[LOTRO] Putting a Finger on the Magic

Have you ever felt like a complete fraud while playing an MMO? As if you were the world’s biggest newb, way behind and knew nothing about this longtime interest of yours? That’s a bit how I’ve felt ever since playing Lord of the Rings Online. What on earth was I thinking not playing this sooner? What’s wrong with me?? Sigh.

I can’t turn the clock back and maybe it isn’t always the worst thing to let an MMO mature before jumping in. Still, I find myself baffled at how great a game LOTRO has become while so many of us were busy playing WoW, Rift and other titles, probably thinking this Tolkien-inspired soon-free-to-play game couldn’t quite cut it. How wrong I was.

Ever since, I’ve been trying to put my finger on the magic that makes LOTRO. By now I can say it’s possibly the most atmospheric and immersive MMO world I’ve ever traveled. This isn’t hyperbole; I wish I could say WoW had been as good at selling the experience – or Final Fantasy, Age of Conan, Rift or Guild Wars 2. But even that last one cannot quite compete and it’s not about the graphics. Tyria is the most visually stunning world there is. But Turbine’s Middle-Earth does something to the senses none of the others do – so well, you are willing to ignore other undeniable shortcomings. What’s going on here?

The Sound of Magic

Simply put, it’s the sound. It’s the fabulous sound effects in LOTRO that make it that much more immersive compared to other MMOs. It actually took me playing this game to realize something fundamental about us as human beings: just how much of our processing and understanding of the world around us relies on sounds. You will raise an eyebrow now, thinking “well of course, duh” – but think about it! We’re one of the few species that value their eyesight before all else. We’ve shaped our entire world, our society and culture around the function of our “first sense”. We live in a very visual world where we constantly judge how pretty things and people are. We are untrained and crippled when it comes to our hearing capacity. The experiences and sensitivity of blind people fascinate us.

And yet our brain registers, records and categorizes sounds nonstop without us realizing. Hearing requires no conscious effort; it happens in spite of us, there’s no closing our ears. Because of that, sounds are closely linked to everything we experience in our lives, even if we don’t know it. They are a constant undercurrent, the way smells and odours can be. And like those they can trigger emotional responses and memories.

“Half of the world building in MMOs relies on us completing the picture with our own mental imagery. It’s when the real magic happens – the alchemy.”

We know how a river sounds or wind howling around a corner. We know the tune of morning birds compared to evening birds. Most importantly, we know how places sound; it is not enough to add a soundclip or two to create a virtual environment. It takes an entire orchestra to create that real sense and association with “world”.

We know how a forest sounds. A beach. A farm. There’s cracklings and rustlings, whistling and jingling, huffing and puffing, japping and blabbering all simultaneously coming from different directions and sources. Plus, that sound canvas changes constantly as we move around. Our world does not consist of static, isolated sound bites. LOTRO captures that.

The Sound of Bree

The first time I rode my horse through the town of Bree, I was delighted at the “sound” of it; the low muttering, combined with jingling harness and the merry clap-clap of hooves on cobblestone. Around us, the town added its very own tune to the melody: carts being pushed around, NPC chatter, hammering, bells, fountains, birds in the blue sky above. Different sounds and noises around every corner. It was overwhelming authenticity. And oddly soothing.

That’s when it struck me: this immense, untapped potential that is sound in most MMOs. Not ambient and background music, as much as I love those too – but intentional, planned out and distinctive sound effects and “maps”. Whenever I approach a swamp or forest in LOTRO, I am already looking forward to the multi-dimensional (or -sensual) experience. Amazingly it carries even further: thanks to the quality of sounds, I can actually smell the forest in LOTRO. That third sense, forever out of a videogame’s reach, becomes tangible. The audio and visuals create such an impact together that my mental memory of forests triggers an idea, a hint of typical forest smells. This is truly powerful stuff.

The scent of sweet bark mixed with turf. Just a hint of rotten leaves and murky water.

Landscaping Sounds

Middle-Earth is the most authentic and plausible MMO world imaginable. You could attribute that to Tolkien’s legacy, the detailed lore, yet bringing that to life in an MMO is no given. It’s just as hard as world building is for all games. And yet the answer seems simple: making use of your player base’s mental triggers and associations. Taking lessons from how we process real world and translating that into game design.

No matter if an MMO simulates real world environments or more fictional, fantastic places, developers should take LOTRO’s example to heart; game worlds are as much about distinctive sound/noise compositions as they are about landscaping, zone design or sophisticated weather effects. Make your trip as multi-dimensional as you possibly can for biggest impact.

I would never want to miss this focus again in any MMO. Already I dread future comparisons. And yeah, LOTRO could do with better character models, a UI revamp and a complete questing and combat overhaul. But oh the sceneries, the travel and the sound effects of LOTRO are a one-of-a-kind package most other MMOs can only dream of! For those who have eyes to see. And especially ears to hear.

The Deathbed Fallacy. Or: Spare me your Gamer’s Remorse, Thank You!

(This post is dedicated to all the happy gamers out there. And the unhappy ones.)

I have one more month to go at the current job, much to my great delight. Imagine my surprise then when today, somewhat late, I discovered a distant co-worker talking about his WoW raiding spree some years ago, when he was still a progression raider on his horde shaman. Unfortunately however, WoW had “gone wrong” sometime after WotLK (which is true of course) and so he stopped his raiding career of many years and approximately 172 days of total playtime. What a familiar story.

However, my initial fuzzy surge of ex-raider fellowship was short-lived; three minutes into the conversation, the topic shifted to what an utter waste of time it had been to play as much WoW as he had. How could anyone in his right mind spend that much time on games? And with nothing to show for after such a long time? Never ever would he do anything like it again.

Of course! I can never be that lucky….after all this workplace just sucks in all respects!

From there this guy went to explain how he’s rather playing online poker these days and earn some money – because that activity at least has some financial upside (and hence must be utterly worthwhile compared to playing silly fantasy games). Of course my mind was reeling from all the familiar, hollow argumentation at that point, but what struck me the most about this person was the way his enthusiastic flashback of past WoW days turned into such a fundamental condemnation of the once cherished pastime. His eyes had been shining brightly thinking back on his raiding career. There was grim pride in his words when he clarified he’d been one of the “real raiders” on a popular German progression server. Not to mistake with one of the casual crowd! He had killed Arthas on 25man and more. He had “had everything”.

