Apocalypse now: The future of social gaming

It’s national day today where I live, which means fireworks, bonfires and barbecuing – if only it wasn’t around 35 degrees Celsius outside, so I guess we won’t get much of that until way late into the night. Exactly 721 years ago, according to legend, did the three founding factions (today cantons) of this country get together and swear a sacred oath to stick together and join forces against their ever-warring neighbours. A confederation was born that has maintained much of its sovereignty up to this day, and has since served as direct rolemodel to other nations, the United States of America among them. Or in much less solemn words – 721 years ago a couple of swashbucklers shared beers on a meadow and decided it was time to kick some ass together and cooperate. Time for a new era, time for change. How romantic.

The blogosphere has been abuzz with topics of change lately (again), and much doomsaying has gone around about the future of pretty much anything: the MMO genre, online gaming, social games and cooperation. Some wonder if this MMO era is finally over, while many others ask what GW2 and MoP can still do for the genre? It’s a complex question, one that at its core encompasses a much greater issue and development currently touching the entire online and gaming market. If Facebook games are in decline that doesn’t mean MMOs are doomed, but it means that everyone is currently affected from the same intangible shift, maybe towards a next generation of social games, online games, multiplayer games. Somewhere there is a common denominator beyond just overfed customers, classic concepts beaten to death and cows milked into oblivion.

In this context I feel compelled to promote one article that stands apart and that I’ve just come across (also because just retweeting it isn’t enough). Tadgh Kelly, probably known for writing on Gamasutra or WGA, recently went to elaborate on the downfall of Zynga but didn’t stop there; in what’s one of the most well-argued and insightful articles I’ve read on the subject, he analyzes the future of social gaming, what motivates players to cooperate and the next generation of social games that may be at our doorstep. He takes a look at the past and beyond that considers other media who have gone through a similar process and progress. It’s must-read material if you’re in any way interested in social mechanics and online, multiplayer games and crosses paths with many MMO-relevant issues. Really, you don’t wanna miss that one!

To tease you with just a few paragraphs –

“Social games do not bring people together. Most players in fact play them in a largely single-player fashion, making contact purely for reasons of necessity like trading, earning Energy and so on. Many have tried large multiplayer designs, and failed because the players were just not there.
“Players play to achieve, to do, to build, to create, to explore, to destroy and to win. They need the game to provide them with a fascinating system which enables them to do all of those things, and usually for the game to also provide an absorbing fiction. This is as true for The Sims as for Skyrim. […]….You build to have something better to win with.”  
“Aside from being free to play, the answer is advancement. Social contact in the context of games provides real value to players when it substantively helps them to win without tying that up in synchronous loops. In other words, to be worth it the contact needs to get me where I’m going, but without obliging me to turn up to do likewise.                             […] So play Journey. Play Realm of the Mad God. Get into a multiplayer server on Minecraft. Notice how they are about cooperation toward advancement? Notice the lack of obligation? Study that.”
“For G2 to be about true value, the game graph also has to be valuable. Connecting interested strangers produces much more game interaction than limiting it to just friends (such as Monstermind, which doubled its engagement rate in a day by connecting strangers). Players don’t really care about whether they are playing with their friends. They care about playing with others who can help them, and if that happens to be a friend then so much the better.”
“If Yahoo was “Search, Generation One” then Google was “Search, Generation Two”. The first generation was the one which became cluttered with all manner of complicated ambitions, poor performance and a whole load of “conventional wisdom” which often proved contradictory. Generation Two, on other hand, realised what mattered and delivered just that. A similar shift is what will make “Social Games, Generation Two” real.”

Of course, Tadgh doesn’t just drop the big, vague words such as “depth” to contemplate for the reader, but tackles what exactly constituted depth in the past, where contradictions lie and how future games may outgrow the formula – and really need to throw some of the classic tropes overboard. Needless to add how much of this resonates with me personally, namely that we shouldn’t cling to old formulas especially when they make no sense, or why I believe that more open, free-for-all and automated forms of cooperation are the way to go for future MMOs. Not because they’re meaningless but because they create opportunities for more without detriment to more casual cooperation.

In any case, it’s interesting times. While I agree the traditional AAA+ MMO is a dying breed already for financial reasons, I am not too worried about the future of (massive) multiplayer online gaming; it will continue to prosper, there will be variety and there will always be cooperation among players in some shape or form. The quality of community and cooperation has never been about server sizes and subscription numbers, either. There’s plenty more ahead, maybe in a different way, but I will always find games to play and enjoy myself with together with others. And that is all that counts.

Recap: 50 reasons to be excited about GW2 – still?

Guild Wars 2 is coming. Only, not nearly soon enough! We’ll be counting down the days of this blasted August and never did we wish more for summer to already be over, so we can lean deep into our chairs all snuggled up in pillows and blankets (with pizza), completely not feeling guilty for letting the sunny evenings pass, somewhere out there while we are immersed, hopefully, in Tyria. And I remember what I said about Vorfreude, but….scratch that, I wanna play GW2 already!!!

Headstart FTW!

I actually feel with the non-believers too; those of you out there who still don’t feel it, who can’t join in the hype or at least the shared excitement and anticipation. There’s a GW2 blogstorm at our doorsteps and it sucks to feel somehow left out, to not feel part of the “movement” whatever that even is. That feeling will pass, but then I’ll say in all honesty that I don’t know what other MMO I’d likely play any time soon, after GW2….what is there, anyway? There’s no knowing that now, but one thing is for certain: we want GW2 to succeed. We need GW2 to succeed….!

Anyway, what better moment in time to review our initial sentiments about this MMO? Three public beta weekends later and one month to go, I am asking myself the same question – what is it that excites me about this upcoming title? And now that I know better, did things change in any particular way?

