparable stakes over longer periods of time. Of course that is hardly surprising if we consider how MMOs are these living worlds, made to last for years and unite players of all colors and playstyles under one banner. MMOs are multi-genre the way other titles never have to be and they do not only need to attract a wider audience but keep an audience interested that is bound to change tastes over the course of time. I could imagine easier tasks.

And yet, naturally I’ve done it too and keep doing it; every and now and then, I muse over how much better I could design certain game mechanics or how my ideal MMO is supposed to play. A bit of WoW’s polish, a good chunk of LOTRO’s approach to world and lore – a mix of Tera’s and GW2’s combat – loot from Rift and crafting from UO – oh and while I’m at it, the Arisen from Allods, please. That’s usually how these things go, until we have the perfect product straight from the great bazaar of mix’n match –
TheHomer

It’s tempting to believe that players could improve game design and mechanics – and for isolated instances they probably could. Yet, when it comes to creating the ideal game, I’ve a feeling my persistent yet fuzzy ideas and dreams have increasingly become a hindrance to my enjoyment of MMOs both present and future.

How “that other MMO” keeps ruining all the fun

The longer we’ve played MMOs, the more experiences we’ve accumulated in a particular genre, the stronger our inner armchair designer is getting. Those early months, maybe years of awe and wonder have finally passed. We know how this stuff is supposed to work and make us feel. Why can’t they do it already? That’s when that “other game” starts growing on our mind, starts to appear and manifest ever so subtly. That’s when the stages of carefree enjoyment and exploration become shorter and shorter in every subsequent MMO we play.

We compare. That’s a pretty human trait and in our personal lives too, comparing ourselves into misery is something most of us excel at. We compare less in beginnings simply because there’s less to compare to. Once that changes, our critical eye becomes ever more eager, faster and more merciless. I would wager that assessing a new MMO takes veterans nowadays a few hours at best, if even that.

I am guilty of that as anyone and it strikes me how many MMO debates and arguments aren’t so much criticizing actual design as they’re “opinion battles”. Whenever players demand that GW2 – a game that is fundamentally based on the idea of mass outdoor events and setup flexibility – should have a holy trinity or remove the silly zergfests already, that’s not GW2 being particularly broken but them simply preferring “that other game”. Every time WoW is bashed for cartoony graphics (I have done it) or welfare epics, somebody has stopped seeing WoW and started to see “that other game”. How often are we not actually criticizing bugs, imbalances or broken design but really just saying “why can’t this game be another game”? This goes for changes too: even if WoW has changed over the years, I’m sure many quitters would have been fine with changes they personally approved of.

To clarify, there’s nothing wrong with wanting different games or leaving an MMO. In fact that would be preferable to some of the ranting we sometimes see on official forums.  There’s nothing wrong either with arguing pros and cons of preferences, in fact as bloggers we do much of that. I find creative ideas interesting and passionate discussions entertaining, as long as we remember the rules of subjectivity vs. objectivity. The older I get, the harder I personally find keeping one (consistent) position. While I still have my preferences and undoubtedly want developers to cater to me as much as the next person, I can empathize with other views and playstyles. I used to be a different player in 2004 than I am in 2013.

And the longer I’ve been a traveler on this road, I find my inner armchair designer more and more of a nuisance. It keeps me from enjoying current games for what they are. It keeps dangling a carrot in front of me I can never reach; a carrot of something more, something better just around the corner. Add to this, that I don’t really know what “that other game” is as it seems to change gradually. I’m not convinced that if I ever got to see it go live, that it would actually be a good thing. Would I play this forever? Or would I not much rather tire of it the way I always do?

tesowind

Alas, dear armchair – this is where we say goodbye. I’m not saying I won’t have a seat on other blogs but when it comes to you and me, we must part ways in the future. There’s a real game or two just around the corner I intend to enjoy and make the most of. I’m not sure it will be perfect, given that perfection is an endless process, but it’s safe to say I’ll have no use for dusty, old furniture there. I’m sure you understand!

P.S. Speaking of furniture, I hope TESO gets player housing à la Wildstar! (ooops)

Tanks, Healers, DPS and Time

Rowan over at I Have Touched the Sky is musing on WoW a lot lately and recently went to explain why you can compare apples and oranges and that all MMO boss fights are essentially the same. Sure, Ragnaros had the fiery adds where Nefarian had randomized trash and class calls (add any epic boss fight here) but at the end of the day a lot of what makes the so-called complex encounters in WoW is added fluff around the tank-healer-DPS equation. Iteration, iteration.

Not surprisingly, I’m with Rowan when it comes to appreciating MMOs for a lot more than boss fights or raiding. I wouldn’t go as far as to claim that WoW raids are the exact same as Rift or Allods raids, but there are only so many ways to design great trinity-based encounters across all games and only so many ways to make one of them truly memorable. If I think back on my very intense WoW raiding spree between vanilla and the end of WoTLK, there are maybe ten out of a 100+ different boss fights that I would call remarkable. (Coming to think of it…how many raid bosses did I experience in WoW? Now I am tempted to count them down! Scary.) The world on the other hand, the setting and lore, the cities and zones, the races and other creatures, the graphics and music – those things make MMOs for me. They give them their unique face and flavor.

wowworld

While boss design is one thing, I would like to differentiate between encounter design and combat here: combat style and basic mechanics are a huge part of MMOs no matter what you choose to do – in those games where no non-combat classes exist, anyway. Solid combat design, as in intuitive, responsive, tactical, you-name-it is essential.