And quite obvious to me, he had enjoyed that greatly. To such a point, a distant shadow of that past glory was still surfacing on his now frowning face. And yet, somewhere along the line that same mind convinced itself that it had all been worthless. An odd ambiguity bespeaking a battle between feelings and reason.
I was just waiting for him to say it: how none of us wish we had played more videogames on our deathbed. At least he spared me that particular cringe.

What none of us wish

Besides the obvious thing, that there’s an awful lot of things we won’t be wishing for when facing death one day, no matter how much we have done them, the truth is most of us will never ever find ourselves on that proverbial death bed. You know, that peaceful and solemn end-of-days contemplation as we feel the last flicker of life leaving our body. That perfectly timed moment of retrospective. And even if by some chance we did, we wouldn’t be thinking of having played too many videogames; in fact I have this wild hunch we wouldn’t think about games at all. This entire analogy isn’t even a thing, it’s nonsensical and construed. Anyway.

Sometimes I still wonder, in a brief moment of desperate frustration, how long is it gonna take? How much more established do videogames need to become in contemporary, western culture to be regarded just as any other hobby out there that isn’t necessarily making “financial profit”(?) That isn’t productive on a first-glance or physically tangible level (tangible on many other levels though). Heck, some hobbies are actually downright detrimental to your health and wellbeing and even those are more accepted than gaming. It’s nuts.

Not to mention of course all the upsides and benefits of videogaming as a hobby / passion. So often documented by gamers out there. Again and again. I’ve talked about it myself, At least twice. I don’t feel the need to revisit this topic. By now there’s a multitude of studies and hard facts out there on all the things that gamers are better at, from hand-eye coordination to abstract thinking, from organizational to certain social skills. And then, in case you missed it in 2012, there’s pieces like this one that actually deal, literally, with the deathbed fallacy in context of videogaming. Yeah, it’s McGonigal again – she’s an enthusiast. And she has a point.

So, in case you still detect yourself in that thought process sometimes, privately maybe as you ponder how much “greater you could’ve been without videogames”, how games stifled your growth and progress in other areas when they’ve really just been an excuse from yourself, saving you from self-doubt and the realization that maybe you’re not going to be a big world changer, internationally acclaimed author, scientist or designer after all – here’s a short transcription from McGonigal’s 2012 TED talk:

“Hospice workers, the people who take care of us at the end of our
lives, recently issued a report on the most frequently expressed regrets
that people say when they are literally on their deathbeds. And that’s
what I wanna share with you today, the top five regrets of the dying:

  • Number 1: I wish I hadn’t worked so hard.
  • Number 2: I wish I’d stayed in touch with my friends.
  • Number 3: I wish I had let myself be happier.
  • Number 4: I wish I had the courage to express my true self.
  • Number 5: I wish I’d lived a life true to my dreams instead of what others expected of me.” [source]

Now, I don’t think I need to further comment this list. I only wish you do yourself a favor: take it to heart. And while we’re at it: do me a favor and spare me from your goddamn gamer’s remorse.
If you feel the gaming blues sometime (I have), take some time off! If you aren’t enjoying games anymore, don’t play them! If you feel you’re spending too much time on games, play less games! If you feel you’re using games as an unhealthy outlet, ask for help.

….but spare me and the rest of the happily ever after gaming crowd. Spare me the underachiever complex and lamentation of failed grandeur which you so graciously bestow on everyone around you in one sweeping, condescending blow of rotten hindsight wisdom. I think videogames are fucking great – they have been for the past 28 years of my life! That’s for how long I’ve been playing them, so I think I too know a thing or two about the subject.

Just….SPARE ME. Thanks!

A Cautious look at MMOs in 2013

The beginning of a new year is a good opportunity to look back at a year full of games, posts and arguments – or alternatively, to look forward and muse on things to come. I feel like doing both, but today my avantgarde self has won the upper hand. What is it I am looking forward to about the future of MMOs in 2013?

PC Gamer have published a rather great and lengthy 2013 videogame preview, going by the bold title of “The best PC games of 2013“. Every genre has its dedicated section, so it’s not just an interesting sneakpeek overall but a recommendable read for anybody (of course it’s page 5, 9 and 3 where it’s really at!).

Sooo…newbie MMOs. Dare I even pick three of you from the crowd?

My horses in the 2013 races

1. The Elder Scrolls Online

While I dislike the idea of a “Skyrim MMO” with classes, restricted skill paths and formulaic MMO style combat as much as the next person, the truth is I am going to play ES Online no matter what. I cannot not look into this franchise taking an online dip! If they get the world right, the feeling of scale, atmosphere and adventure, then it will still hold enough interest for this explorer here (and then I haven’t experienced outdoor dungeons in a long, long time). To claim that some of the already confirmed disappointments are enough to keep me from wandering a polished Tamriel is to kid myself. And then there’s of course always the unquenchable hope that things might even turn out that bit better than expected. We never learn.

2. Wildstar

I have as many strong reasons not to want to try Wildstar as the other way around. That makes it a balanced pick, I guess. The comic style of the game screams WoW, there’s the holy trinity I am not too keen on (hah) and the self-proclaimed “friends & family” label. I don’t expect Wildstar to be daring in any way or attract my kind of community (or age range). Still, of all MMOs announced for 2013, Wildstar is the one title promising package and polish more than any other. Things have looked great in that department for a long time now and Carbine is ever eager on getting player feedback on twitter. Then, there’s the unquestionably brilliant housing system, the Bartle inspired questing mode and a quirky attempt at spicing up an otherwise classic combat. Hmm.

3. EQ Next versus Neverwinter

I’ve considerable misgivings concerning both these games which is why they share third spot for 2013. As much as I want to go more oldschool or niche, both EQ Next and Neverwinter have me tap my fingers nervously on the keyboard. As if expectations towards EQ’s “true successor” weren’t big enough, with obscure rumors circling back and forth for years, SOE’s president had nothing better to do than proclaim this title “the largest sandbox MMO ever designed” – when all we’ve basically seen so far is that one same green image. Yeah, that one…So for now, all I know is that SOE aren’t short for words and we’ll see about the sand. If it even comes out!
Neverwinter on the other hand, great as diving back into the Forgotten Realms may be, manages to both intrigue and scare with smaller but no less bold words: content creation tool and player created questlines. A lot of potential. A great many potential outcomes!