50 reasons to be excited about GW2 – or not?

For direct comparison, I will go with the list of 50 reasons I presented this April 2012 with no first-hand gameplay experience whatsoever. I expect to see few changes but not to get ahead of myself, let’s rather examine each point once more. Formatting goes as follows: things I didn’t actually experience or notice much, things I enjoyed / loved, things that disappointed or bothered me.

  1. The side-kicking feature
  2. Flat leveling curve
  3. Lots of dyes!
  4. Personal character story and personality
  5. Extensive character customization
  6. No holy trinity
  7. No potions
  8. Small UI / minimal actionbar
  9. The downed state
  10. Dynamic/scaling events and quests
  11. Massive WvWvW battles
  12. PvP from level 1
  13. Gear equalization for group PvP
  14. The home instance / player housing
  15. Linked home cities
  16. Mini-games (bar brawls! snow balls!)
  17. Audio dialogue
  18. Flat highlvl gear progression
  19. Cosmetic items
  20. The Mesmer, the Engineer and pretty much all classes
  21. Large scale maps
  22. No flying mounts
  23. Original soundtrack by Jeremy Soule
  24. Beautiful 2D background artworks
  25. The Norn, Asura and Charr
  26. Underwater combat
  27. The weapon/-skill system
  28. Cross-profession combos
  29. Small HP bar
  30. More area spells and effects
  31. Dedicated self-utility / self-healing
  32. 5man content all the way
  33. No raids
  34. Individual trait lines
  35. Inclusive crafting system
  36. Multi-guild system
  37. Adventure modes for dungeons
  38. Outdoor bosses
  39. Easy server switching
  40. Transmutation stone for gear
  41. No abilities directly target allies
  42. Active combat; dodge, block
  43. Interactive environment
  44. Mostly universal attributes system
  45. Most abilities and skills usable while moving
  46. No language/coop barrier between factions
  47. Over-flow server while in queue
  48. Public FFA events and quests with scaling loot
  49. More frequent day/night-cycle (non-realtime)
  50. Guild halls announced for later

The first thing I notice after reviewing is that there are plenty of aspects of GW2 I haven’t even brushed yet: I didn’t PvP or experience an actual WvW in progress, mostly due to technical hiccups. I didn’t look into crafting. I haven’t run dungeons in any mode. I didn’t follow my personal story much or transmute my gear. I didn’t play any mini-games, join a guild or experience the home instance feature. So from that point of view, I feel there’s plenty to do and see in GW2, for a long while to come. That doesn’t yet include the time I will spend purely exploring or questing!

What I enjoyed the most and felt most confirmed in, is the overall feel of the game: the atmosphere, the large scale world, the music and art, and of course the classes and races which I find, for the most part (humans), very accomplished and fun to play. I love the design of GW2 and being me that is a core argument. I need to be able to explore a world that feels alive and looks brilliant, with a character I can relate to. I’m also happy about the questing and events, more active combat and automated cooperation. That said, I have yet to experience group combat and there are definitely concerns that need looking into, such as the balance between melee and ranged combat, overall controls or traits viability. These are longterm concerns to work on though, just as content longevity or depth are.

Few things I admit didn’t blow me away in retrospective: while my waypoint worries proved to be needless, I do not care at all for the repair system or the downed state. Frankly, I find the downed state boring or annoyingly superfluous. Maybe I’m doing it wrong, but it added nothing to my gameplay experience, certainly no thrill because half of the time I couldn’t actually contribute much to preventing my death. Oh well. 

I whined about the overflow servers before although to be fair that was partly fixed. Another thing that left me wanting after the beta were cross-profession combos. I believe I spotted two that I initiated myself, but they were hard to keep track of and even harder to actively coordinate. That said, my final verdict here must wait until I actually run 5mans.

…I could nag about a few more details, instead I will leave it at that. In general my attitude and expectations for GW2 haven’t changed and they’re certainly very the positive still. And so I wonder about other players out there – did the beta weekends disappoint you in any particular way or are you more excited to play this upcoming AAA+ MMO than ever?

[GW2] Sylvari: Not so new, not that bad

I haven’t made a secret of my disinterest in GW2’s Sylvari on this blog and it seems overall I am in good company. I never liked the nightelves much in WoW either – the ethereal and detached thing they got going on, praying to Elune and generally living in pink forests. It’s not even that I dislike elves or any variation thereof per default; there are some awesome, badass elves and drows in fantasy literature, from complex and grim fighters to more merry and flamboyant characters. Much rather, it’s an issue of how elves are represented in many MMOs as these peace-loving, self-indulgent hippies who care more about their flower garden than the rest of the world. That is a general concern for all so-called friendly and pacifist MMO races: how am I supposed to choose any of them for a competent errr….fighter? Like it or not, you’re killing stuff in MMOs and lots of it. You are also quite meddlesome.

So, already from that point of view the Sylvari aren’t very appealing. As an aside, I didn’t particularly like their starting area either – it is pink and lush Teldrassil all over, just with a lot more shine.
What I will say in their defense though, after having played one for maybe 30 minutes this past beta weekend, is that ANet achieved a little more than just copying the MMO elf archetype. For one thing, there is the whole plant people concept; Sylvari ARE plants (sorta) which creates all kinds of interesting implications that have been discussed elsewhere. And although I wonder why they still need to hide all their “sensitive parts” in the character creation, the race design and customization achieves to transmit a genuinely unique and alien feel for this race. Their hair is straw, leaves or gnarly twigs, the shape of their limbs and body texture consequently fulfill the botanic premise.

What sets them apart from your staple elves too is that they aren’t ancient but in fact the youngest of all Tyrian races (I believe 25 years old). This “freshness” is even reflected in their looks, the way they move or stand still and their facial expression; it’s as if they beheld everything around them for the very first time. The Sylvari are noobs.