It’s a DPS world

Rowan is right of course in that all encounters are essentially DPS races or “about DPS”. The easiest way of proving that is that you can design pure DPS fights (which includes all soloing) but you cannot design pure healing and/or tanking fights. Even the so-called “healer or tank fights” are DPS fights: famous Valithria Dreamwalker was nothing but a weak twist and other bosses relying heavily on taking are essentially about tanks bravely biding their time until DPS is back. How are you going to kill stuff without dealing damage?

In that context, I always liked to think about the three roles in relation to the element of time, when discussing trinity based combat:

– Tanks create time in MMOs. Without them, it’s usually an insta-wipe and no fight can take place. They’re the wall between life and death. From that point of view, for the raid tanks are the creators of time and opportunity.
– Healers, in analogy, keep time. They ensure tank survival and therefore maintain time so DPS can deal damage in peace. Healers are therefore the preservers and extenders of time. They let any crucial role in the raid die and time (to kill the boss) disappears.
– Last but far from least, DPS are those that progress time and only them. Their output decides whether it’s gonna be a long or short fight (which affects healing and from there, tanking) or a wipe. DPS are the great drivers of time and by the same virtue, masters of duration. They can shorten the required time just the way healers should extend it.

tesothree

Since time means life, you can pretty much substitute the terms in that analogy and it still works. Either way, it makes for an interesting picture if we imagine DPS as that driving force or the pendulum that swings between tanks and healers. You can add any other mechanic to an encounter – timing, phases, rotations, hybrids – it comes down to the same. Of course that goes for trinity combat as much as any other MMO combat and encounter design, in fact even more so.

And yet, ironically DPS have always been the undervalued, inflated currency of trinity MMOs. While good tanks or healers are important, the only reason DPS don’t receive equal love in WoW and elsewhere, is not necessity of role but numbers. In a game that would require as many healers and tanks as DPS to beat encounters, nobody would ever fail to thank his fellow DPSer. After all, what good is having all that time if you can’t spend it?

GW2 Highlevel Light Armor Styles

One of the things that strikes you when going straight from GW2 to a bit of Tera, because Tera has shinies, is that in all due fairness the two games mostly keep an even scale where skimpiness is concerned. The eternal cringe that is the Elin aside, Tera’s nekidness is mostly visible in its High Elves and Castanics (I love my gender neutral Popori!). Many NPCs wear the type of badass armor that makes you question why oh why they couldn’t just stick to that overall aesthetic?

teraarmor

Depending on race and armor choices, you can mostly avoid the sexy armor if you so choose, which similarly to GW2 gets frustrating at times but is still doable. A great range of class and cultural armor in GW2 adds bare midriffs, split skirts and high heels for its female heroes, and yet the audience at large seems to be okay with that arrangement. Depending on time and chance, you’ll have a very hard time spotting serious looking apparel (and not another iteration of the masquerade set) standing around the mystical forge in Lion’s Arch. Yet, some games clearly get more beef, especially pre-hyped beef, for their armor design than others. I do wonder a little why that is.

This brings me to a long-made promise concerning my Elementalist in GW2 whom I love to outfit. I managed to create three overall sets/looks for max level that I’m incredibly happy with, so without further ado, let me share my favorite srs bzns styles for GW2 light armor classes (all items come without class/race requirements):

1) The Berserker
The first seriously awesome exotic set I ever got in GW2, Berserker Acolyte items become available from lvl62 upwards. This set is best known for its heavy skirt and blindfold mask, creating the original Illidan look. I love what different color palettes can do here and I prefer a random drop called Doric Helm of the Valkyrie (pics 2 and 3) over the default headpiece. This style is cheap and easy to come by in the market place!

gw2berserker

2) The “Queen’s Guard
Named for its royal baroque look, I named this mix’n match between the Berserker set and several more items the Queen’s Guard. The extra pieces to look for here are Mending Epaulets (of something), (Valykrie’s )Exalted Pants and very common Apprentice Shoes. The more delicate Masquerade gloves will also fit in beautifully (pic 3).

gw2royal

3) Conqueror of Arah
By far my proudest accomplishment, nothing radiates rite of passage the way the Orrian set from Arah does. I sweat blood and tears acquiring this look! All pieces are awesome and unique, not to mention versatile – letting you go from demon spawn (especially with the default head piece) to my favorite angel healer depending on coloration. Since I love the steampunk vibe of the Inquest Cowl from Crucible of Eternity, I substituted that one with the rather ugly Orrian mask.

gw2angel

I gotta admit, the very last look in blue/white is a big favorite although I clearly should’ve remembered to switch my gloves back before taking that screenshot.

These pictures should prove beyond a doubt that GW2 features some wonderful armor that treats the ladies right – so dear ArenaNet, you have my approval to create more of these and less of those, thank you!

For more light armor inspiration, check my old overview of non-skimpy low level styles and also this formidable skins overview on the GW2 Guru forums. Choices, choices!