Unless something most unexpected comes along this year, that’s probably it for me in terms of new MMO dabbles. I can’t say that I am super excited about any of my picks but that’s what I’d roll with to satisfy the curiosity. I am obviously a somewhat restrictive player when it comes to non-fantasy settings or panties – truth be told though, I feel so content playing LOTRO at the moment while also far from done with GW2, that between playing older MMOs and a full Steam library I’m completely okay with 2013 making no grand attempts at the genre. I feel a little tired with the speed of MMO releases every year; I’d like to play less games but play them longer. And from that point of view I place my trust in Middle-Earth and Tyria, while a return to Telara is certainly not unthinkable.

Yep, I think I’ll be just fine.

P.S. I would of course love to hear what other people’s picks are from the PC Gamer overview!

[FFXIV] The Developer that just wouldn’t give up

In August 2010 I commented briefly on the personal disappointment Square Enix’ (SE) long awaited FFXI successor FFXIV (or FF14) was quickly becoming. As it turned out not just for myself. Scores of franchise fans and die-hard FF online gamers turned away in horror over the sluggish and boring combat system, the bad pacing and endless walks, slow controls and overall slow responsiveness, badly designed UI, hindered social interaction and controversial design such as a lack of auction house or diminishing returns on XP. FFXIV didn’t just have a bad launch as some MMOs do – it had a completely premature launch paired with the highest player expectations. A recipe for disaster.

The rest of the story is well-known: as the bad reviews (the linked one being a personal favorite) were piling up, FFXIV flatlined shortly after and went temporarily free-to-play. SE announced the dismissal of a substantial part of their management and development team. Considering the game had only been out for three months that reaction was both quick and meant as a statement.

After the initial shock had ebbed down in the media, things went quiet around FFXIV. The game that was meant to appeal to a wider, more casual mainstream audience than its predecessor (still going strong and releasing expansions after 8 years) was shelved in the collective memory of the MMO market, the way Age of Conan was after a similar launch mishap in 2008. It’s hard to judge whether MMOs can ever truly recover from launch failures like that but in FFXIV’s case too this is not how the story ended.

A Realm Reborn in more than just name

As reported by Gamespot in August 2012, the severe damage to SE’s flagship has been done but they are far from accepting defeat for FFXIV. Not only has the game undergone a drastic revamp and overhaul in many necessary areas, SE mean to re-launch the title completely – as in there be no more trace of past failures! FFXIV has not just been fixed or patched these past months, it has been turned into what the developer considers a new game. Retail partners of SE have been asked to discontinue all FFXIV sales until A Realm Reborn launches and to “destroy all remaining inventory” of the old title. How is that for faith in your own product?

“For many companies, that would be the end of it. Call it quits, burn it down, and cut its losses. But not Square Enix.[…]

And so Final Fantasy XIV lives on, but the game is almost unrecognizable. The visuals have been greatly improved, powered as they are by a new graphics engine, which Yoshida says needed to be as impressive as possible, thanks to the long life span of the MMO. The animation engine has been overhauled too, with the niggling lag that made the game feel so sluggish now eliminated. The maps have been redesigned, all-new assets have been created, and there are “hundreds” of new quests to complete, and dungeons to explore–a content quest finder will make them easier to find.  More importantly, that sprawling, confusing interface has been streamlined, and seeing the game in action, it immediately looks a lot more user-friendly. Menus have been simplified, icons have been made clearer, and the whole thing can be customized to your own preferences. And that’s just the PC version.” (Gamespot)

During my research for this article, I came across many negative forum comments along the lines of “why aren’t SE not giving up already?” and I seriously cringed inside. Yeah, why don’t they? Why not just give up on so many years of hard team labor, development, vision (financial expenditure aside)? Why not just toss a 20+ year old legacy to the wind after a mere three months of a bombed 1.0?

Is that even a serious question? ….

Obviously this is how MMOs are treated by cynical gaming audiences these days. Not only is launch time pivotal, it is not enough anymore to safely steer your ship through the calmer seas of a few 100k subscribers, the way FFXI always has done while staying profitable. But when major titles like SWTOR or even TSW face ruin so early into their life cycles, it is a horribly sad thing for everyone involved. The wonder box that could have been FFXIV was barely glimpsed.

Call me biased. As a gamer raised on classic JRPGs and used to the brilliance of FF titles, my heart goes out to this new MMO. Forever Squaresoft’s Final Fantasy series (along with other titles such as the Secret of Mana or Chrono games) have been the epitome of polish, beautiful graphics and music, unforgettable characters, interesting team combat and narrative depth. For a very long time did the RPG powerhouse not only dominate the genre on console but constantly set new standards for quality gaming experiences – not unlike Blizzard in its own niches. The only other, similarly consistent contestant during that era was Nintendo’s Zelda franchise (and we are still debating if Zelda is not an adventure game!).

So yes, I would like to see FFXIV get another chance. If SE have the resources, which seems to be the case, I fully support this developer in its unfaltering faith and endeavor to give things one more go before tossing them in the gutter for good. The shaken development team deserves as much.

A first beta for A Realm Reborn has been moved to February 2013 and an official launch ETA has yet to be revealed by SE. Late 2013 is probably the fairest estimate at this point. For my part, I want to keep an open mind. I’m very interested in the final conclusion and having moved FFXIV to my MMO to-do list anyway, I am excited to see 2.0 go live. I keep my fingers crossed for SE delivering on their promises – and convincing the rest of the MMO world out there that such a thing as second chances exist in the world of online games. In the end it’s you who decides.

It’s a new day with so much to play!

Steam sales. Yes, we have all done it over these past few days – I know you have and so have I. Steam has been rather awesome for a while but the direction the platform has taken of late is fabulous from my humble end-user perspective; easy browsing (too easy!), purchasing and gifting games to folk on your friendlist, automatic updates, trailers and demos all in one spot, public wishlists and screenshot galleries….and now with the new big picture portal I have even re-plugged a gamepad to my PC. I used to think that XBOX live showed the rest of the console world how online is done properly – the same can be said for Steam and PC gaming. As somebody who has always looked forward to multiplatform, digital gaming instead of dusty boxes piling up on my attic, I am very pleased with this new era. That doesn’t even touch on the fact that with Steam I feel more like I’m paying my money to the right people, aka developers.