Alas, none of that will entice me to play one, but I feel ANet deserves that much: they’ve put some thought into their last race (which got completely re-designed very late into development) and the thematic coherence in design. Not that the plant people idea was actually so new either – in fact I’d bet my little finger that there was at least one lead designer among ANet’s “Sylvari camp” who happens to have enjoyed a very old RPG by Capcom!

Enter Spar – The plant creature

Once upon a time there was a very classic JRPG on Super NES called Breath of Fire. I remember this with fond nostalgia because its sequel, Breath of Fire 2 was the very first RPG I ever bought with my own money and played through. That was endless painful hours of grinding levels, excruciating random encounters and praying for a save-point….and oh, did I love it! It was also a time when I didn’t have English classes yet in school and so I ended up playing the game with a dictionary in my lap. Yes, here in Europe we actually often had to deal with imports (or else stare at ugly PAL bars on our TV screens). Breath of Fire 2 opened the world of RPGs to me – the rest is history.

It so happens that one of the most awesome characters you can recruit for your party in BoF2 is Spar, the plant creature. You meet him (/her) the first time at a traveling circus where he is actually up for display. Later on, he sends you on a quest to wake the Wise Tree (figures) from an unending nightmare, which is when you recruit him. Spar is generally indifferent and devoid of emotions. He has grown from a sapling and looks forward to becoming a tree himself one day. He’s a weak fighter, his best abilities revolving around support and use of environment; his Nature spell will actually grow a flower bed or sprout cactuses depending on where you are. Then, there are his shamanistic alter egos: the onion sprout, the leafy drake…..and a girl wearing a mushroom cap.

….Sound familiar enough? Well, Spar also looks like this:

http://media.giantbomb.com/uploads/1/18585/958874-bof2_spar_super.jpg

If this is not the direct Sylvari inspiration, I don’t know what is (I c wut u did thar, ANet)!

[GW2] Tired of Trinity Whining. Or: As if!

So, the third and final GW2 beta weekend has ended and we could all be talking about how wonderfully achieved a race the Asura are, how Metrica Province or Rata Sum rock as zones or alternatively, how the Sylvari despite many initial misgivings, succeed at being a little more than just another translation of elf. I know – I was shocked too.

….Or we could do none of that. Instead, we could go on and whine about the missing roles and damned trinity in Guild Wars 2. Yeah we could keep bringing that up, again and again and again, like an obnoxious guest asking for burgers in an Italian restaurant. Some days I honestly feel with game designers and it’s not like I haven’t been an ardent critic of MMOs myself over the years. Three public betas past, I keep reading the same ignorant moping and fallacies by a vocal crowd of circus clowns on ANet’s official forums. The fact that many of them are drawing comparisons to WoW of all games, makes the whole thing all the more amusing, complete eyeroll that it is otherwise!

So, just for shits and giggles and because I feel like whining about whiners today, let’s have a look at some of the most missing-the-point, lalala-pink-pokémon-glasses and I-just-like-to-complain-about-something arguments! Here’s what the broken pro-trinity record has to say about GW2’s gameplay, roughly summarized:

a) No holy trinity means there is no cooperation anymore! *GASP*
b) No holy trinity means people do not coordinate / communicate in groups!
c) No holy trinity means zerg-mode and needing no strategy!
d) No holy trinity means there can’t be difficult combat!

pic

There’s variations of the above, but it’s what whiners basically claim while glorifying WoW and prophesying the doom of GW2…already. Of course the holy trinity in itself has no direct bearing on any of the criticized points, however to realize that one needs to have a hard look at WoW – which is what I will do since people insist on bringing it up as role model. Note too, the big majority of whiny commenters refer to overall combat/cooperation in GW2, meaning questing and the FFA dynamic events. Precious few can currently claim group play experience beyond that or more in-depth knowledge about coordination in dungeons (especially exploration mode) or organized PvP. Here’s my reply to the popular arguments, since “wait and see?” didn’t really go far these previous betas –

As IF!

First off, as IF people communicated or cooperated much during questing in WoW! Where have you been the past 8 years? You can’t be referring to the WoW I have played. Some well-known, honest facts:

  • 95% of all WoW players either solo quests or take their friends/guildies along. You don’t need any type of “strategy” to beat quests together, joining up is more about the social factor. There aren’t even many elite outdoor quests anymore or bosses that would require a group to beat. People don’t need to communicate and there’s nothing to coordinate when everyone already knows what their role is. Oh, and people don’t coordinate, let alone communicate in most LFG 5man runs either – but then you knew that already.
  • If “actively creating the party”, which usually comes down to clicking an invite button and waiting for the other side to accept it, equals good communication among strangers…well, you’re an easy one to satisfy!
  • You can progress with ease in WoW pushing the same 3-4 buttons, just in case anyone feels like bringing this up against GW2. Not that the “amount of buttons” is a great or very telling argument for or against anything, really…
  • If “zerging” equals “rushing into combat without the need for communication or coordination”, then zerging is what’s constantly being done in WoW, during questing and even 5man runs. Just because tanks tank, healers heal and DPS deal damage, doesn’t mean people are actively cooperating (or need wait on the tank for example) – rather, I would call it playing side by side, each role knowing their motions. There are synergies and there’s timing, both exist in GW2 as well. The holy trinity sees to that; it creates a basic order so players won’t have to think about assigning jobs or tactics much (outside raids) themselves. That’s hardly active cooperation or communication though – it’s a script! In fact the opposite, a free and versatile setup, requires strangers to coordinate and talk more if at all!

