Precious Time-outs

Ironyca has published another fascinating chapter in her series on social interaction and dynamics in MMOs few days ago. If you haven’t come across her blog until now, I strongly recommend you step by sometime for some great and insightful reads.

One core argument against realID and in favor of invisible alts, is of course that social interaction cannot be forced on people the way Blizzard seem to think. Or as Ironyca puts it in her article: “I think this is social engineering gone wrong, the leash is too tight.” If you want people to form social bonds, you need to allow for that to happen naturally. Players need to be able to choose their own time of when to get closer or withdraw from one another. Good relationships are about free will.

Now, I am the first person to criticize MMOs that allow “too much” player self-sufficiency and soloplay; because there are plenty of examples in both real and virtual worlds of how cooperation fades as soon as individualism and independence increase. Human beings might be social creatures, or as the saying goes “no man is an island”, but I have always been a little skeptical of that (or rather, I see it the utilitarian way). Personally, I think there is a lot more truth in another phrase: “in times of need, we are all brothers”. The way western society has gone with increasing wealth and how it takes traumatic catastrophes to bring people closer together nowadays, is proof of that. Therefore, I want MMOs to enforce cooperation by means of need – need for grouping in order to advance.

Still, there is no way I’d ever support an MMO that disallows privacy: the privacy to roll another character, to break lose from an existing social bond or guild. It is not a developers business to dictate who you roll with or that you shouldn’t get some peace and space from others when you require it. Sometimes you need to unwind alone from the day – that’s what MMOs are there for, too. And it can be awkward getting haunted by guild tells, asking you to switch over because they’ve just lost a guy or nosing about. You should be able to decide when you want to engage in the cooperative part of the game and when you don’t. It doesn’t help your relationships if you are guilt-tripped into switching characters or pressured to tell somebody ‘No‘ – even if that’s something you have every right to do. Yet, sometimes we are just not up for questions, justifications and potential misunderstandings.

Why disappearing benefits relationships

Being able to withdraw from social circles isn’t only important because of free will and quality interaction though; there is a beneficial and invigorating aspect in taking time off – which is why it is such a shame that it should be such a difficult thing to admit and ask for.

A few years ago, a close friend of mine got married and became a father twice, soon after. We used to see each other almost weekly and our friendship has always been of a rare and precious nature. We are also geeks of an uncanny kind. It was something we cherished and missed dearly once he got sucked into family and work life so completely (plus I moved further away). It got very quiet between us for several years; not a good time for either. I respected the life-altering changes and new responsibilities on his side but at the same time I worried too, not simply for selfish reasons. From the little I still heard, he was often sick, increasingly worn out and weary. He had no place of his own, no space to recharge his batteries. I’m very sure that such thoughts alone made him feel guilty – after all he was a father now and provider of a family. He was the guild leader.

It took several years of just being there, waiting (nagging) ever so quietly in the background, hoping for his return. Making sure he always knew that door was still open. It also finally took one hefty argument on the phone, which I still recall perfectly, when my patience finally broke and I shouted at him (and my shouts are pretty frightening, I hear) that he needed to allow himself something of his own sometime. He had become a shadow of his former self (with a serious health condition developing).

And so gradually, things started to improve. We arranged for regular meet-ups again that would not be postponed or changed for anything. The time together, away from everyday life, became an established island that he would grant himself, a break-out from routine. He realized that it was something he needed – not just for himself, but for his family too. Getting away just for a day or two, having something for himself, infused him with energy that would in return benefit his loved ones. He’d get home fresh and inspired, longing to see his kids. He’d be a less tired, more attentive, happier dad and husband. More whole a person. He found his healthy balance and things have changed a great deal ever since, for which I am very thankful.

We need to allow ourselves these spaces; we need to allow ourselves to go invisible. Not just because we need to escape, but because it actually makes our most important relationships in life better, not worse. There’s nothing wrong in wanting to catch your breath for a while, to put things in perspective and return with a vengeance. Withdrawing does not always mean we want to get away from somebody, for good. All it means is that we need to withdraw for our own sake, for a while. It’s not a proof of broken relationships.

This is something we need to learn claim for ourselves without guilt, and learn to tell others if required. It’s also why realID or no secret alts in MMOs are frankly bogus, creating issues for no good reason.

A good weekend to all of you out there – the visible and invisible! I am off to disappear myself for the next few days, as I am finally leaving these shores and transferring my existence some 150 kilometers down southwest. It just so happens that my aforementioned friend is going to be my “neighbor” two days from now! I will be back as soon as internet is up and running again. Toodles!

On difficulty in WoW and social control in MMOs

The following article is a follow-up to this topic by Klepsacovic. For full context, please head there first (including comments). I would like to second his clarifications on using (relative and problematic) terms such as ‘good/top’ or ‘bad/sub-par’ players for the second half of this argument. No player is always just good or bad and good players always benefit from the presence of someone a little weaker.
wow_diff

Difficulty in WoW for the average player, lvls 1-80

On social control in MMORPGs
Admittedly, I have omitted one more lesson of WoW’s current “difficulty syllabus” in the above picture: heroics. If we look at the stark discrepancy between WoW’s leveling game from 1-84 vs. the huge step-up of entering a serious raiding scene, we must give credit to the implemented bridge between the two. In theory, WoW players are supposed to stick to this schedule:

heroics

5-man dungeons and heroics are the “gate-keeper” to raiding; or at least that’s how it’s intended. At the very latest, this is when a new player is introduced to cooperative group-play. Here he is pushed to learning his class and role, here he is questioned, here he is geared up for the challenges ahead. Here he understands the importance of strategy and communication before class is dismissed.…If only!

No matter how Blizzard have tried to hard-tune their raid-entry dungeons in Cataclysm, heroics do not fulfill their assigned role as necessary stepping stone between noobland and the unforgiving reality of many raid encounters. Getting into a raid is relatively easy, but many are ill prepared for the individual challenge and pressure that awaits. For guilds and recruitment this means a big crowd of potential candidates with the barest pre-selection.