What this platform does so well is what amazon, youtube and similar sharing, networking and self-publishing sites have done for a while: check out what others are playing, read your buddies’ recommendations, browse similar titles, genres and special bundles. Before you know it, you own so many games you don’t know where to start! Which brings me to the inevitable topic of excess. I guess it fits our overall lifestyle in the western world that we now increasingly “nibble” at our games, try more of them but finish less. I don’t know if this is good or bad; I remember how I saved up my allowance as a child to afford a new SNES RPG, playing it to death for weeks. Games were more expensive then, too.

Today, I might finish one game out of three. Does that mean I enjoy myself less? I am not so sure. With more choice and variety, I actually get to keep my enjoyment level fairly high. I have the flexibility to switch to something else when the same level or riddle frustrate or bore me. At the same time, avoiding frustration all the time is to avoid that feeling of epic win; of being victorious over tedious obstacles. That is an old discussion we know so well from MMO design too. Still, do we all need to play games in the same way? Do we take pleasure from the same type of “win”?

A Trip back to Middle-Earth

After thoroughly enjoying the new Hobbit movie in cinema, hands down the biggest fun I’ve had over the Christmas holidays (during which I was ill with a nasty flu, yay) was with Lego Lord of the Rings. Yeah, that surprised me too! Being my first Lego title due to popular bias, the huge care, love for detail and humor that has gone into bringing the movie trilogy to life with Lego characters is simply stunning. Lego LOTR is straightforward gameplay fun, sticking very closely to the beautiful settings and script of Peter Jackson’s films, while surprising you with creative ideas and funny details around every corner. I finished the whole storyline in about 15 hours, after which I had discovered only 30% of the entire world and open world mode got unlocked. The fully explorable map of Middle-Earth is packed with more secrets, puzzles and playable characters to recruit (75 in total!). That last one was a neat flashback of the fun I’ve had with an old RPG called Genso Suikoden. What else can I say, if you’re at all into Tolkien’s world and the LOTR movies, forget your lego bias and give this game a try!

As if that wasn’t enough Tolkien for a week, I finally decided to put my money where my mouth is and give Lord of the Rings Online a try. It’s one of maybe three MMOs I’ve been meaning to play forever (together with Vanguard and FF14) but different issues kept me from it. One of them was probably timing; when LOTRO came out I was still deeply into WoW. Way too much about this new title looked similar to WoW’s approach at first sight, for example the questing system. I am also not actually a die-hard Tolkien fan. Anyways, by now I can say that no MMO I’ve ever tried was actually “just like WoW” (the way some people claim): Allods is not like WoW, Rift is not WoW and LOTRO too is not WoW. They just share basic features like all MMOs have to.

After a few hours of gameplay (and rerolling on Laurelin EU RP server), I decided to upgrade my account to VIP status for three months and give this game a fair chance. I am still taking in newbie impressions, so suffice to say that LOTRO already managed to surprise me. I am loving the oldschool feel of this MMO both in setting and gameplay approach. I struggle with the combat quite a bit and have a feeling this isn’t the game’s strong suit. Questing is very linear and a rather uneventful fetch&delivery routine so far. The world on the other hand is absolutely massive (travel gets a new meaning) and lives from its community – which is really what I’m interested in with LOTRO. There is something very soothing about playing my Loremaster, dabbling at crafts and hobbies, stopping at inns and listening to music being played by real players. At this point I should also apologize for having called this game ugly in the past: I don’t know what Turbine have done since launch but on my current PC with max settings LOTRO, dated as it may be, is still a beautiful game with lots of nice details for today’s standards (click image to expand!) –

As you can tell from above screenshot, I am currently parked in Bree and undecided where to go next. So far all general chat on my server is very quiet. I don’t know if Kinships are a must in LOTRO from the get-go (tips welcome) or whether I am missing something. Hopefully I will find more chances to interact soon. I look forward to explore more of this world. LOTRO is not exactly the most self-explanatory or beginner friendly of MMOs in many respects (which does not have to be a bad thing).

Musings on 2013

Looking at my full Steam library and having recently resigned from a job that has drained all my energy, creativity and joy in life for the past few months, my wishes for 2013 are very humble: to do more of what I enjoy, to be more me again. Odd how that always seems to be such a difficult task.
I hope to find a more fulfilling (or at least less soul-destroying) work place soon and I look forward to having more time for writing again, gaming and other new projects – one of which may very well be a collaborative gaming&geek culture blog in the German speaking hemisphere (something that is still very under-represented compared to English sites and communities).

I have always wished to turn my different passions into a living, at least a part time gig, and I feel geek culture deserves more serious voices here in the heart of Europe. You may think mainstream media are conservative over in the UK or US still but when it comes to gaming, art and entertainment, both younger and older audiences around here don’t have many places to turn to and platforms to share in, unless they speak English. It’s something I’ve been thinking about for a while anyway and tackling blogging in my mother tongue would assist me in professionalizing it where I’m living. I’ve had people tell me about monetizing and different options before, but so far I never felt this was the way to go for this little blog here.

This turned out to be a very editorial post, which I guess is warranted after a quiet December and in presence of the new year that is 2013. These artificial boundaries we create for time have their upside in symbolism. I like a blank page before me, I always have. And with that I wish all of you a belated, very happy new year, filled with time and opportunity to be yourself and do the things that matter to you most. Now I have some catching up to do on my blogroll!

P.S. If nothing else, you should absolutely check out the current, amazing indie bundle up on Steam! It doesn’t get much better than this!

[GW2] Of Lost Shores and Found Hopes

In 2001 when I was still for the most part playing console games, I became enamored with a so-called social simulation game called Animal Crossing on Nintendo’s Gamecube. It was the first of its kind for me and slightly ahead of a time of many more social sim, build-your-house farmville-whatnot type of games to come – even if not necessarily on console. AC was offline and it was mostly a game about building your own little animal town and community, planting different types of plants, collecting bugs and butterflies and digging up fossils for your personal museum. It was typical in triggering collector’s drive but rather evolutionary and unique on several other accounts which kept me playing with a passion. I am not one for pure Sims games; I love decorating my house in Skyrim as much as the next person but I won’t spend weeks doing that same thing in any game.