But hey, I’ll give you that – due to the lack of pre-defined roles, the combat in GW2 feels more chaotic, certainly is for quests and events. But errr…so what? Already I cooperate more in GW2 than I ever did in WoW: thanks to the FFA, auto-join events I have joined and helped out more strangers than I ever did while questing in WoW. I’ve had a chat with a few who shared a quest spot with me and several whom I rezzed or rezzed me in return (fat chance on that in WoW). I don’t claim any of this was particularly coordinated or difficult (maybe the events aren’t supposed to be particularly difficult, anyone?), but at least it’s a change from the usual silent, solo routine I used to have in WoW. Plus, where more people group up there’s always an unpredictable element. It’s a little cynical to criticize auto-join grouping or lack of roles when the opposite did nothing at all to improve matters in the past. As for kill stealing, mob camping and loot rolling – needless to say I haven’t missed them one second! That’s when having less communication is actually a good thing (/ninja /doom /ragequit).

The real strategic and demanding encounters aren’t out there in quests or trivial group content – not in WoW and not in GW2. Quests and events are simply not very hard right now and things like cooperation and coordination live and grow under duress. I would claim that GW2 requires teamwork and strategy where it matters, just like WoW does too; in harder/heroic dungeon modes and in big scale raids or PvP/WvW. If you think it’s all a zerg there you are mistaken. You need strategy and communication to bring the trophy home, to win against opposing teams or survive tough encounters. Teamwork is very much alive even if it works differently in GW2. Plus, the game adds other tactical components, such as the whole dodge/positioning mechanics and making use of the environment. I’ve beat several tougher challenges myself only because of active movement and tactical positioning which is rather great considering I play a caster in GW2 (typical feet-of-stone classes in other MMOs).

Getting facts and questions straight

Now, this post is no attempt to discourage any well-founded critique in favor of the holy trinity (ya rly); in fact, there are a few very interesting questions one could ask about GW2 in this context. For example how different group mechanics will truly be in a well-organized party, during a difficult run that requires a lot of communication. Once players assign roles/tasks in order to succeed and hence end up specializing, would we have to admit to a “soft trinity” in GW2? And where are the differences then to let’s say WoW or Rift? I can see a few but it’s definitely a valid overall question. So would be the question about how well control mechanics are realized in the game and if they make for enough encounter variety, in lieu of things like classic threat and mitigation mechanics.

Then, there’s simply those players who love to tank or heal and I certainly empathize with that – after all I used to love to heal myself! If you miss the holy trinity on that note, I have neither reproach nor consolation to offer because GW2 is a different game. And just like the F2P vs. subscription horse can be kicked to death, what it really comes down to here is preferences and target audience.

If you were however, like the individuals I addressed further up, to move the holy trinity on a pedestal for all the wrong, uninformed reasons, drawing faulty comparisons and even faultier conclusions about GW’s and MMO combat in general, then you have me for a very impatient and frankly ill-tempered commenter these days. I am really sick and tired of half-assed, destructive discourse that is so easy to refute it’s an intellectual insult. My biggest, returning gripe is mixing up role restrictions with things like encounter difficulty or pacing. Or in other words: if role restrictions are the one thing that makes your fights “hard” (likely because you already can’t find the right group composition…/sarcasm) that is sad news indeed!

The holy trinity creates no more or less demanding encounters than a non-trinity model would; all it does is enable patterns and offer mechanics to utilize in (boss-)encounters. And it tells players what their role is right away (hence the often referred to “crutch”). You can like that or not, that’s your prerogative – but the trinity does absolutely not just magically create better, active cooperation, coordination or communication…or alternatively other random words that start with “C”. And where one player sees ordered combat thanks to the trinity, I see boring same-ish strategies and synchronized swimming! Preferences – pros and cons, ya feel me?

To close, and so I can return to more pleasant topics tomorrow (with pictures!), let’s say it once more with feeling: The holy trinity does not a cooperation make. The holy trinity does not a communication make. The holy trinity does not a coordination make. The holy trinity does not an encounter’s difficulty make. If ever in doubt – go play World of Warcraft. Thanks!

To BWE or not to BWE

Much to my personal surprise, Anet announced the release of the last two Guild Wars 2 races for this upcoming and final beta weekend of July 20th. Yeah that was last Monday, I am somewhat behind on commenting – that said, the new job is exciting and things will go back to a more relaxed schedule once I got the hang out of all my new tasks. Did I mention there are free cookies here?

So…Asura and Sylvari. I guess it makes sense for this third beta weekend, fans were clamoring to see them and you want things to end on a high note and give players a reason to log on once more. Truthfully, I was toying with the idea of skipping this beta – like Zubon I feel rather satiated of GW2 testing and eager to play the real deal with a character I am likely to keep. How much is too much beta playing? I am careful not to burn myself out on the starting areas and spoil too much before end of August. I was very relieved to hear there won’t be any more BWEs after this one, although I am all for polish and releasing when things are truly ready.

I guess now I do have a reason to log on this weekend after all, even if just to take a peek….I don’t expect to ever warm towards the Sylvari (is there anyone who intends to play one??) but I will definitely check out that Asura CC for myself and see how different they truly feel to your staple MMO shorties. And until then? Well, Paeroka has some suggestions on what to do until this BWE. Or you could always start planning for launch, as some particularly dedicated individuals do, get your guild forums ready, plan your spec and rosters, pick a server….or scratch all that and play The Secret World instead. I think I would, after all!

Round-up: All the Ways that WoW changed us

It’s been an incredibly interesting blogging week for me, ever since Monday’s post on how WoW changed my preferences as an MMO player. The topic resonated with many readers who left their very personal takes on the transformations they perceive in themselves, the changes of playstyle, attitude and expectations towards future games. WoW has been the dominant player on the MMO market for at least 7 years and its impact on all of us cannot be denied, one way or another.

