The common alt misconception

In a recent comment on a not so different topic, Klepsacovic left the following comment:

What’s so great about alts? It’s nice to have something to tinker with and to learn a bit about how other classes see the game, but when and why did we get the idea that we must have max-level, max-profession, max-gear alts? That’s not an alt, that’s a second main! Is one main not good enough? Maybe we need more fun and more to do on our mains, rather than spamming alts and then getting sick of repeating quests.

This is particularly interesting: for one thing, it did remind me of a similar comment I had left on BBB where I stated that the gravitation towards alt-play in WoW was a bad sign for the game, not a good one. I’m no fan of alts for many reasons. But this recent comment brought another interesting notion to the table, one quite contrary to the popular belief that playing alts prolongs the fun of playing the same game for long. You hear it often in that context: playing alts makes people tire less fast of WoW because it provides them with the chance to review content from a different angle. Or maybe not.

Why alts are no friends of mine /open parentheses

I’ve never been into the alt business for several reasons. Firstly, I am a rather strict “alter ego” player that plays MMOs for virtues such as story, world, simulation, community and immersion. It always felt like diving headlong into a book or strange universe to me, one that I travel and explore as myself – my adventures, my continuous story. And for that simple reason, my toons would resemble my true self and there was only ever the one me. That’s a matter of preference and perspective – I don’t expect others to join me on this. Let’s just say that playing multiple characters in an MMORPG feels like I am sat in front of the start screen of some classic console game where I’m supposed to pick a random character to go with.

My second reason is that I cannot play a “second or third rate character”. Unless you have an endless supply of time and a more casual guild, alts inevitably end up being your inferior toons. A little less shiny than your main, a little less experienced, a little less travelworn, a little less access to things. A little less of everything. I hate that; I hate sub-par, I don’t do sub-par versions of myself. If I was to heal some random 5man on an alt, I would constantly end up comparing it to healing the run on my priest – it would seem absolutely pointless to me or even a little selfish (“sorry group, had my priest been here we’d be so much faster”). To make matters worse, I’d have to repeat a ton of content, let alone stupid daily and rep grinds that my perfectionism would force me to go through. Myeah, I think not.

Last but not least, one big reason is playtime. I already dedicated a lot of time to WoW as it was – raiding, guild leading, forum and webpage work, PVPing, collecting silly baubles and exploring the world, you name it. There were dailies and token runs and whatnot, I could barely keep up doing those regularly. So, if I ever truly felt I was “finished” with Syl for the day, I really did not want to relog and start over on some alt. I’d rather dedicate time to my other hobbies. The balance hasn’t always been there between WoW and other things I enjoy, but I used to draw the line at playing on weekends or playing alts.

To honour truth here: I levelled a shaman once into the early 70ies and played her on a few 5man and 10man runs. My total playtime at the end of WotLK was 12 days or something and it felt pretty much pointless, besides showing me that elemental is OP levelling up and that I pity the melee for constantly running after tank aggro. I think I did it mostly to have the chance to join guild alt-runs (:peer pressure:), but I never got there. Every time I logged to the shaman, I felt like forcing myself: this wasn’t an alt of Syl, this was a nuisance, a disturbing sidekick. And yes, I had a lot less gold than most of my alt playing mates, but here’s the thing: I like asking other people to help me craft something. 

Besides this experience I never had any alt worth mentioning. Oh, I created toons aplenty and transferred them to Elwynn Forest where they became happy mules ever after. I can escort you from northern Kalimdor to Stormwind on foot with my eyes closed.. However, most available time must be dedicated to “maximize” my main. And if not, I log off (or alternatively, idle and chitchat while running through Dalaran in circles which is jolly good fun). I also believe that you are never “done” on your main, anyway. If I really had “excess time” besides my main focuses, PvP was always the next stop. Here I felt I was doing something meaningful towards my experience as a player and healer.

Personal parentheses closed.