What AC did in remarkable ways however was introducing a sense of real time to a classic console audience grown with offline and limited session gameplay. Not just that, AC had unqiue (!) events, impact and a sense of punishment that was completely unknown in that time and space continuum. It blew my mind at the time with its merciless “internal clock”. Just few examples of what would regularly happen to you in AC:

    • Numerous seasonal events to be celebrated with the town folk. The events were announced in advance, either on the town board or by gossip you needed to overhear. The events were entirely restricted to a specific date and time frame synched to your console’s system clock.
    • Unpredictable one-time (or very rare) offers of certain NPCs such as the mayor, to re-arrange roads or bridges for you. Appointments where you were ordered to be “at the beach at 5pm next Tuesday evening”.
    • When neglected for too long, your town would be overtaken by wild plant life, your house needed cleaning from vermin and the townspeople would move away for good (sending you angry goodbye letters or rant at you for having been away and never call). AC’s NPCs had the uncanniest AI in general; they would build different types of relationships with you depending on what you did, how you spoke to them or what “you ONCE promised me!”.
    • If trying to trick “game progress” by resetting the console without saving your game, you would be visited by “Mr. Resetti” at your doorstep. While this angry mole would let you off with a very long speech about integrity and morals the first time around, punishment for such behaviour would increase drastically with every consecutive reset. (He actually once repainted my house in puke green!)

…While this might sound trivial by today’s standards, it was absolutely HUGE in 2001, given its platform. I actually put down a note in my school agenda back then so I wouldn’t miss meeting erm, “my town mayor at the beach next Tuesday evening”. Within two weeks I had my room mates thoroughly hooked to AC (and how glad I was the town had room for four player houses).

Today, I think back very fondly on this particular sim title. It introduced a sense of time and impact in a way that only few games did with such limited means. And that gets me to the core of this slowly unfolding argument, on why things like unpredictable or rare events are exciting in games and why MMO players keep talking about missing impact or punishment all the time. The common denominator behind all these features – impact, consequence, punishment, you-name-it – is time. It’s a sense of time passing and progressing. It is what gives things meaning, not just in games but actually in our short-span lives too. All these different features are mere consequences and side-effects of a notion of time flowing; “impact and punishment” are always after-effects. They cannot exist without introducing progressive time in an MMO. They cannot exist in limbo.

Time adds meaning to things because it creates a before and after. This is fundamental for any game world that is designed to simulate, feel alive and authentic. A world where randomness, consequence and lasting effect exist. A world where memorable stuff happens, events happen.

The amazing Mr. Resetti

On the Lost Shores event

I’ll not bore my regular readers by pointing out again how much I applaud ArenaNet for daring to be different and sticking to one-time events after this Halloween. Apparently the outcry after last night has been significant once more but it’s my very personal hope that three time’s going to be a charm and these loud players will have given up after Christmas, moving on to other MMOs catering to their every wish and personal real-life agenda. One more thing I love about a subscription-less MMOs in that context: not feeling the same pressure to constantly “appease the irritated”, turning game design and direction into loudest-whiner-whack-a-mole.

On to the Lost Shores, I was actually there for the full thing. Mixed is a very mild way of calling an experience that I would otherwise describe as two thirds horribly boring, repetitive grind and one third epic encounter. Now, I don’t know how many players ANet had in mind when they designed their one-time scenario, but I happened to be on an overflow with about 40 more players in that same spot. And for a good 2.5 hours it was painful drudgery, as we slowly escorted Mother Karka across a map swarming with the same bunch of normal, veteran and champion bugs coming at us over and over, wave after wave after wave, while the world’s slowest progress bar mocked us in the right-hand corner of our screens. 50% of the time players were ressing each other, which is one of the remarkable things that keep happening without fail in GW2 – players paying attention to one another. Other than that though, there was wayyy too much of the same…and after two hours it started showing. The “raid” lost focus and got increasingly chaotic. Some players quit, no doubt finding a good night’s sleep (Sunday night too) more appealing than another wave of one hundred karka. I have to admit I was tempted to leave myself but stubbornness to see this through got the better of me (hardcore raider remnant, no doubt).

Silithus – I did not ever wish to see thee again! The Lost Shores came awfully close to those bug nightmares of yore. While I cannot complain about lag like some other players did, I am once more marveling at some of the design choices ANet made in preparation for this event. How many players out there would seriously find several hours of more or less the same bug-slaying remotely appealing or at least epic? Was the event actually designed with smaller groups in mind, banned to overflow servers? Could there not have been (better) ways to address group size and pacing issues?

Like with GW2’s dungeons (on which I have my personal observations to share soon), I am cringing at the discrepancy that is “a good idea vs. execution” in some of ANet’s gameplay and design choices. I am starting to wonder if this company actually still believes in the old fashioned virtue of suffering? Already the badly designed Clock Tower event for Halloween showed this ambiguity between what constitutes difficulty in games vs. what is actually just bad, lazy or broken design (even if it results in some particularly torture-proof players feeling horribly challenged and thus rewarded after attempt 501).

And I get it: mass events and zergs can be lots of fun and certainly feel epic in scale. I’ve no issue with such events in GW2, in fact I find them quite enjoyable. I could’ve lived with one part of the Lost Shores event being a zerg against the same few bugs, but there was nothing epic in that as the night stretched before me and all I could think of was to “get this done with”. Maybe I just put my expectations too high?

On the bright side (yeah there was some of that) our little troupe of the persistent found back to a hysterical sense of humor in zone chat, which is always one of the nicer social side-effects in MMOs – that “bonding through pain” effect when things look dire or simply beyond reason. There were some great laughs later into the night although I doubt the developers would’ve shared any of it. There were also some parts of the battle that were more challenging and fun (such as the veteran karka “steamroll”) and for those who actually made it past the final battle there was – wait for it – some nice loot! I couldn’t believe my eyes when the chest dropped several exotic armor pieces, a 20-slot bag and exotic accessory upgrade!

This must have been the first time in GW2 when I actually got a useful reward for doing something special – especially hard or long or painful. So just maybe ANet are learning their lessons step by step as we go along and sooner or later we’ll not only get to see epic scale, one-time events with good loot, but also enjoyable combat with great stories to tell on top? As long as things are going somewhere, one can always hope!

Experiencing Events, Impact and Player Mindset

From many of my previous ramblings it’s probably become apparent that I’m the explorer type who thrives on open adventure in MMOs; the unpredictable, surprises and taking the long road rather than shortcuts. I put less value on completionism, things like achievements, social firsts or best-in-slots. I’m in for the journey and the immersion in virtuality. Therefore too, there’s nothing worse to me than a world that’s fully discovered, fully mapped and fully understood. The moment we draw the last line in that picture is the moment we limit our world, the moment where it becomes small and finite – when hypothesis and speculation become hard fact and there is no more ‘may be’.