Commentaries didn’t stop there though; many of you went and took the topic further, contemplating on all the effects WoW had on a social and emotional level, what it left you and maybe even helped you with in your lives. This aspect was also reviewed frequently in other bloggers’ responses which I found especially fascinating reads. Indeed, there would be much more to say for me too, from how WoW taught me things about myself, about people management or online friendships, down to affecting the way I speak and vastly improving my second language skills ever since starting to play.

So, for those who have missed some of the great, personal responses that have been published over the last few days, or those just starting to read about this topic, here’s what the blogosphere had to say about how WoW (and other MMOs) changed them on a personal level, as players and people:

…and Liore commented in humorously crisp manner how WoW has basically turned her into this “huge elitist casual player”.

It’s likely I missed somebody but these were the contributions I’ve come across. It’s certainly never a finished conversation – MMOs will continue to influence us and WoW’s legacy will echo through many of the games yet to come. Whether we feel that we’ve changed for the better or worse as gamers, what all these reads have truly illustrated for me is how big a passion we all share and what positive potential lies in online gaming and communities in general. Personal player testimonies like for example that of Wapsipinicon put all the hearsay, stereotypes and bad press about MMOs out there to shame. So, thanks to all who gave this interesting topic a much wider scope, commenters and contributing bloggers alike.

A warm and sunny weekend to all of you out there – inside and outside your virtual spaces!

[Allods] Would you like to….divorce me?

So I picked Allods Online up again the other night because that’s what we do, me and Allods have this steamy on-and-off latenight relationship. The game has changed much since last I played it – there’s been the Game of Gods expansion this February 2012 and the look of the game has improved in every aspect. Allods has always had great characters and customization, but now there are more choices and oh my god the bard class! That’s right, you can now play a BARD in Allods! I haven’t had much time to level one yet but apparently the class mechanics are somewhat similar to the bard class in Rift.

Personally, it makes me happy to see that Allods is still alive and kicking and that Astrum Nival were able to launch a full expansion stuffed with shiny new content. The game has always been described as shameless WoW clone, mostly due to its similar cartoony graphics, and no matter for how long dedicated Allods players and fans have been working on dispelling that notion, the comparison stuck to this much younger Russian MMO like duct tape from hell.

Let’s look at this just briefly. Yes, Allods looks like WoW at first glance. Yes, it also pretty much adopted the questing system and the talent tree isn’t all that different. The zones are a little empty here and there despite looking nice. Combat works different from WoW in certain aspects, for example there are pre-charged attacks and no auto-attack. Experience gain used to be fairly slow but over the years the developers improved the system several times to make both combat and progression feel smoother. Also, Allods is a free-to-play which means RMT is part of the deal and a very stylish item shop is an integrated part of the game – which doesn’t mean you cannot enjoy this game without spending money. I do.

Other than that? Allods is awesome. The overall graphics are much sparklier than WoW’s. The polish, music and performance have always been top notch, especially for an FTP. Races like the Arisen or Gibberlings are legendary. There is quirkiness, humor and atmosphere in the world. There’s also the rather refreshing Russian flair which shows in some of the NPCs or cities. In short: Allods doesn’t feel one bit like WoW and from what I know about endgame, it is a different game entirely (there be lots of war ship PvP up in astral spheres!). If you’ve got any spare time to dabble at some free games, don’t skip Allods.

Amazing armor! …Wait what, divorce papers?

One thing I’ve not mentioned yet is Allods’ armor and how that too has taken a massive step up since I played it last. Now, if you’ve got any love for the eye candy, customization and gear in MMOs, you will love this game. If anyone’s going to emulate WoW’s graphics, they should at least do better than WoW in the armor department – and Astrum Nival have. You want wicked armor? Allods has it! I browsed tons of high-level gear and tier sets and was dazzled by a flamboyant carnival of colors, fabrics and quite possibly the greatest cloaks ever! If you’re going to pose in your shiny epics, it better look like this:

Too sexy for my shirt!

Like to see more? Fear not, I finally added an Allods gallery. I need to highlight my favorite piece here though because….whoa – this gotta be like the greatest, badass look ever:

He’s got a raven!

I named this guy the Scarecrow and if you’re still wondering what he’s got on his back, that’s a wooden box (I bet full of torture tools). And there’s a black raven perching on his shoulder! Amagad! *worship*

…….

Thus hunting down irritated high-level players for screenshots, I came across a chapel the other night and found this:

I’ve certainly heard about MMO marriage before, wedding bands and ceremonies and whatnot, but divorce papers? Now that’s new. I started digging a bit and it turns out Allods Online has possibly the most intricate and complex marriage and divorce system of them all. And unlike so many other games where the union of two players is merely symbolic, marrying in Allods comes with a list of special, spouse-related spells and abilities to give the relationship more meaning. Getting married isn’t quick and neither is getting rid of a spouse – so hedge therefore, who join forever!

For those of you who prefer a TL;DR version of the above link, I’m going to highlight the few most remarkable points about Allods’ marriage system:

  • You are eligible to marry a person of the same faction, minimum level 15. There is no restriction for enlisting same-sex relationships.
  • Every faction has dedicated wedding manager NPCs who will offer a quest to the person properly equipped with a wedding ring. Both players will have to take vows and actively consent to the union….and pay a tax.
  • Once legally declared married, you will receive special wedding gifts along with several “spousal spells”. These are unlocked for both characters and draw on a resource called heart affection.
  • The spousal abilities can be leveled while both players draw on the same pool of heart affection. Just to give one example of such an ability: “Enheartening: Your spouse’s health is increased by a certain percentage if you are within 50 yards from each other.” (aww)
  • In case of a divorce, players lose access to their spousal abilities. Both partners will have to be present for a particularly sad quest and have one minute each to consent to the divorce prompt.
  • Astrum Nival have announced an upcoming shop item, a bottle of champagne, that will be required in special cases of a forced divorce where one spouse has been offline for a very long time.