For one thing, there are too many ways in which players can avoid challenging and maybe stressful/frustrating 5-man runs (for example by gearing up in other ways). More importantly though: in an MMO with cross-server LFG no reliable means of player selection or preparation exist. The purpose of the training phase is undermined in a game of anonymity. Here’s why:

Let’s have another look at yes – vanilla WoW. Back then, we had 5-mans too at lvl 60 and hard ones they were (hello Stratholme 1.0 & Co.). We didn’t have heroics, normal modes were bad enough. Gear was important and there were no ways around acquiring your starter raid-gear (8-piece sets on random drop!) from in there. Then, there were also attunements and resistance gear which kept sending you back in frequently, not just for yourself but those you were trying to help out.For the MC raidguild looking at a potential, ready-looking candidate at the time, this meant the following: not only had this person leveled from 1-60, he had also jumped all hoops in order to gain entry and had made it through all essential lvl 60 dungeons (many times) to gather his gear sets. More so, he had succeeded in finding/organizing and finishing runs with groups of your own server continuously. If you hadn’t heard of said player in negative terms up to that point, if he wasn’t on any spoken or unspoken blacklist by that time, there was a pretty good chance that this was your guy! Even if not quite that – at the very least, there was full confirmation of this player being incredibly motivated and experienced enough to raid.

There are no similar pre-raiding hoops in today’s WoW and heroic gear tells us very little about a player. Maybe he is a complete fail who only ever made it by jumping from one LFG group to the next while being an anonymous ass, ninja-looter, rage-quitter. Who knows – you certainly don’t! Who can say how somebody behaves in a cross-server group? Who can judge how well a player truly performed in order to gain his gear? Even if he let himself carry (or cooked his dinner during runs), he certainly didn’t need worry about not being re-invited to a next group (as tank/healer within the next 5 minutes). No social pressure – no social control.

We need the concept of social control for functional communities. We need the dynamic of reputation. We need small enough server communities for social interaction to become meaningful and transparent. We need consequences. The last thing we need is anything cross-server or bigger. Guilds and smaller groups don’t benefit from quantity, they benefit from quality.And so does the individual player, by the way; black sheep aside, it’s not exactly fun to be the “weak link” in a raid guild. It’s not a nice awakening to realize you are ill prepared. It’s disappointing and stressful to end up in a place too early. In a game of unforgiving raid mechanics (which is the situation I base this argument on), you want and need proper hoops early.

How I became a different person
I used to be the raider who loved vanilla raids for being 40man; the scale, the epic kills and also the hilarious chaos (and challenge to order the same). I loved being part of a mixed crowd and running raidguilds that had colorful characters in them. I liked having merry minstrels and jokers along for the ride, to share good moments and laughs on our way.I liked being able to afford “clowns” in our raids.I was never a l33t player and I don’t consider myself “hardcore”, despite having always been a core member and healing coordinator in dedicated top guilds. Fame, loot and kills are all nice and dandy, but I want to share them with good folks and have fun together. I want both, the close-knit team and serious raids. If this means I need to cut back on the first and heroic kills in order to have that – fine in my books (as long as I still experience most of the content). I don’t seek the affirmation that comes from being nummero uno on a ladder, nice as it may be. I frankly also never wanted more than three raid nights.The guilds I ended up in (founded in vanilla & early TBC), were therefore more or less always composed the same way:
20% top players & figureheads / 60% average & good players (wide spectrum) / 20% players you’d carry more frequently, but who’d in return bring other qualities and talents to the table. I’m fine with such a guild and for myself, ideally I want all three groups present.

  • You need the top players; you need them to pull and push the group. You need them to be your guides, guild leaders, coordinators and analysts. You need them too because very often, they’re simply the consistent show-ups with the most time available (which is why they make great guides or leaders).
  • You need the solid good players who are dedicated but down to earth; You need them for a healthy, balanced guild culture that is neither too casual, nor too hardcore. You need them to be the pendulum that swings in between. They are your main executive force.
  • You need the sub-par players; You need them for social qualities, for wisdom and humor that may be indispensable and unique. You need them so your top players get their occasional extra challenge and feel needed. You also need them because somebody always needs to be the weakest link – it’s better to know yours than to constantly look for a new one.

I don’t wish to be in a guild where every person is exactly like me (despite a healthy narcissism, that’s just boring). Nor do I mind slower learners or players who simply fail at the odd mechanic, and those who might fall behind a little due irregular playtime – as long as you can compensate for them somehow during specific encounters. (Assuming of course that they’re otherwise awesome).

Only, this gradually stopped being the case in WoW after the 40man era. Encounters became highly technical, focused on individual performance and unforgiving in ways that wouldn’t let us make up for lower bracket players – there was suddenly a hard line that wasn’t summary. We could only stand by and watch with increasing frustration as they went through the motions, again and again. We became helpless spectators of our guildmates’ ordeals, despite all guidance given. Worse: they started to become the “enemy”. If 100+ wipes into a boss, the same few people are still stuck at beginner mistakes, it’s human to start feeling resentful.I never wanted to become that other person or find myself in that well-known dilemma of so, so many raidguilds out there. But if I am pushed into the corner of choosing between keeping the bad player and not seeing larger parts of the game’s content in time (which was my motivation to play WoW at all) – then yes, I want the bad players out! I even want established people out who I used to appreciate and tried to support for as long as possible (my guilds have always tried longer than many would). I will make the unhappy choice if forced to; I won’t see an entire raidguild fall apart because the other 80% (and especially top 20%) will start looking elsewhere some time into the stagnation. Hesitating forever is not an option. If you’ve tried all you feel you could and if you intend to stick to the established raiding pace, you must make the choice as a leading team.

It’s no wonder so many good leaderships crack under the pressure of this decision; it sucks beyond comparison (add the issue of recruitment). It will always be one of the big sores for me when looking back on an otherwise great raiding run in WoW. It cured me of being too judgmental about how some guild leaders will act, too (“wear my shoes and see”).Sometimes raidguids change their original philosophy because they are catching the “success bug”; it’s a dangerous place to find yourself in, the upwards spiral of success that many fall for, becoming something else, someone else, forgetting how they started off and with whom. I fully acknowledge this problem. But what we experienced like so many others from the 25man era on, was not of our making; it’s nothing you choose, only what you roll with as good as you can.

To this day, I am deeply resentful; resentful of Blizzard, of the game’s later raid designs that presented my own guild with such a reality. I resent them for putting the focus on the weaker players, without any chance for the rest to step in and make a difference. I resent them for cornering us  – for making us choose like this, again and again as the game took its course. Most of all, I resent them for making me that different person. A person with less and less tolerance for team diversity.

What is fairness?