To a traveler and explorer “finishing a world” is the death of his playstyle. I want to stand at the shore of the southern sea and wonder forever what may lie beyond.

I’ve talked about dynamic events in GW2 recently and why I am at peace with one-time events of greater significance (even if it means I miss them sometime). However, the very diverging opinions on this currently hot topic have reminded me once more just how important it is to consider player profiles and preferences in MMO design discussions. There are areas where we will simply never agree and much of that is ingrained; we might as well discuss what tastes better, apples or oranges.

Still, I think there’s something to be said in favor of (well constructed) one-time events in MMOs that exceeds just lasting impact or significance. If more global events are realized in a way that allows for different playstyle approach, “missing a unique event” is not as horrible as it sounds at first. In fact, it is impossible to truly miss it. Let me try and explain why.

Immediate vs. Retrospective Experience

In the following image I (painstakingly..) attempted to depict a small scene of cataclysmic proportions. In case it’s not clear what you’re looking at, that’s A) a comet about to hit your world, and B) you curiously gaping down the crater the comet left behind. Yeah, you’re still alive – be grateful!

Event A / Event B

Now, ask yourself the following question: would you rather be:

A) The player who witnesses the comet’s impact, including all the excitement and epic/traumatic immediate effect that goes with this event.

-OR-

B) The player who chances upon the crater later on, presented with the full scale devastation, wondering what may or may not have happened here.

The two experiences are mutually exclusive. If you have witnessed the immediate event, there is no question of what happened; you know. You are not going to wonder, speculate or investigate further to find out how the crater came to be. Most likely, you’re also not going to spend as much time on site “post cataclysm” analyzing the devastation.

Player B is presented with a different event entirely, yet an event no less. For him, the story unfolds in retrospective – in his imagination, in clues, in reports of NPCs or other players. Is that the lesser experience? Did he actually miss the event – or did he not much rather experience it from a different angle, a different point in time? The thought came to me when standing at the shattered fountain in Lion’s Arch last Sunday night, considering the damage done to this so iconic place in the game –

As always, click to enlarge!

Here’s a little secret: I still haven’t watched the one-time Halloween event on youtube. I didn’t go and check how the Mad King emerged. And I decided I won’t. Nothing can beat the scenario I have envisioned in my mind at this point. I have this epic idea of what happened and I want no youtube movie to take away from my imagination. The Mad King’s appearance in Lion’s Arch will forever be the stuff of legend to me, mysterious, notorious!

I like it that way. Maybe you do not. I’m sure many players would agree that the “main event” of  my little scenario above
is the comet falling down from the sky. If an MMO introduced this, they would want to be there just when it happens. However, the important part is that neither outlook is wrong, just like there are no wrong playstyles. There are different ways to experience events and different things to take away from them. Arguing the point would be as fruitful as arguing whether movies are better than books: some people prefer movies for their more guided experience (the camera is your focus), their concrete visuals and sound. Others rather stick to books that rely more on suggestion and imaginary effort, allowing you to stray. Both media have a purpose, a time and place.


Types of Events, Types of Meaning

Unique events in MMOs work especially well if developers invest on all stages of a scenario, the pre- and -post phases as much as the immediate event. Global changes lose much of their weight if there’s no aftermath for players to experience, no tangible impact on the world. Interestingly enough, while developers improve on creating events with (some) impact these days, pre-stage remains one of the most neglected areas. The only example that comes to my mind is the minor earthquakes pre-Cataclysm patch in WoW, with some NPCs commenting on them. I’d like MMO devs and storywriters to invest more time in foreboding details such as this…any better examples?

Naturally, not all events in MMOs can have monumental impact or narrative significance. Not all of them are designed to be collective experiences, either. Small-scale
events are usually created for individuals and may be repeatable without any “dramatic loss”. Group and raid events too with reset timers,
are very much of more self-defined and social significance. It’s players who attribute value to server firsts, second and third kills. It’s up to guilds which events are important content to them or not.

While events make up a large part of the content in today’s MMOs, they still differ in type and purpose. I personally agree that many should be repeatable in regular intervals – after all, why bother to design content and then not make full use of it? Still, there are events I consider special and where I believe it serves the “dramatic script” and narrative of the world we play in, that they be more unique. That’s part of the simulation – a world that has an ongoing story and therefore feels alive (opposed to groundhog’s day).

I’d like to see more of this in future MMOs, maybe delivered in frequent mini-patches. If designed and implemented well, there is no easy way for players to miss such scenarios – whether they happened at “one time” or not. So maybe event design, setup and finalization, are really the things we should look at, rather than asking for everything in MMOs to always be “repeatable”. If you find yourself in a brilliant field of snow one morning, blinking and breathing the cold air, how much does it matter that you missed the event of the snow falling?

Off the Chest: Unlearning Convenience, One-time Events and what would you do in a Sandbox?

otc

It’s one of those days where I have too many thoughts on different blogging topics which don’t warrant a blogpost of their own but still, in my mind, ask for more dedicated commentary. I tend to leave longer replies on my fellow bloggers articles for this reason and often that’s good enough; yet for a while now, I’ve been thinking about a format or style of post that allows rambling on various topics that have come up, vexed me and yet didn’t quite make it into a single post – usually because I feel somewhat late to the party or then I simply cannot bring myself to present you with anything less than a WoT. It’s true.

Be that as it may, I herewith introduce “off the chest” as my on-and-off, multiple-subject (and likely ranty..ier) commentary, where articles are shorter wrap-ups or openers to bigger subjects and where I get to be wonderfully incoherent. Summary posts can be quite enjoyable, so maybe these can deliver some information or entertainment to somebody sometime (or else they’ve just been of highly cathartic value for myself)! Without further ado, three topics I needed to get off my chest for a while now, in no particular order.

Unlearning Convenience

One of the fascinating things about the mixed MMO community in Guild Wars 2 is that you can tell who the ex-WoW players are after a while, judging by the degree of convenience they are used to or rather, the degree of discontent they voice in that particular area. After an era of WoW and not GW, I absolutely am a spoiled MMO brat: for example, I expect a lot of menu choices and customizability for things like name tags or combat info (ally healthbars anyone?), I want the market place search to be refined so it’s actually functional (armor class search?) and I expect a quick disconnect/relog from WvW not to throw me back into a queue of doom with no way to rejoin my team mates. Stuff like that, missing polish like that, is just horribly frustrating and it gets more frustrating the longer ANet take to fix it. These may be small(er) issues and not top prio in a launch week or even month – but come on, address this shit already!