One must wonder what exactly that champagne bottle is for! I think we can agree they do take their weddings seriously in Allods (is there any MMO that comes close?). And a system that comes with bonuses like this may well appeal to a wider audience than just a roleplay corner. To me personally it’s a fascinating approach and illustrates the many depths of MMO dynamics that still haven’t been explored fully, by a wider range of titles.

The problem of loot rolls and merit

Adhering to the rule of “it’s best to write while thought is still fresh”, this post is a follow-up on Syp’s poll on protocol which comes with many layers of telling subtext. To continue where I personally left off in my comments there, here’s my general opinion on the matter of rolling for boss loot in that particular situation:

“3rd one for me although I don’t disagree with your choice either. if you feel okay to roll, you’ve every right to, as you said you WERE there too for the kill. but personally, I would feel obligated to let the other clerics have first pick, out of courtesy and empathy for sticking all the way through such a (seemingly) sucky run / group. which they might have had a fair share in of course, but yeah….I don’t see boss loot as an isolated thing; often the last boss in a dungeon really is also the best one for loot and the whole reason why people run it for 30 minutes or however long. I’d feel like a freeloader because I was only there for 5mins. but that’s me and I wouldn’t berate someone in my party for choosing differently (although if they outrolled me like that I would grind my teeth).”

“On further consideration, I think you made a legit choice within a system that is inherently flawed. the fact that raid guilds replace the whole rolls system with DKP, which pays a lot more tribute to meritocracy, is proof of that people don’t get rewarded for just showing up* but spending time. one could apply this to the much shorter dungeon runs too but for obvious reasons of time and missing authority, one cannot establish such ground rules for pugs.” [*as in showing up just for one boss]

I hold to that, although I think it needs some clarification. I will repeat too that I think Syp was 100% in his right to make that choice which is in accord with the system that Trion installed in the game. I would however argue that it’s not a very good system which is proven by situations such as this one – and that there’s still such a thing as individual choice.

So why is the system so bad?

It honestly shocked me a little to find so many comments along the lines of “if you killed the boss it means you deserved to roll for loot, period” – particularly because I think “deserving” has the least to do with anything. Does the system justify the roll? Yes. Does merit justify the roll? Absolutely not.

I think every last MMO player knows that dungeons consist of a great deal more than just bosses (unless they’re called Trial of the Grand Crusader); why else are there dungeons in the first place instead of loot piñatas lined up for us to plow through? Of course the entire journey through a dungeon, the trash packs, the little traps and annoyances along the way that make up 80-90% of the duration, are how players earn the rite of passage to bosses and loot. And therefore too, bosses and boss loot are not isolated events but rather the result and reward for beating the whole dungeon. Sure, for beating boss mechanics too – but if you’ve ever been to harder dungeons or heroics, you know that everything that comes before and in between bosses is often just as tough or even tougher than many of them. And it’s certainly more numerous.

Add to this, that in many dungeons the final boss is also the boss with the best loot – not necessarily because he is the hardest, but because it took friggin’ AGES to get there! I’d like to name good old WoW Scholomance, just to name one example: even in its 5man version, Scholomance was absolutely huge and a group could easily spend ~2 hours in there (certainly a PuG). The very last boss in Scholo was Gandling who, in comparison to the onerous 2 hours before him, wasn’t all that hard – but he dropped the important dungeon set one headpieces that everyone wanted.

Now, had you joined my party right before Gandling (which is the boss I had to farm the most in vanilla WoW due to loot luck from hell) and then outrolled me on the drop, you can bet I would’ve been absolutely devastated and furious. Did you have “a right to”? As long as no other rules were established – I guess. Equally, I would’ve had every right to grind my teeth though. Just because you can do something or have the right to do it, doesn’t mean it’s particularly thoughtful or “deserving”. If people always got what they deserved…well, what a beautiful world that would be.

To make a long story short, my main critique addresses the reasoning that such rolls are deserved – which I believe Syp asked about, partly also because he did have second thoughts. There’s a reason why the moment raidguilds start out, many replace the need/greed-roll system with their own version of DKP (or something similar) and it’s not just because raiding is a generally more time-consuming undertaking than PuGs: while DKP harmonizes loot spread for a guild for example, it also comes with the notion of being meritocratic – players get rewards due to the time they spend raiding overall, not just for showing up for one single boss. DKP is nothing but the attempt to make a currency out of merit and while it isn’t perfect on all accounts, it’s worlds better than random rolls.

To use WoW again as example: just because you killed Arthas once with your new guild doesn’t mean you have any right to his loot – I’m fairly certain that a vast majority of the guilds out there would agree with me. And why? Because the time you spent on getting him down is nowhere close to what other guild members spent. That’s what DKP is about, it doesn’t matter that the raid instance is bigger (the loot is therefore better too) – it’s the same basic question of time/effort spent vs. reward earned.

For obvious reasons you cannot use a meritocratic system like DKP in a PuG. There’s the issue of time, lack of organization and authority and erm…..in the end how big a deal is a dungeon drop, anyway? I realize many players probably don’t care so much either way (which is fine). I think I have made my point though. The rolls-system is flawed and while that isn’t your fault, you still have a choice. It scares me a little when we stop questioning our own choices just because we’re living in a system that tells us what is okay and what isn’t. No system is perfect.

But then…

…. I am not quite finished! There’s in fact another valid question I could bring up in favor of rolling: why should Syp be penalized by entering a party that has already advanced as far into the dungeon (which he had no way of knowing)? In some MMOs this even means being saved to the instance with no chance of re-running it the same day. Why shouldn’t he roll on the item when he actually joined to help and made killing the boss possible in the first place? What if he spent 30 minutes in a queue and this is his only chance at a group for the day?