Addendum

Much in this argument is relative, depending on your own personal approach to an MMO like WoW. Maybe you’re the type of raider who wants to be in zero-tolerance guilds and who has always managed to keep clear of such problems. Maybe you’re not even interested in raids. However, for a big number of “mid-bracket raiders” that form the majority in WoW’s endgame and who are in constant competition for recruits, the missing pre-selection mechanisms and highly unforgiving raid mechanics on individual level, are presenting a real struggle and dilemma. There is also the added pressure of the ever-looming next content patch.

The game did not start off like this; raid teams had more leeway, partly due to the nature of bigger 40man raids, partly due to different encounter design. And while many asked for a more even share of responsibility and target focus after WoW 1.0., I don’t believe that Cataclysm raiders benefit from today’s very different situation – no matter what player group they belong to in their own guild. It’s the broken overall streamlining of difficulty combined with a lack of social control that impact negatively on everybody. They present today’s raidguilds with greater struggles than ever, logistically as much as socially and emotionally.

The curious case of SWTOR and LFG

Imagine yourself the type of player who loathes the dungeon finder for many reasons; most of which can probably be summed up by “single-most detrimental feature to social interaction in MMOs” or “what really sent WoW’s community downhill”. Imagine yourself the player who would rather wait for the proper group (and go do other things), who’d rather start his own groups by taking initiative in zone/general chats, who’d rather re-think his role choice (in an MMO that enforces a trinity), look for a guild or form one himself, before seeing this type of feature implemented in his favorite MMO. If you’re not that type of player: imagine it anyway. Imagine yourself as someone like me.

In no conceivable MMO-future could I picture myself among those who actively ask for LFG; that would just be utterly bizarre. Unthinkable. Outrageous.

Or wouldn’t it?

Oh, teh irony…!

For several weeks now, I have kept an eye on my co-bloggers currently immersed* in the worlds of SWTOR, commenting among other things on the absence of LFG in the game. The thing that increasingly made me raise an eyebrow was the number of players calling it a grave oversight while blogging from the “MMO veteran corner”. Certainly not to be expected – what’s going on there?

The answer is frankly making my heart bleed. For most discussions, the bottom line is this paraphrased (also see one very recent example for this dynamic at Rohan’s):

“SWTOR being the type of solo-centric / solo-friendly MMO that it is, those players who usually look to group up frequently are left with not enough opportunities to do so. On a server where the majority of players are content to solo (alternatively stick to micro-groups) or use NPC companions, the traditional MMO player is faced with a gaping silence. The same crowd who used to condemn LFG is starting to require it.”

Now, I don’t know how the situation is on every server. Nor do I claim to know how much of that felt lack of opportunity is actual lack of own initiative. Still, I can clearly see a problem for grouping-friendly players in an MMO that does not enforce cooperation; I think it can be expected too that with much lower overall numbers, finding suitable players for grouping during the same playtime as your own, is taking a big hit no matter how great your initiative (which can be expected to some degree if we still assume a player of a more oldschool persuasion). Especially in a game that still clings to certain group setup.

…With that, the remaining players are left with the wish (or rather: resignation) for LFG, lest they not miss so much of the group content and dungeon runs while leveling up. How deeply cynical is that? How completely upside down!

And once more, we must recognize how the old, non-chalant claim of “just play the game the way you like” or “it doesn’t affect you, just ignore it” is utter humbug. HUMBUG folks!

A couple of post scripta

  • P.S.: This is in no way a jab at anyone who enjoys soloing in SWTOR; Bioware obviously intended the game to work this way and at least some are having fun. Whoever is not, can only do the obvious thing and stop paying (and write rants on it).
  • P.S.(2): LFG still sucks. An MMO that makes types like me wish for LFG must therefore suck even more. Sodom and Gomorrah!
  • P.S.(*): Raph Koster actually says that immersion is for dreamers (ha-ha). I guess he’s enjoying SWTOR then! /sarcasm off
  • P.S.(3): I wasn’t looking to bash SWTOR in this article. But I guess it happened anyway.
  • P.S.(4): I will continue to bash MMOs I am not playing (and those I am playing) on this page and there’s nothing you can do about it. Objectivity is all about erm…distance. ^^
  • P.S.(5): Yeah, sarcasm wasn’t really /off there. I lie. Sometimes.

Blog updates and 2011 honorable mentions

I have been fighting with myself for many months now about switching Raging Monkey’s to wordpress or not; or rather, I have been struggling bigtime with blogger – mostly for still not featuring the most essential feature: individual commenting / replies. For years it has cracked me up how blogger would not add this to their top priorities and how, after having had the probably most abysmal service in terms of customer care and responsiveness forever, very little changed after the Google takeover. I cannot recall how many hours I spent looking at wordpress templates this winter, although I was still reluctant to make the switch for various reasons.

Also, I had this strange hunch: “what if after so many years, they introduce a better commenting system right after you switch to WP? It could happen – think how annoying that’d be!”

And so I didn’t. And so they did. I couldn’t believe my eyes yesterday when blogger comment sections were suddenly showing up with individual reply links! That settled the decision for me (because overall I’m still happy with blogger’s simplicity) and also finally gave me the kick to update Raging Monkey’s overall blog appearance. Still true to its original, minimalistic template, it now comes with a slightly more polished, fresh look. And best of all: threaded commenting! Blogger bloggers rejoice – it’s alive!!!

My honorable blog mentions for 2011

It’s tradition on some blogs and networking sites to hold nominations and blog awards towards the end of the year; the MMO Melting Pot has taken up the Piggies this winter (are they finally all out?) and other blogs have either posted their nominees of the gaming and blogging world or run their very own “awards”. I’m not too big a fan of the term “award” honestly; in general I find it rather problematic and often presumptuous. However, the idea behind nominations is fun and personally I appreciate annual summaries and honorable mentions. It’s basically just another way to spread link love and that’s why I’ve decided to present my personal blog(ger) mentions for 2011 – to look back, to give kudos and recommend further. I’ve linked newcomer blogs a couple of times before, but never actually dedicated a post to my most frequent reads!

I keep a very active, regularly updated blogroll though, so in that way I’m already giving out recommendations every day. Still, I’d like to turn the spotlight on a few fellow bloggers I appreciate for various reasons, and who’ve been blogging alongside me (some longer than me, too) through the past year. I’m also taking this opportunity to give thanks to all of you who have been providing me with wonderful reads and inspiration and for active, interesting debates. So, without any further ado, here are my honorable blog mentions for 2011 in no particular order –

Most solid content provider / allrounder
Some bloggers excel at starting discussions in the community, writing frequently on various topics, if not always too in-depth or long. I use several such blogs as a resource for ideas or simply to keep myself in the loop on more general topics. One blogger who keeps managing this task with consistency after such a long time is yes – Tobold, as boring as it might sound! Despite not always agreeing with him, I appreciate his analysis and frequent counter-voice to teh l33t kids.