How long is the average MMO player of today willing to ignore disfunctionalities or little bugs after a fresh MMO launch? How long is your personal tolerance span? Rather than Halloween content I would’ve welcomed some long overdue fixes, some of them as old as open beta! And I haven’t even yet mentioned the camera / first-person view, botting or culling problems. These are not “aspects of GW2 that are just different”, these are issues that need fixing ASAP in any MMO! /GnaRghL

One-time Events

Speaking of Halloween, GW2’s one-time only Halloween event of this Sunday past has sparked quite some debate and of course both negative and positive reactions. This is an incredibly interesting subject because it shows us just how ready today’s MMO audience really is for the often hyped “unique content” and “meaningful impact”. Or to quote a passage in my last post’s comment section:

I think we do not need to content ourselves with impact only ever existing in offline/single-player games. like you said, GW2 makes some good attempts – but they could be much better even. I think MMOs need to lose the idea that everything is always available and repeatable for everybody. much of the generic feeling comes from everything that players do happening over and over, respawning, resetting….why? why not make some events more unique? what if somebody misses them – so what? you could add small content patches for this on a fortnightly base, like I suggested a while ago in an article on expansions. give players a real sense of story progression, unique experiences and impact. let them change things permanently!” (Syl)

That’s the thing: you can’t have it both ways. You can experience triggered quests that are available all the time, or more random events to which you are sometimes too late or early. You can finish quests with zero to marginal impact on the world and people around you – or you can witness really memorable events. Once in a while. And you can most certainly miss those. There is a flipside to that coin of memorable and special MMO moments that gravitate towards simulation and open world a lot more than towards gamification.

I actually missed this Sunday’s Halloween event in GW2 as I was on holidays in France; and yes, I am a little sad about that. On a less personal note however, I am very happy ArenaNet made this decision. Maybe next time I’ll be around for it. Either way, now the community has something to talk about and tell each other! Missing the Mad King’s appearance in Lion’s Arch or having to re-watch it on youtube is a price I will gladly pay for MMO worlds to become less generic, feel less repetitive and predictable! But that’s me and my idea of games worth playing. And living in, really.

So, what would you do in a Sandbox?

It’s become a trend of late to invoke the mystical spirit of the sandbox wherever MMO players feel the blues and are simply unhappy with their choices in current games on the market. I get that dissatisfaction and I’m in fact more than up for future MMOs to revert to a more open world state of play, with less orchestrated content. Still, I wonder how many players have truly ever experienced a sandbox game, stuck with a sandbox game? And what is it exactly you wish for, from your next sandbox MMO. Do you know? I’m not so sure we all mean the same things when we talk about sandbox elements (worth having).

Pure sandbox games ask a lot of a player base, both in terms of time and commitment The feeling of freedom or impact doesn’t come for free. So, if by any chance you belong to let’s say a player demographic depending on a) linear progression, b) endgame, c) set achievements or d) in fact any kind of pre-conceived content….I have bad news for you: you won’t like a sandbox! You won’t thrive there. If you already felt that GW2 was “finished” after four weeks, if you lament endgame and progression and ask questions like “what to do next?” in an MMO, the sandbox is not for you. While we’re at it: there’s no “rushing through” or “winning” a sandbox. There’s a lot more in terms of self-defined progress, achievement and goals than in a themepark or playground or whathaveyou MMO. 

Can you deal with that? If so, I hope you’re also up for outdoor PvP and griefers. The big, shining beacons of sandboxy gameplay currently out there, such as EvE Online or Darkfall, are basically MMOs that revolve around the simple principle of “building clans and defending clan bases” and then “warring against other clans and clan bases” (terminology may vary). This is by the by, what the sappy memories of vocal UO and DAoC veterans are made of: strife. Territorial (or resource) warfare with all its little neat side-effects. That’s also why community building was so important in these games to begin with. Sure, you could do many other things too, but erm…..territorial warfare impacting on you! 

So, just in case any of the above gives you headaches but you still yearn for the sandbox…well, I keep my fingers crossed the next such MMO comes with big enough safe sectors! Or alternatively, still deviates enough from its predecessors to accommodate you. A real sandbox is about building your own little castle just as much as it is about destroying your neighbour’s. And it most certainly isn’t going to present you with linear progression and endgame. Don’t say I didn’t warn ya!

Zip-A-Dee-Doo-Dah,
Zip-A-Dee-A,
My oh my, what a wonderful day!

[GW2] Timing is everything. And a good thing too.

Much has been said about the dynamic shnynamic events in GW2, to a point where I have indefinitely banned the term to the same corner as “hardcore” and “casual” for MMO debates. There’s been quite some praise of course, yet as usual the whining has been the loudest on the message boards I frequent. Personally I think most of the negative critics are missing the point here completely, but let’s not get ahead of ourselves.

It’s true: the nature of dynamic events in MMOs is that you can be too late or too early, just being “on time” making for the perfect gameplay experience. It’s true too that it feels somewhat disconnected storywise to blunder into an ongoing event without much context. Alas, that’s an issue MMO players have to cope with – unless you prefer not having these types of more random mass-events at all, or only get phased variations thereof. Phasing wouldn’t work the same way for many reasons. Phasing really isn’t an answer to most common MMO questing/adventuring issues, to be honest.

More importantly though, I love that I can be either too early, too late or just on time for events in GW2 – the fact that stuff is happening out there whether I am a part of it or not. The fact that the world doesn’t only spring to life as I push the button since I am so horribly important. Strange things are afoot in Tyria. The world feels alive and yes, “dynamic” because of it. Even if I miss an event or only observe other players running it from afar, I enjoy that. I can try revisit that place later or join anyway and investigate. And when I actually do arrive on time and things start to magically unfold around me….well, there’s absolutely nothing that compares to that feeling in MMOs!