The common alt misconception

Preferences aside, the longer I played and met various “altoholics”, the more I detected issues. Not with everyone mind, but quite a few people. The most prominent notion around is that alts make you a better player. Just like that. I remember a particularly mind-numbing conversation with a former maintank of our guild who wasn’t only one of our most fickle and unstable members, but such a screwup in various situations that we used him as melee whenever possible to “minimize the damage” (sorry DPS, it’s true) to the raid. So there I was, finding myself playing arena matches with the guy, probably by the machinations of some sadistic deity or something. We were short on a member and one of my team mates just grabbed the next best replacement before even asking me.

Wonderful. I spent the next 60 minutes listening to his blabber during queues, about how playing his priest and warlock had given him profound insights towards our raids and how he was definitely the best of our MTs in both PvP and PvE for this reason. He was also rather adamant about being able to give raiding priests and warlocks tips now because he had teh multiple perspective. He also finally understood all the “spell abbreviations they like to use”, like PoH and GS….Things between us went downhill from there.

The guy was just a hilarious example of the underlying issue. He was a shitty player with no degree of self-awareness and understanding of his own class – and therefore he stayed a shitty player despite his alts. Quantity is not were the insights lie. And WoW is not rocket science, no matter what some guys on Elitist Jerks would have us believe. Good players are good players, no matter what toon they play and vice versa. In fact, some of the best players I ever met were passionate about their main and the other half was excellent no matter what class they played. Because they set their mind to it, because they had a quick grasp or just a lot of ambition. They approached their alts in the same way they approached their main. The sucky players sucked no matter what character they played, some shades of difference granted.

So, to sum it up for kicks: You don’t go and play your priest and hunter because they will help you suck less on your warrior. It doesn’t quite work that way.  First and foremost, you play alts because you have time to play alts. You play alts because you enjoy playing alts. And that’s all there is to it. If you truly want to improve on your main, play your main. In any possible situation: practise on your main. First stop to improve your flexibility: PVP. If you’re set on improving, surely you’re willing to go through the drudgery?

Playing alts can give you insights into other classes. It does not make you a better player. There is no direct causality between these two things. 

Now, I can see why somebody who generally likes to “know everything” (aka walking encyclopaedia) or someone who loves to re-visit content would enjoy alts, or why a raidleader would consider it beneficial. It is. A change of focus is always beneficial if you actually know what you’re looking for. I’d never claim that playing alts has no positive potential, but it’s the player that makes it work or not. And it is not necessary in order to be a great player. There is also such a thing as “knowing too much” or thinking you know something when you do not quite yet. From years of personal experience and teaming up with great leaders, I have found this to be true: you don’t have to know everything about other classes in order to lead a charge well. That’s just airy nonsense some leaders like to intimidate you with or to boost their own ego. There is something called “functional knowledge” and that’s what I used when coordinating raid healing. I knew the things I needed to know about the other classes. I knew what was in any way relevant to our role, job and position in raids, about co-healers’ classes, about the tanks, about the DPS. And I knew these things from actually talking to those who had raided on their mains for years, from observation, from learning from them and working together. Plus being an attentive and active person on forum discussions and on healer specific sites.

So, this is my recommendation for all ye coordinators: do not be tempted to know everything about others to the point where you start doing all the thinking for them. They can be expected to know the things that concern playing their class properly. You should not have to know all the ins and outs for others or you will start babysitting every last thing much sooner than you know. Especially if you are a bit of a perfectionist or control freak, which is almost a given in leadership, save yourself by some intended ignorance.

Bottom line: do it all if you enjoy it, knock yourself out – but don’t think you “have to”.

Further issues with playing alts

Manalicious recently posted an article on how playing alts affected her raiding in negative ways. As mentioned before, I have very little personal experience with situations like these, but I can still relate. The few times I ran 5mans on the shaman, I was overly aware of the healer in my back, more than your average DPS would be. As a consequence, I was helping out with healing when I felt the healer struggling, too often than I probably should have. If you’re switching class frequently, it can be demanding to ask your mindset and routines to fully switch over every time. Maybe it is even impossible to perform on the same level as somebody who plays the same class for longer periods of time and has therefore a lot more “automatisms” in place.