Best game design analyst / critic
My honorable mention goes to Nils here whose astute, rational (often plain mathematical) analyzis of many an MMO design topic and grumpy veteran blues have inspired some great discussions and also smiles over the past year. We’ve somewhat lost him to the world of politics lately, but I’m sure he will return as soon as there’s anything interesting happening in the world of MMOs! 😉

Biggest game design insight
When it comes to profound, professional insight on game design, we are lucky to call both Tesh and Psychochild our blogging neighbours. They’re the ones that will make you feel terribly “young” as you browse through their archives and realize that they’ve already written about your latest design epiphany 5 years ago on their blogs. Consider each a goldmine for interesting MMO design reads and discussion.

Great player commentary and writing
Some bloggers I appreciate for their unique, authentic voice and dedicated writing. Both Shintar and Stubborn will regularly make you smile, grieve or nod along enthusiastically as they share their personal gaming experiences and perspective very openly and honestly on their blogs. I will even read topics on alt-play or SWTOR for their intelligent and well-structured thoughts (!)

Wittiest / funniest / most comically enlightened blogger
If you happen to be a more regular reader on my blog, you will know that I’m drawn to the ironic and cynical. Not just that, I love laughing at things (especially when laughter is the alternative to crying horribly) and I consider well-delivered, witty and subtle humor a high (and most courageous) art – be it in literature, movies/theater or song. There’s no middle ground for the comical: you can only deliver or fail horribly in making others laugh the right way, while working it into layers of meaning.

Two bloggers who have not only managed this balance brilliantly but consistently for a long time, are Klepsacovic and Melmoth. If they’re not already on your reader, now is the time to do it!

Best (formal) writing
A similar class of writing that makes actual blog focus secondary, is masterful storytelling as much as elaborate and eloquent writing. Again, kudos go to Melmoth here for being such a distinguished writer (with a dose of very British charm). I would also like to mention Rades for his fascinating, well-researched (and voluminous!) storytelling of WoW lore (which I’d otherwise never read).

Most missed bloggers
There are a few bloggers who have either completely disappeared in 2011 or gone very quiet; they have left very sad, noticeable gaps in my daily blog reading. A warm /wave goes out to Gronthe, Issy, Scrusi, Epic Ben and all those with “more wit than honesty, (…) more villainy than virtue, more passion, more revenge and more ambition, than foolish honour and fantastic glory”. You are deeply missed.

Newcomer’s welcome
While I’m at it, I would like to give a (in places belated) greeting to a few newcomer blogs who have caught my attention in more recent weeks/months. Pay them a visit sometime!

  • Doone and Ahtchu who both appear to join our ranks of general MMO critics / design analysts.
  • Flosch of Random Waypoint; an “ex-hardcore raider” providing general commentary and design analyzis on various MMO topics (and he has awesome plushies!)
  • Play from Play:Life Game Style, a personal game commentary blog that also focuses on mastering gaming as a passion while maintaining a “healthy lifestyle”.

That was it for my 2011 nominations! Cheers to all of you out there who make this blogosphere an interesting and lively place – and of course: happy blogging in 2012! 

P.S. Due to my template update, I actually lost my entire blogroll and also the image I thought I had stored of the old one (duh)….I believe I was able to reinstall most of the links from pure memory, but should you spot a grave oversight or yourself missing there (which totally can’t be because you’re awesome!), please give me a heads up! 🙂

Deep down the mineshaft I saw the light

The cardboard boxes are starting to pile up left and right in my apartment which is also why I’ve been a little quieter. There are only five more days to go at my current workplace. Only two and a half more weeks in this canton I’ve been living in for five years now and desperately long to leave. Waiting and preparing are such an ordeal sometimes.

Between that and not playing much of anything right now (because in this too I am waiting, waiting for GW2), I didn’t plan for much distraction until the big move end of January. I certainly didn’t expect to find myself deep, deep down the cubic rabbit hole that is Minecraft – had you told me only three weeks ago, I would’ve laughed at your face. But then Minecraft happened, brought to me by the sneaky, little voice of an old friend. I’ve mocked him for the first hour, until gradually I shut up. Then, I started obsessing.

This is only the beginning.

 
Who would’ve thought that oldschool pixel graphics could be that much fun? I’m a little late to the party, I know, but then the game has only just launched “officially” two months ago with v1.0. I had never really paid it an awful lot of attention before. Well…consider me pixelated!

Minecraft is a goldmine of creativity, simple complexity and many of the basic concepts me and other MMO veterans have been missing for a very long time. I find myself utterly fascinated by the game’s simplicity which creates such powerful, emergent gameplay. Then it struck me; after my Skyrim high of several weeks ago, this was only a next logical step. This vast, open world sandbox game, so diametrically opposed to Skyrim’s graphical splendor, succeeds in areas many current MMOs are failing me, stilling a deep hunger (and it has multi-player!). Obviously, Minecraft has one significant advantage there: it doesn’t need to look good (which means the world can be vast and generate random maps). And yeah, I use a texture pack too, mostly to display my own paintings, but this stands: if any game proves how graphics become secondary to otherwise fun and engaging gameplay (I’m saying that as someone deeply in luv with the eye candy), then it’s Notch’s little gem. Within a refreshing loading time of 10 seconds, Minecraft (in survival mode) gave me (back) all the following things:

  • Monumental scale; a vast scary world forever dwarfing me in size.
  • No sense of direction; there is no world map, there are crafted, lackluster zone maps (that you must uncover and better not lose). Prepare to get lost often and worry continuously about wandering off too far. Landmarks, the sun and moon become your friends!
  • Impact; solid proof that I am leaving a mark on the world I inhabit (and its co-inhabitants).
  • Scary adventures; annoying, sneaky, backstabbing, sometimes frustrating mobs killing me on a regular base.
  • Punishment; dying comes with potential loss of all EXP levels you might have accumulated, as well as all your carried inventory (unless you are able to retrieve it in good time).
  • No shortcuts, no rides, no teleports or portals (other than into the underworld). No “hearthstone” besides death…
  • Complex, comprehensive crafting, resource gathering and an almost endless list of combinations when it comes to creating and inventing your own space.
  • Cooperative multi-player.
  • Player hosted servers.
  • Different levels of difficulty and play-style/server modes. Console commands if you so desire.
  • Randomness, bugs, imbalances….lots of running and screaming in terror.