Now that would be, in my humble opinion, a much better justification. If you choose to go with this reasoning, I would not only say he had every right to roll – but he actually deserved to. If PuGs are a deal of “you give some, you gain some”, this strikes me as better “payment” or contribution on his part than pushing a couple of spells for five minutes. If we take all circumstances into account, his contribution consisted of more than merely five minutes.

Bottom line: I don’t think this would change my own choice of action, but it’s a more acceptable reasoning to me personally. Considering it took writing a blog post (plus checking spelling!), I don’t like anyone’s chances to garner equal sympathy or argumentative effort from a random PuG-member though. What it shows me is one (more) reason why I never liked PuGs much in WoW or Rift and why I prefer reward systems à la GW2 these days. You might not have time to agree on complex loot rules in a PuG, but the game can most certainly come up with a better designed, in-built system for you.

All the ways that WoW changed me

In a recent conversation on what types of reward GW2 may offer players at max level and whether it will be enough to satisfy more reward-driven players, it dawned on me how much I’ve changed my outlook or rather my expectations towards certain aspects of MMOs – since WoW. Now, overall I certainly haven’t changed my mind, I still love the genre for the same reasons: a vast world, beautiful fantasy settings, secrets to explore, character development and real people to meet on the way. Yet there are aspects I’ve fundamentally changed my opinion on or rather my wishes in; maybe I should say that they’ve been satisfied to a point where I no longer appreciate them. And WoW has certainly much to do with it.

I’ve never been a particularly reward-driven player, or rather I would say I’ve never cared so much for items. Items and reward are not the same thing although they usually coincide, especially in MMOs as item-centric as WoW. I play for challenge, for that feeling of accomplishment first and I play for the team; shinies are nice in addition but they lose all value if there are no requirements and restrictions. That’s when I feel “rewarded”, when I overcame an obstacle with others – these are the things we take with us. I would argue that there are actually a lot more players playing for the reward of challenge than realize it – but then, I guess it’s a valid point that if GW2 offered nothing for all the collectors and achievers, that would hurt its popularity. Item drops are of course not the only way to satisfy in this department: I expect them to come up with special dyes, lots of cosmetic items and things like titles or rare pets. If that creates enough opportunities to “show off” in the game I can’t tell, but whoever expects to collect tier/pvp sets and weapons in abundance will get disappointed in GW2.

Personally I couldn’t care less. Whatever value I might ever have put in rare gear or upgrades has been completely and utterly smashed by WoW. To say that I got tired and sick of loot wouldn’t do matters justice. Mind, I still like cosmetics and GW2 offers plenty of that plus the great dye system; but whether I own anything special, expensive or best-in-slot is the least concern in my mind. I loved how my bags hardly ever filled up last beta (and yes…I know about that ‘deposit collectible’ feature….now), give me less loot ArenaNet!

So, that’s my number one for the list of “things that WoW changed for me”. Of course there’s more –

1) Item / gear rewards; 
See reasons explained above.

2) Raids and endgame; 
Raiding was a big motivator for me to play WoW. I did little else in vanilla and never stopped raiding until Cataclysm. WoW was obviously very focused on its raiding endgame by design, but I simply loved the big scale raids, coordinating so many people, the teamwork, the whole guild effort involved.

The present: These days I loathe the idea of raiding – the whole organisation, the downtimes due to numbers, the headache that is recruitment. I want a close-knit team of a few good men ready to roll in a few minutes. I want content to be accessible for a small group of quality rather than a big ass raid.

3) Roles and healing;
There’s never been a more passionate priest or healing coordinator than myself in WoW. That is the one thing I can say with confidence. I’ve played my holy priest through 6 years of WoW and countless raids that I coordinated. I loved being a healer, being needed support, having that sort of responsibility.

The present: I haven’t played a healer, not even a support class ever since WoW – not in Rift or any other game I dabbled at since. I love my aggressive pyromancer in GW2 and if anyone’s ever going to ask me to join their group just for healing rains, they can drop dead! Oh sweet, sweet mob-centric gameplay, oh sweet not carrying anybody! As for the holy trinity in general, I doubt I need to repeat here how great I think it’s missing in GW2. I prefer to be recruited for playing well rather than for being a role. So far I’ve seen zero indication that GW2 enforces any type of stricter group or spec setup. People have been asking a lot of things in general chat this beta but they haven’t asked for tanks and healers. Healing, control and ressing is everybody’s job or nobody’s.

4) Specs;
I’ve spent unimaginable amounts of time writing guides on raid specs, reading up on stats and talent builds during my time as a raider and coordinator. There wasn’t much freedom there for me; the WoW endgame raid scene was big on things like cookie cutters, optimization and meters.

The present in frank: I don’t give a shit what spec is best and I choose my traits as I go. In fact, I love experimenting and I’ll play whatever is the most FUN and efficient to ME. I won’t ever respec again for anyone but myself.

5) Mounts;
I always liked the idea of a mount, that loyal companion carrying me through the world. I’m fairly traditional in that I prefer horses plain and simple (alternatively a ferocious tiger is okay too), stuff like giant turtles, spiders and erm….green polar bears with shades just seems weird. When WoW introduced flying mounts I was in heaven……at first.

The present: I don’t miss a ground mount in GW2 and I certainly never want to play a classic MMO again with flying mounts. I’ve missed being on foot in WoW, that sense of distance and all the chance encounters. And yes, I could’ve walked through Azeroth and yes occasionally I used a waypoint in GW2 – still, grouping and raiding as much as I did in WoW, getting everyone to wait for me wasn’t an option. It’s also simply a different feeling if the game leaves you no option but to be on foot. As for flying mounts, they were so fast and so convenient, one must wonder what the whole zone design and all the mobs below were designed for. To be rushed through once while leveling and never return?