But to get back to the beginning of this article: one big issue with playing alts is player burnout. I’m not at all convinced that alts really achieve long-term, what their short-term effect is being sold for – keeping people entertained longer and giving them more things to do. It seems to me that especially long-term, alts have the potential to lessen your enjoyment in the game and not just that, they have the potential to affect the entire world, the social mechanics on servers and their internal progress, negatively. This is the essence of the initial quote I posted and something I want to look into in a follow-up article tomorrow:  

More alts, more player burnout?Let’s find out.

Placeholders for real things – shortcuts to nowhere

Dear player: it’s time to remove the keys you enjoy so much, because let’s face it, they serve no purpose anymore besides a symbolic one.  Games are not about symbolism, memories and emotions, this is SRS business. And it saves space on your bars.

We’ve removed the shiny gear and baubles you used to acquire by battling adversaries. It’s not practical. Instead, your rewards are tokens for everything. The tokens all look the same and they aren’t even real tokens, but numbers on a list – we know that’s not very exciting. But it makes loot distribution more even. Less waiting for you.

We removed the requirements for that instance, by the way. No more attunement to proceed. Plus, you can solo the chain if you’ve no patience for a group.

Please note that because of all this, we don’t have enough content since yesterday. However, we really don’t like to see you waste space or time on anything, so we’ll help you save on these things. We don’t know what you’ll do with all the excess, but we are sure you’ll think of something. We want you to be happy right now, not tomorrow.

Cutting out the real thing

So many things have become a currency in MMOs, a substitute; a token, an achievement, a note in the database. Why carry keys when the system can just record an achievement. Why have actual treasure to loot when you can take flexible tokens to shops later. Why carry spell ingredients in your bags, why travel somewhere to enter the instance gate, why visit an NPC in the barracks to join a battlegroud. Why indeed?

MMO players play in virtual worlds. And yet, apparently they need to save time. Apparently they need to save space. For what nobody knows exactly. Weren’t many of those things that get called “timesinks” what actually made for our world, our experiences?

The glory of short-cuts

“Two roads diverged in a wood, and I took the one less traveled by. And that has made all the difference.” [Robert Frost]

Sliding doors; an intriguing concept. Playing the mind game of “what if” – what if you had taken that other road, where would you be now and who? We’ll never know and most of the time, there won’t be second chances. But I believe that while short-cuts can be handy, they rarely make for the better story. In fact, let’s try an experiment. Or two.

Which one of the two pictures does appeal to you more? Which one sparks your imagination? Where would you rather take a hike?

Your way to treasure: Through that dark wood, down the steep hill. Wait for a boat at the river. Head for the city, convince the guard to let you in. Get some flint and tinder in the shops. Camp close to the distant mountain range. Only a little further from there.

Your way to treasure:
Just follow the road, you can’t miss it.

Same day, different stories

#Day 1a) in an imagined person’s diary –

“I got up this morning and made some pancakes. When I spilled the milk, I discovered my watch lying under the table. I would have looked for that forever… I got the letter you wrote in the morning mail. The pages smelled of you. On the way to work, I bought a newspaper at the kiosk. There was a little boy who kept smiling at me through his huge tooth gap. When I left, he waved at me winking slily. How odd. Because I was musing over that boy, I missed the bus and so I walked to work. On the way I ran into my friend Val. We had a laugh over this new show we’re both watching and he invited me to dinner in the evening. When I arrived at work, the meeting hadn’t started yet. We were still waiting on the secretary which is why I had some time to get another coffee.”

#Day 1b) same imagined person’s diary –

“I got up this morning and ate a pop-tart. Checking my iPhone, I saw your Email, thanks for that. On the way to work, I listened to the news on shout-cast. I noticed there was a traffic jam on the bus lane, good thing I have my car to get to work. When I arrived, the meeting was about to start. The secretary had not arrived yet, but we decided to get going anyway and just include her over voice conference. That’s when I realized my watch was gone.”