How do they do it? By doing very little. By setting the stage only, with few parameters and limitations. By not creating content (much) and instead letting you do it. By controlling as much as necessary, as little as possible. There are no consumers in Minecraft, only creators.

I can’t say how long I will play this game, but right now I am deeply satisfied. The huge castle above the sea I am working on, with the magic library, the round table and Minas Tirith style balcony (including a white tree…GEEK!), will take lots of time to complete. I am still discovering new crafting combinations, under what conditions different crops will grow or how to tame and breed certain creatures. Then, there are all the areas of the game I’ve hardly yet brushed: mine carts and the automation system, the enchantments and spells, the random dungeons you can only find by traveling the world, the Nether world through the dark portal, the Ender dragon, PvP….and I still need to find a zone that features snow!

The best of it all though: coming online and finding the environment changed, again, because your friends have been busy while you were offline. Screaming for help as you are starving down that deep mineshaft. Getting lost, crying for an escort, sharing resources and setting up trade channels. Leaving a little surprise at your neighbor’s doorstep. The world feels alive.

Closing circles in a square world

Funny how often we need to go back, to move forward. In this, even game design seems to follow a basic truth of life; how we need to set out on long journeys into the wild, only to return to our own doorstep. Only then to behold it truly, for the very first time. They say man’s culture has always run in waves of ups and downs and individuals too, run circle after circle in their lifetime, or so it seems.

Yet, something is different when we arrive that second time: we’ve gone the distance and hopefully gained some wisdom, we’ve seen other things – maybe things we originally believed we needed, but mostly just wanted. Things that made us see and appreciate what we used to have. Experiences that made us want to go back. Maybe we can only ever truly perceive truth from a distance, when we’ve moved further away. That’s why it’s so hard to judge yourself (fairly) or a status quo, before you’ve lost some of it. Looking back is always easier.

In many ways, the features I’ve listed as Minecraft’s virtues would’ve been considered weaknesses and difficulties 10 years ago. Back then, all we ever shouted for was to remove the “frustrating aspects”: the long walks, the randomness, the imbalance, the punishment. The devs heard our plea, they polished away. Then came WoW and showed us how different it could be; how much smoother, more convenient, optimal. Later, it showed us how the polish and optimization could be overdone, ruining all sense of world.

Now, all we want is to get back. Not quite back to pre-WoW maybe, but to return to old values with new eyes. Maybe we even need to thank Blizzard for accelerating the insight. Concepts and features we used to complain about, have become what we crave the most. Does this not strike you as a little ironic?

There are still other players of course, those who will disagree with me here. Maybe they are still in the middle of walking their own circle – maybe the disagreement is genuine and will last. I’m not claiming in any way that Minecraft can replace a classic MMO or that it doesn’t have its shortcomings (java eugh), it sure does have room for much improvement (and I’m not talking graphics) which I trust will happen to some extent in the future. However, these things are not the focus of this article.

We’re talking about a game that is about to hit the 20 million mark for registered players, of which 4 million have already paid for an account. And they’re not nearly all of them of the “Sims”-persuasion; there is something to be learned and had in Minecraft that reaches far beyond building furniture or harvesting crops. Something we’ve lost in other corners of the online, multi-player world. A ingenuity and responsiveness that has magically managed to close a circle for me in an otherwise square world.

I can only recommend the journey.

Why I don’t play SWTOR

I’ve been struggling a bit lately with the fact that I’m not playing SWTOR, while most bloggers I read are currently somewhere up in space. Let me explain. Besides the obvious thing, that this is a general MMO blog where I usually stay up-to-date with all major releases, I really like trying new MMOs. I certainly haven’t played every game in existence, but with the exception of Aion or LotRO, I’ve dipped my toe into most major titles that have come out the past 7 years. When times are quiet, I will even go back in time and try out older games just to get first-hand impressions. I like to know what I’m talking about. I also really love newbie level.

So, why not SWTOR then? Surely the game qualifies as “major title” – it comes with a big name, history and team behind it. You can expect a high level of technical polish and crowded servers. It appears that after some initial sign-up and subscription gripes, most players are content for the moment, few audio or UI issues aside. I don’t care for small complications like that – although I really think a flawless launch without server crashes and queues should be a standard these days (kudos to Trion here).

Yet – I can’t overcome my skepticism. I blame it on not enough time available, but that’s rarely the truth. A few things just bug me about SWTOR, have always bugged me ever since the early previews – to the point of remaining turned off despite reading more enthusiastic reviews of late. Even the ever-critic Nils calls it “worth 50euros for anyone into RPGs or MMOs” and Shintar has opened a brand new blog dedicated to SWTOR. So what’s my problem? And will I be able to change my mind yet?

Judge for yourself, maybe from more first-hand experience. Here are my major SWTOR “bias”:

  • SWTOR looks horrid. Okay, let me re-phrase this: it looks incredibly dated. I’m not as single-minded that graphics are all I care about in an MMO, but I DO expect a title launched in 2011 to look considerably better than WoW. It doesn’t have to be the world’s greatest render-job, but Rift’s graphics are what I consider the minimum; its graphical polish, the atmosphere, the variety and “life” in your environment, the flora and fauna. Elaborate effects for shading, wind, fire and water. I’ve checked out plenty of SWTOR footage and screenshots since its launch and it’s just not there – the landscapes look sterile and dead, some textures remind you of the clone stamp tool in Photoshop. The cities are impressive, but anything remotely “organic” falls short. If I compare desert shots from Tatooine with desert scenarios I’ve recently played through in Uncharted or Fable 3….not good. I get it – we’re in outer space, scale and distances are vast, so you’re bound to see more boring, empty spaces. Still: really???
  • SWTOR is Sci-fi; this too needs some explanation: I like the Star Wars franchise, I love the old movie trilogy. But the Star Wars films, as is widely agreed on, are in fact more “fantasy than sci-fi”. The story of Luke Skywalker, his quest to master the Force, overthrow the Galactic Empire, destroy the Deathstar and discovering his true identity in the process, could just as well have been staged in a traditional medieval or sword&sorcery setting. This is also why many fantasy fans still dig SW, when they would never watch Star Trek or Babylon 5. To me, SW is fantasy with light sabers – no issues there. SWTOR on the other hand, does not benefit exclusively from story appeal. It’s an MMO, which means it relies on different factors to create lasting player enjoyment. Being the protagonist in this tale, the deviating settings, the combat, the weapons & technology, the space-ships etc. all impact on my first-hand experience. And I personally really prefer sword&sorcery based MMOs, I can’t help that.
  • SWTOR appeals to single-players; I’ve actually been told a couple of times now, that this isn’t “necessarily true”. I get it, you CAN always group up if you like to – that is as much a consolation to me as it was in WoW, to be honest. If part of SWTOR’s appeal is what Tobold compared to the “Tortage effect”, I worry about the game’s longterm appeal and community. I’m not sure I need to play SWTOR just to soloplay through the main storyline and send around NPC companions (which I already eye with worry as it is). Another point that’s worrying me in terms of cooperation is that combat is apparently slow and umm boring, but then it seems most players agree that SWTOR brings little new compared to WoW there, anyway.
  • SWTOR and Electronic Arts; this is maybe a minor gripe, but for me it adds to the rest. Sure, EA did bring us titles like the Sims, Battlefield or Dragon Age in the past years, but some of the recent publicity the publisher caused left me with a very bitter aftertaste. Notably the Origin debacle at Battlefield 3 launch or their ridiculous BF3 forum policy argument. Intransparent personal data security in EULAs or phony player censorship doesn’t exactly warm me towards trusting EA or any company for that matter (hello Blizzard RealID debacle). Our BF3 pre-order was canceled over this – in the end it’s a matter of principle. How far are you willing to compromise (and compromise yourself literally) just to play online games? Needless to say, posts like this one don’t improve matters for me.

There you have it, all my negativity. Yet the thing is, I’m not putting it out here to rant – I would like to like SWTOR and give it a chance. There’s frankly not much else around for a while. There are features that interest me about the game: classes, multi-mob combat, difficulty level, just to name a few. I could also imagine that the sheer scale of the settings would greatly satisfy the exploration junkie in me (and traveling between different planets is kinda win).

I don’t know. For the moment I just can’t bring myself to overcome my gripes and enter my CC details to try out a game I might only play for 5 days. Am I wrong – am I right? You tell me. Maybe someone will yet be able to dispel my SWTOR doubts…Until then, the inner battle continues.

Tunes of Magic III – Skyrim

While ZeniMax Media are eagerly blocking all Skyrim soundtrack clips on youtube, I got myself the official 4-CD OST collection of the game and I cannot recommend it enough. Skyrim’s music is STUNNING, kudos go to Jeremy Soule for creating such masterful tunes for a beautiful world!

Meanwhile, fans worldwide have been busy. Merely five weeks old, Skyrim music clips, movies, cartoons and comics are shooting from the ground like Mora Tapinella (c wut I did thar!). I always loved fan initiatives, the creativity and inspiration the best of games will unleash in their player base. WoW too, has certainly been a remarkable example of that.

In lieu of official tunes to present here, I’ve therefore decided to dedicate a small round-up of musical fan creations for Elder Scrolls V. As maybe more unofficial part of my Tunes of Magic series, this stands on its own as a testimony to player creativity and Skyrim’s most catchy themes – enjoy!

“The Dragonborn Comes” by Malukah

Directly inspired by the bard song ingame, this haunting fan interpretation is beautifully sung, capturing the mood of Skyrim’s cold lands with its clear vocals. It’s available for free download here – just a pity it’s only two minutes long!

“Skyrim Epic Rap” by Dan Bull

You don’t need to be particularly into rap to appreciate this cover for its funny lyrics. The majestic choir of Skyrim’s main theme fits oddly well with the performer’s rhythm. This too is available for free download. A real scream!

“Skyrim meets Metal” by Erock

This put a wide grin on my face – I would expect nothing less than a metal interpretation of Skyrim! The two are pretty much made for one another, a classy performance with a slight /headbang!

“Skyrim Remix” by Levi Doron

Uh-oh…dance techno, really? Of course, somebody had to do it – but then, for all its trashy Euromix flair, I couldn’t help but chuckle. Someone actually went through the trouble to adapt Skyrim for the dance floor – an acquired taste, yet somehow contagious?!

“Literal Skyrim Trailer” by Tobuscus

Literal trailers are almost always great fun and this is no exception. I always marvel at people’s breath on these, I could never keep up! Add to that, they’re actually attempting to sing it (well, kinda) – hilarious!

“Retro Skyrim Trailer” by RubberRoss

This collection of music genres would not be complete without an oldschool 8bit video game tune. I admit, it takes a lot of nostalgia to appreciate them, but both the clip and “song” made me chuckle – this is how all great games began!

Ah and in case you haven’t seen the Escapist’s Zero Punctuation take on Skyrim, I really suggest you do! A good weekend to all of you – be it called Christmas, Hanukkah or just a lazy day somewhere out in the snow (alternatively warm and fuzzy in a chair playing videogames)!

26 Ways to spice up MMO combat

When I started writing this article some while ago, it was called “10 ways to spice up MMO combat”. As these things go sometimes, it’s grown considerably in size ever since, with more and more ideas accumulating in my draft that I wouldn’t want to abandon. Well that’s that – I guess we call it proof of how badly MMOs need to improve one of their most centric features: battle.

Now, I don’t claim that any of the here suggested features or effects are new; nothing’s new under the sun, everything has been done somewhere, sometime, in an online or classic video game. Some of it we’ve sadly not seen enough of, some has never been done properly or very poorly. Not all of it is applicable to every type of MMO or necessarily in combination – but these are all features with some great potential to make future MMO combat more tactical, cooperative and dynamic in my eyes. And yes, more action based.

Actual fast-paced combat opens (or really, re-opens) the doors of possibility when it comes to MMORPGs. If you don’t have to spend an hour theorycrafting, respeccing, buffing, and finally, dice-rolling your opponent to death — and instead could catch him unawares and simply send him packing with a blade to the throat — you’d have free time to do things other than combat.” [massively]

Many of us probably agree with the Massively article in that it’s time to move away from lengthy battle preparations, clicking ability bars and waiting on cool-downs, as you stand beside a few more people. Or as Epic Ben (whose page has sadly disappeared since?) put it a while back: “raiding is like synchronized swimming”, MMO combat is often static, repetitive and not exactly interactive. While it will never be quite the real thing (and certainly shouldn’t in every way), there are ways to make virtual combat feel more realistic, alive and exciting. And there are genres that can still teach MMORPGs a lesson or two.