A year ago I read a splendid Skyrim review that captured precisely what makes that world feel so wonderfully open and alive. Unfortunately I cannot for the life of me remember the site. Anyhow, a game journalist talked about his most epic gameplay moment there, when he experienced the perfect dragon encounter somewhere on the road, after pursuing a wild horse that had raced off in terror. There were all kinds of hints like that one, foreboding the incoming dragon attack, NPCs running his way screaming just as the first huge shadow fell over his party and the dragon’s metallic shriek rang through the valley. Skyrim’s magic lies in moment such as this: when everything clicks and it feels as if the world was truly alive all around you, and you are just an erring traveler chancing on whatever lies around the next bend of the road. It’s a magical thing if videogames put us into that removed, immersed state of mind for a moment. It’s a rare and beautiful thing – a memorable thing. It’s the perfect simulation. Real life doesn’t happen according to your agenda all the time, either.

That sensation can never come a dime a dozen though and it shouldn’t. I don’t want to be on time for all the dynamic events in GW2. I want to be early and too late, so that when I am on time at last the scenery will take my breath away. Syp calls experiences like that “just an awesome moment“. To me they lie at the heart of the MMO experience. It’s why we need more randomness in games, more opportunities to be failed or missed, so that we may succeed and when we do, succeed with flying colors. If the minstrel tells us stories before a burning camp fire at night, they will recall most memorable moments and wondrous, rare encounters. And those are worth waiting for and certainly worth having.

And then, suddenly…

[GW2] 80 Elemental Ponderings

So I finally dinged 80 with my Elementalist in Guild Wars 2 yesterday, which has been my main character and class since the open beta weekends. Even if GW2 inspires alting more than other MMOs ever did for me, I can’t change my basic nature of being a very dedicated main=me player. That will probably never change…even if I am also leveling an engineer and hunter slowly on the side and really enjoy how different every class feels in playstyle and mechanics (and Elems actually get a bit of them all via conjures, hah!).

Naturally, I have started to try grasp the deeper complexities of my chosen main in GW2 over the past days and weeks. If I am going to play this, I want to play it right – and the Elementalist happens to give a lot of merciless feedback like that. It’s true that this particular class doesn’t make for the easiest ride of the lot; that is not to say that combat and leveling are hard, but there are many occasions playing your Elem solo in PVE when you feel things aren’t going so smoothly. This also changes gradually during the journey to level 80: there are highs and lows in terms of pacing and character progression/power during some level spans, which makes you lean towards more glass or cannon at particular times. What is probably true is that you need to be in love with the class, its basic premise, playstyle and versatility, or you won’t stick to it very long. All Elementalists will experience the following in various degrees while leveling:

    • Dying quicker than most, especially when compared to your other scholarly peers
    • Feeling damage and survivability drops sometime after level 30ish. I experienced an incredible low during my mid-levels which only got better towards level 65 or so, making it impossible to kill groups and struggling with higher lvl mobs in general
    • Underwater combat sucks. It keeps sucking until you reach proper high level. Also: Air is your friend here.

While weapon choice matters, I would go further and say for this class especially, keeping gear up-to-date at least every 10 levels (including gems, sigils etc. on all slots) is crucial – and so is spec. When comparing myself in combat with my partner’s Necromancer, I could only gape and the sheer amount of buffs and debuffs he had going on for himself, when I had erm…one to two. This made me start looking into my traits very hard, asking myself about my synergies and where are my boons?? Elems don’t have that many debuffs going on as some other classes do, but they can certainly unload some burning and bleeding. To make your buffs and debuffs effective though and help yourself to become more powerful, harmonizing your traits, skills and gear stats is of the essence. And this is where it starts getting complicated.

Wrapping your head around skills, traits, stats and gear

If I thought gearing and optimization became somewhat of a headache in WoW between WotLK and Cataclysm, GW2’s many different stats combos, item enhancements and synergies are proving a real challenge the deeper you delve into them. Having explored multiple guides of late, my two big recommendations for getting to grips are Tasha Darke’s guide on attributes and equipment, combined with Talk Tyria’s post on understanding basic naming conventions in GW2. While the marketplace is still far from functional, that second link will help you with the general gear chaos you’re facing.

I have now started to experiment with different specs, supporting traits via gear and skill choices. I leveled full fire for a very long time until it started to feel incredibly weak around level 40. My stats were all over the place and due to survivability issues, I used quite a lot of vitality gear. I had pretty much zero boons going on for myself and no traits to support my chosen utility skills which are mostly glyphs and signets (I don’t use cantrips, conjures or arcane skills much). Not great.

Much of that is now off the table. I have invested heavily in Air and Arcane traits, boosting my crit from 14% to 40% with trait, skill and gear adjustments (minding set bonuses and including interesting sigils or runes). Arcane is a great support tree in general for synergies and boons and worth looking into with any given attunement combo. I dropped healing stats entirely and started improving my health via traits rather than gear. That last point is still under heavy scrutiny right now as I am still feel too squishy; I might need to revert some of my gems sometime to address this. (How are you other lvl 80 Elementalists out there handling the survivability issue: traits or gear?)

…All this wild brainstorming really brings me to the heart of the matter though, which is understanding what you’re doing. Do you know how tougness and vitality differ in benefit, for example? Do you understand set and rune bonuses and what sigils and runes can do for you? Do your traits support your utility skills? Would you rather stack condition damage or crit, for a consistent damage debuff-heavy build or burst damage build respectively? Do you know your boons? Do your trait choices reflect your playstyle? Et cetera.

Getting to the bottom of these questions will greatly affect your character’s performance, Elementalist or other, and ultimately affect your entire gameplay experience and enjoyment in the game. It’s been said that GW2 is that MMO with the casual leveling and grouping mechanics, but by now I disagree quite a bit with that, having played my Elementalist in many different situations. The game might not punish you in the same way as others do and within a group individual weaknesses are less apparent. But you will need to address spec and gear questions at higher levels (Orr…uh oh), certainly for solo play and harder dungeons, as well as PvP encounters – and the ins and outs of character optimization in GW2 are not to be underestimated.


While it’s hard to find more concrete theorycrafting and build suggestions (few more in-depth discussions can be found at GW2 Guru forums) at this point in time, I encourage my fellow spellweavers to experiment and make use of the trait calculator. For a more basic intro to the class, there is also a great two-part Elementalist 101 guide over at Talk Tyria. In closing, I still greatly enjoy playing my Elem in GW2 and consider its shortcomings a challenge. I love the versatility of the different attunements, the mighty AoE and general “feel” of playing the class. As for all the open questions I currently still have, I fully intend to get to the bottom of them all over the coming weeks and months – Fire, Air, Earth and Water, I can deal death with any of them!