On life; real and virtual

Short-cuts are faster, more efficient. Maybe they get us straight to where we want or at least, to where we think we want to be. But they also rob us of opportunities; of the opportunity for life to step in and trigger a chain of events or add something unexpected. Many good things in life, surprises and chance encounters happen while we’re not on plan, not on time. They happen while we’re waiting. They happen on the side of a winding road. They happen because we got distracted and our eyes weren’t fixed on one point in the distance. Maybe “timesinks” are where life really happens.

If we remove all the “unnecessary detours” in games that people consider a nuisance, what exactly are we “saving and optimizing ” that time for? When you arrive faster at treasure and glory, where do you go from there? And just how much have you missed on that shorter journey?

Why you really want attunements. Or: Watch your keys, friend

Unlock meh!
“See that door? It’s locked. I wonder what’s behind it..
See the lock? There must be a key somewhere to fit that particular lock…
There’s probably something worth guarding behind that door if it’s locked like that!
Damn, I really need to find that key now!
Keys – oh boy, my favourite!”

Oh, the suspense!

Attunements, such good memories you and me. That endless questline to get into Onyxia’s Lair, the crumpled up note that just wouldn’t drop in BRD. Countless wipes during countless jailbreaks. Then, getting a rogue to help you through the Shadowforge door. Jumping into the lava to enter the Molten Core for the very first time. You messed that one up alright, Executus.

In the Burning Crusade, you were still quite great. At least for a while. Not even Karazhan came for free and what a great place that was. The countless tears we shed to get Vashj down. The realm PuG I joined (the only time ever) just for a Kael’thas kill before the patch. Gawd, that lovely ring – and hands on the best title. Black Temple…I don’t know how many visits to Akama it took in total. The questline must have been 100 quests long (at least), some of which brought tears to my eyes because we kept wiping like sissies fighting those elites in SMV. All just to see Illidan. And who wouldn’t want that?

Attunements, you gave our guild a direction. You made us teamwork and plan. You gave us time. And long stories with epic moments. The excitement to get there – and everyone could get there in due time if they really cared to.

Then, things kinda changed. I felt sorry for those that came after us. Later, things never were quite the same. No more locks, just open doors. Open doors guard no treasure.

Why attunements were made of win

1) Vorfreude
Maybe you’ve heard the term before. I don’t think there’s an equivalent in English which is rather striking, given the fact that its vocabulary is generally so vast. “Vorfreude”, translated from German, means “the joy of anticipation” – the long wait before a great event, the excitement, the nervousness beforehand which are very often greater and better than the thing itself. Vorfreude is a good feeling: looking forward to something rather than having everything at once, right nao! Instant access to everything, ye I know that’s how the trend has gone in almost every possible way in WoW – but I loved earning my way to attunements, having that distant goal while enjoying content on the way, beating challenges, removing obstacles in my path. I also loved helping guildies to get there.

2) Long, epic questlines
The questlines were often long, with plenty to do on the way. Traveling was a big part, running different instances, picking up different items, talking to all sorts of NPCs. They increased in difficulty until a group was the only way to get further. They were also a great preparation or introduction to what was to come: what the background story and history of the places were, so you understood why you actually went there. I don’t think I ever got more lore from quests than during instance attunements, being as raid-focused as I was. What am I doing here? Who are these people and why are they locked up in chains? Ah, I see.

3) Content progression
A very big factor was that attunements actually timed the way content was consumed. There was a clear path of progression, a sort of dramatic script. Not necessarily in the sense that you could only ever raid one instance at a time, but you could never access everything at once. And while that could stall you, what it really did too was grant guilds time. Less rushing, less stress trying to keep up with omg-everything. More time to prepare the guild because you really had no other choice. A more natural flow of content that would last longer since it was more well-spread. Patience, suspense. Why do people think they must always get everything and at once? Good things take time, anyone?