So, here goes – I’ve tried to create some rough sections and to keep detailed descriptions short. I am also feeling lucky today and will just assume you know exactly what I mean by my weakly attempts to name and simplify complex mechanics (y’know, be creative!). In hindsight, I also realize I utterly failed to create any logical order. Good luck!

26 Ways to spice up MMO combat

A) Player-/Class & Group-centric features:

  1. No roles; no holy trinity, no dedicated tank & healer slots. Instead, every class is defined by specific DPS, CC and mitigation abilities. Ideally, we will see this in GW2.
  2. Low health bars, weak healing; similar to most FPS, players can only take so many hits before they die from a level-appropriate target. One-shots are possible. Healing is relatively weak (Darkfall) and most healing abilities target self-sustenance.
  3. More deaths occur as a consequence of the above points; to balance more deaths, death penalties shouldn’t be harsh and combat res becomes a more common ability.
  4. Friendly fire exists; AoE, cone attacks or similar can hurt allies and must be used with caution.
  5. Exhaust effects; players on low health suffer from slower reaction, blurred vision or similar impairing effects. Likewise, status ailments (with individual cures) will affect certain abilities.
  6. Class combos; players can set up combo- and sequence attacks for more powerful DPS. Difficult encounters enforce group interaction/timing and making use of class synergies.
  7. No auto-targeting; spells and abilities must be “aimed”, directed, positioned (AoE zones). Special attacks are responsive to player movement (for ex. influence the flight path of a boomerang by running along). There are several targeting “areas” per body (head, torax, limbs) with individual weaknesses.
  8. Players can actively block, dodge or parry melee attacks if timed correctly.
  9. Classes come with individual elemental affinities and magic resistances (as mobs do).

    B) Opponent-centric features:

    1. Enemy “states” such as aggressive or passive are not indicated by tool tips. There exist different aggro ranges for all kinds of mobs (also within the same family, call it a bad mood!).
    2. Enemies are frequently linked; more multi-mob pulls enforce smart use of CC.
    3. Enemy “AI”; enemies will fight differently depending on group size or spec composition (for ex. switch resistances). Enemies can block, dodge or evade attacks. 
    4. Enemies will pursue attackers more relentlessly (FFXI).
    5. Enemies can attempt to flee battle – the chase is yours to decide on.
    6. Content difficulty is dynamic; enemies/dungeons will adapt to group size and player levels.
    7. Outdoor boss fights or public quests are pick-up and FFA.
    8. Dungeons are randomly generated for each reset and may offer a random boss order and pick.

    C) Environmental features:

    1. Enhanced sounds and need for sound awareness; enemies can be heard from a distance, stealthed enemies can be tracked via noise. Players can discern “10 yards away” and “two levels above at six o’clock” (FPS).
    2. Impact of positioning; player damage responds to range, favoring tactical spots (hills, cavities), shooting from behind walls etc., thus encouraging smart use of terrain and map conditions.
    3. Drawing on the environment; special abilities or spells can be triggered by suitable surroundings – standing in pools is used to create tidal waves, woods proximity triggers archery bonuses etc.
    4. Night/day and weather conditions affect combat and individual abilities.

      D) Eye & Ear candy (never to be taken lightly):

      1. Nice combat visuals; high quality animations for trademark attacks, spells and special abilities. Characteristic palettes for each class, no animation copy&paste.
      2. Finisher and executioner animations (AoC or Skyrim).
      3. Combat music; engaging combat will trigger dedicated up-tempo tunes, with different tracks for ordinary, dungeon endboss or big epic baddie scenarios. (FF)
      4. Dramatic boss scenarios; cinematics/cutscenes before end battles, zone intros, dramatic phase switches.
      5. Allow players to switch dynamically between 1st and 3rd person view.

      Well, have I missed anything you think should be up there? Where do you see the biggest difficulties?

      I know that quite a few of my favorites will be featured in GW2; I don’t wanna go into another hype-stage at this point, but I am greatly looking forward to class & profession combos (which I loved in FFXI), terrain and movement dependent spells, small health pools and health deficit effects – and yes, losing the trinity of course (even if that last bit is still awaiting full confirmation).

      In general, I think we need MMO combat to return to a more dynamic, cooperative focus rather than a group-setup or spec-focused one. Let the actual teamplay, group tactics and performance matter; allow more randomness (for more situative reactions), create more need for control and pro-active play (as opposed to reactive/passive with heavy healing) and more need for situational awareness. Let our worlds come alive; let our opponents act smartly or erratically, let us find different answers to the same problem. Let us care less for stats, procs and cooldowns and more for general timing, synergies and spontaneous action. 

      Most of all: challenge us, so we may rejoice in our victories! I think we are ready for the next chapter.

      A call for MMO missionaries. Or not.

      There’s a particular breed of people I am very weary of. Not scared in a jumping-ship kind of way, but more like “Uh oh…” as I see them approach or worse, join conversation in a social circle I happen to find myself in. Call me biased; but to be completely free of pre-judice is to never learn from experience.

      Whenever a sporty person approaches, I am on guard. You can usually tell from the way they are dressed in forceful business casual, their ever-glossy forehead or intolerably energized gait. Not to mention the well-trained shoulders and legs, of course. But before you get the wrong idea – I am all for physical exercise. Indeed, I am making conscious, well-loathed but conscious efforts to stay fit as I am growing older. I am also dreaming of the day that VR helmet and fullbody motion-sensor suit finally arrive, so I can plug them to my PC and play MMOs while having to go through mindbogglingly boring workout routines. If anyone ever tells you they enjoy their workout: be weary. Be very weary.

      I am not talking fit people here, but sporty sporty. The ones that will always inevitably steer the conversation to their favorite subject. The ones who have “seen the light” and really think you should too as you receive their well-meant, unasked for dieting tips. You don’t want to be around them, you don’t want them in your clique – they’ll make you walk instead of taking the bus to the bar or bring raw carrots to a movies night. No, I don’t think we mix particularly well, MMO players and sporty people. And I’m not in any way suggesting the ‘overweight, asocial slob’-image here some media are eager to spread about video-gamers. But err….we invented the WoW treadmill, okay? You get my point.