These are mainly the things I came up with when thinking about all the ways WoW changed my preferences. One can certainly argue that some of the change is due to the effect of time; I’ve been there done that for a very long time, I moved on to wanting different. And while that may play a part, I still don’t think it’s the main factor but rather the way how these aspects were designed and realized in WoW: I might not feel so sick of loot today if WoW hadn’t pledged itself to putting every candy-store out there out of business. I might be less tired of big raids if….literally everything in terms of grouping, recruitment and social control hadn’t gone down the drain ever since WotLK and LFG. I might still enjoy healing had there not been such a rigid focus on roles that left healers with nothing much to do but staring at healthbars and getting most of the blame by lolkids. I might still be interested in what an ideal spec is if I wasn’t so full of spite for anything resembling a cookie-cutter. And I might still find joy in mounts had not every player in WoW run around with one million gazillion mounts to choose from that would all run, fly, crawl, hover and whatever else at five-hundred percent LUDICROUS SPEED (or however much it is by now).

Yes…..I actually might!

Time for some questions!

It would be most intriguing to hear how other longterm ex-WoW players think about the effects WoW had on them (or alternatively another MMO you’ve played a lot), how it might have changed their outlook or wishes for MMOs to come. So, what about you?

Do you think WoW has changed you as a player? In what ways?
Do you think extreme experiences (burnout) have to do with it or is it just boreout / want for new?
How much of the ‘blame’ would you attribute to game design, how much to your personal playstyle choices?
Have your expectations towards a new game changed due to WoW or another MMO you’ve played?
Do you wish for different things in GW2 than you used to wish for?

I realize in retrospective that this could be an excellent meta-topic to share and debate among a wider circle of bloggers, to examine all the dis-/similarities and get a more universal look at the impact WoW has had on the current MMO player base. Ever since the WoW era, many have moved on to blogging about different games but WoW is still a common denominator among us. Well, maybe someone else will take up these questions sometime.

[UPDATE: Since there’s already been few reactions by other bloggers asking to write their own take on this topic (which is awesome), I will definitely make a follow-up post with a list of all responses in a couple of days. Let me know in the comments / on twitter if you’re writing your own post (if you haven’t already), I’d loathe to miss somebody. Thanks – I look forward to some great posts and/or comments!]

The MMO Tribute and Weekend Blog Updates

I’ve spent the past few days skimming through an immense archive of MMO screenshots, from early beginnings in Final Fantasy Online (I don’t have anything older stored anymore) on to four folders full of WoW to different titles I’ve played whenever I was jaded with the game and those I’ve played after. Needless to say, it put me in a painfully pensive and nostalgic mood, reliving some of the time I’ve spent in virtual worlds, looking at pictures of old friends who are no more and remembering some of the epic fun and silliness we shared. There is nothing that sets such an MMO picture album apart from real-life photographs; I’ve been to Vana’diel and Azeroth, to Hyboria and Telara, I have lived there and all the memories are memories of real things, real experiences and emotions. It’s been a hell of a journey and I don’t regret one damn minute. When I close my eyes I can be anywhere I want to and that has always been my escape.

Pewter recently examined what makes “the soul” of an MMO which is not an easy mission. It’s a question that can only be answered individually, what it is that draws each of us to virtual places and what we seek there. I once attempted to name that magic that makes games compelling to us, that draws us in so completely and utterly like only the best of them achieve. Where does the soul of an MMO lie? To me it’s many things come together, as it is no doubt for everybody (if not necessarily the same ones): it’s atmosphere and setting, a sense of world and scale, it’s in randomness and freedom, balance and cooperation. Longterm, the social component has the power to change everything. I am also a sucker for shiny art and beautiful music, but then you knew that already.

However you like to call this soul of adventure, I’ve found it there preserved in my screenshots, a decade of fun and wonders documented – a decade of me made up of different pieces. And it hit me that for each of those worlds I’ve visited, I left something of myself behind. That is the painful nostalgia, that’s what it means to truly immerse yourself in an MMO – it doesn’t come for free. We are all paying a tribute.
And maybe that’s why as the years pass, the longing increases and the older we get newer games make us feel less and less. For every world we’ve traveled, we leave a part of ourselves behind…until there’s nothing left to give. “When I was young I was a fool…”

The gallery is up and new blog is shiny!

My gallery is finished now and I’m very happy with it. It was initially only meant for my recent GW2 beta pictures but I’ve always wanted an online documentary that shows all the places Syl has been to and to go drown in nostalgia whenever I feel like it.
Unfortunately I haven’t found too many screenshots of the older games – I’m especially missing my Age of Conan folder that I seem to have lost. I realized too, that I haven’t taken nearly enough good screenshots in Allods, but then I’ll be back – I am always back to Allods.

Since I’ve spent so many hours picking pictures, I’ve finally also tackled another big to-do on my list, which was re-designing the entire blog to make it feel more personal to me and expressing the MMO / gamer thematic. The assorted screenshots were a big help and I absolutely love the new look and header image! This might get me to stick to blogger for a while longer, absolute pain in the ass that it is sometime.

Speaking of which, naturally the overhaul made me lose my blogroll again – this is the third time in a row now and I’m sick and tired of it. I finally found a way to store the links for good (doh), however I had to reproduce all of my blogroll pages manually (from memory) again and I am still missing at least 10 blogs on it. There’s only so much I can remember out of 55 links. So, in case you’re one of my blogroll users or find yourself missing all of a sudden – it’s quite possibly not intentional and I hope to restore the last few over the coming days. Letting me know is also much appreciated.

A good weekend to all of you out there paying the MMO tribute – and yes, one day I will tackle the even bigger headache that is switching my blog over to wordpress!