      So anyway, there is that 37ish co-worker of mine who fits the profile perfectly. She’s recently been pregnant and ever since (1 year ago now) she’s been talking about her workout, losing baby-fat and how it took her nine months to lose the dreaded last four pounds. She is also thin as a stick, but now she finally radiates inner peace (and cravings for mars bars). Fortunately, she is rarely in the office when I am and I am rarely joining the “lunch faction” that meets up around the kitchen table every day at 13.00.

      Only last Friday…I did. It started out innocently, with a chat between myself and my British co-worker who usually works in London and is the only other person with a sense of humor (figures) in the entire company. I was just having a coffee with her, when sporty person came in to join us. Too late to plan for a quick escape route. Rats.

      It took exactly 5 minutes for our conversation to go from holiday plans to running shoes. I have since been trying to reproduce the exact order of events but have failed miserably, twice. I don’t know how she worked “so, what brand of sports shoes are you using for running?” into our talk on bed&breakfasts and English cuisine, but I found myself in the lucky position to be asked that exact question. “Ummm….I don’t know”, I answered. “You do have running shoes, right?”, she persisted. Helplessly, I looked down on my two feet. I was wearing my black work shoes, a pair of semi-high heeled, no-name boots which is what I wear half of the year. I guess, I could run with those. For the rest of the time, I wear my comfy five-year old Adidas sneakers. That’s one myth about shoes and handbags dispelled for you.

      “I have some shoes….sneakers.” I added. – “What type?”, says she – “The comfy one”, says I. The spotlight beaming at me from the interrogation lamp started to flicker. I could tell she was giving up, but I somewhat saved the situation by mentioning Adidas. At least I was not completely ignorant – too bad that didn’t stop her from educating us both on suitable sports shoes for city jogging for another 15 minutes. Just when I recovered my will to live and was about to mention how utterly moronic and counter-productive running on concrete in the middle of city traffic is for your health, the phone rang for her and she left. Annoying people always get the quick exits handed to them.

      Where are the MMO missionaries?

      That whole experience got me thinking on my way home later (when highly philosophical, mental monologue frequently occurs). I was trying to remember one single time in my life where somebody tried convincing me to play video games. Or for that matter, any situation where someone, a co-worker or other acquaintance might have picked up the topic in conversation, trying to engage others. Why are there no MMO missionaries? Besides the most obvious answer, that missionaries of any kind are in fact insufferable folk, really – but, where are the video game enthusiasts? Why are they nowhere to be heard, talking about their hobby, infusing others with their interest to the point of truculence?

      It’s not a mainstream hobby, I get it. It’s not srs enough for boring work conversation. It’s still a little geeky. But really, how is the world ever going to be a better place without any of us talking about gaming? Do you want a planet ruled by business casual city-joggers?  

      DO YOU???

      So, I’m making this official: from this day on, every week, I will at least once bring up the topic of video games outside this blog, to non-gamers. I will share my positive experiences and encourage others to give it a go sometime. If the topic isn’t going my way, I will make it. I will say things like “…our conference call line? Wait, ever heard about ventrilo? It’s a great, free voice comm tool for PC, people actually use it to play online games together. You know, WoW and stuff right? No? Well, let me tell you…”.

      Easy. One recruit a week and soon enough, when I log on to the game in the evening, to unwind and recharge my batteries, I will be surrounded by co-workers. The excel-specialist that never shuts up, the guy with the golfball keyring……the city-jogger….

      GAWD.

      …I think I just remembered why we want no MMO missionaries!

      “Keep it secret – keep it safe!”

      Happy Monday to all of you out there, enjoying the peace of united geekdom at their PCs.

      The Future is Panty-free

      Yeah, it’s an old story – and you don’t wanna hear it anymore. I don’t want to either, heck for most of the time I act as if the topic was water under the bridge. We’re way past that, the genre is, videogames are. This is almost 2012 after all!

      You wish.

      I get it: panties are exciting! To a few men, mind not many grown-up men but a few, seeing virtual panty (Japanese; pantsu) in a videogame is a bit like omg-christmas, outrageous and cheeky and *tehee* *blush* *chuckle* – add your random IRC emote…I guess we all have to accept that. I don’t even want to ask the reasons why, although I have a sound theory or two, about being stuck in infantile phases of boyhood, of over-sexed media or for the opposite case, cultures where social corset and conformity are so strict that everyone must turn into drooling lechers in front of their PCs at night, to restore at least some balance and mental sanity.

      I don’t know. You dwell on that.

      This is the important part: In MMOs I do not care to see panties. Let’s repeat this: In MMOs I do not care to see panties. I don’t think they do anything much for a female character’s credibility. Or for a “heroine” battling vicious fiends, for that matter. Still, they are out there and never quite out of fashion: plate bikinis, swinging hips, breasts the size of a small country. It’s not just the omni-present fake portrayal of the female form; nothing feels quite as unimmersive as having to play a combat class that looks as if she was on her way to a lolita dress-up party. Any player, male or female, looking for serious consistency in setting and atmosphere in their MMOs want to see proper armor in sync with their class and the world they are playing it in.

      Yet, they keep coming. Lineage and TERA are my all-time favorite examples, but the bare midriffs can be found in plenty of more recent places, even in a perfect world. How cynical.

      And I wonder: can we get over this yet? How many female online players worldwide will it take until a Blizzcon panel deems a large portion of their player base worthy of more than a flippant answer? Worse yet, if a company with a few million female players won’t care – who will?

      I guess Dwism had it right all along:

      Whatever you think of their response to this (and mine is in the comments on both posts), there is one thing painfully obvious for me, about these panel talks.

      Every single employee with anything worth saying at Blizzard, is: 35+, white, a little overweight (some more than a little), balding and likes metal. And they only ever talk to other people like that.

      It’s not about players, male or female. It’s about the men who make these games. If nothing changes up there, nothing will change down here. For now, enough devs don’t seem to care, not even for the underlying message of their indifference, which can only ever inevitably bring me to the following two conclusions:

      A) MMO(RPG) developers are emotionally immature lechers in desperate need to get laid.
      -or-
      B) MMO(RPG) developers consider the majority of their male playerbase emotionally immature lechers in desperate need to get laid.

      I don’t know about you, but as a male player I’d feel offended.

      P.S. With all that in mind, I am officially and exclusively launching MMO Gypsy’s “No-Panties MMO seal of quality”, for a better and hopefully more serious online gaming future! You may spread and copy at will!