4) Cooperation
Already mentioned under 1) and 2), the increasing difficulty of quests, frequent group quests or instance runs forced people to teamplay. You needed help to get those elites down for the next step, you needed a party to enter a heroic. The challenges weren’t overly hard but they required cooperation – no going solo for you. And on a bigger scale, guilds would engage in big attunement efforts to get ready for raiding; getting everyone up to par, attuning new members quickly, helping each other with that last step or two of the chain, no matter how often you’d already done it (eugh). I know some guilds moaned about this, but you know what: this kinda stuff is what guilds are there for. That’s WHY people play in guilds. Or used to. Anyway. I realize anything vaguely resembling “guild preparations” is a nuisance these days. 

5) Keys (and other trophies, harrr!)
Last but not least, attunements brought us keys. Keys of all sizes and flavors, shiny keys and rusty ones. Keys made of copper or brass, keys made of bronze or bone. Keys dropped by a keymaster, keys acquired after a long series of quests. Keys that opened huge steel gates or the tiniest locks in a dungeon. Keys that all told a story about where we’ve been and what we have done. Keys jingling merrily on our key ring.
And of course other trophies that we would keep for keep’s sake; like a necklace or cloak that took so much effort to acquire that parting was no option. These were our real trophies, our mementos, our battle scars.

Holding on to your keys

I don’t know what other MMO players want of their games these days. I know that I want adventures. I want challenges that are hard and long and I want to beat them with a group of people I call comrades or friends. I want my rewards to tell stories.

I want keys – and attunements are keys. Keys to open locks. Locks that open doors, doors that lead into a world of adventure. You want to watch out for them, friend; for every good fantasy story has keys in it. It can’t be a good thing if they slowly start disappearing in the sands of time.

Some truths about raid guilds

I love raid guilds. The truth is, had I not plunged into the world of raiding and guild administration so early on in World of Warcraft, I would have never played the game for as long as I did. Social mechanisms intrigue me, their dynamics and politics. Raid guilds are in so many ways perfect reproductions of a “mini-verse”, a complete representation of a society on small scale. I don’t know much of guild structures outside WoW because I’ve never played another MMO to the same extremes and length, but I don’t think the differences can be significant. Guilds are all about how people work: groups of people trying to get along to reach a common goal. Plus a smaller group inside that bigger group, trying to establish some structure and direction. Like small states or companies, they have become very professionalized in their approach, with their recruitment strategies, raid agendas and dedicated departments, from “personnel” to “marketing”…. running a raid guild and playing in one can almost resemble a second job. It shouldn’t feel that way, mind, but in terms of organization there a stark resemblances – after all, why change what works?

There are plenty of raiding blogs and websites out there, run by experienced players and guild leaders, all full of great advice, “do’s and don’ts”, class-/setup-/raiding strategies and whatnot. But they hardly speak of that other side of raid guilds: the intriguing social mechanics that happen behind closed curtains, the sober and cold side of leadership, the calculation and logistics, the unhappy choices and secret dramas that occur. Or in short: the reality of running a raid guild with all the good, bad and ugly. Not the successful stories with shiny heroes and self-sacrificing martyrs, but the less brilliant but necessary work that is being done to keep an enterprise running. And the attitude that goes with it.

Matticus is one of few GMs that come to mind who is a long-time blogger and has, over the course of the years, let his audience take part in less shiny bits and pieces that come with leading a successful raid guild. The reality of guild politics, the need for strict rules, disciplinary action and that constant struggle for balance while trying to be competitive, are things that frequently shine through his articles and guides without much pampering and without silly drama. Beruthiel is another blogger who ponders the less convenient sides of leadership every now and then. In general however, guild leaders and officer teams rarely spell out for you what they put so bluntly in their private meetings – for obvious reasons.

From where I am standing now, I can speak freely without many restrictions; I actually believe that I have done so in the past when I was still a raider, guild founder and healing leader for the raid guilds I have been in. There’s a time for diplomacy and there is a time for blunt truths in guild leading and I’d like to think that I have often been the bearer of inconvenient truths. But some things are easier to spot at a distance now; and some insights grow over time. You become calmer about what might have infuriated and blinded you in the past; less passionate maybe, but more composed. Less afraid to call a spade a spade, too.

I miss that in many articles I am still reading on WoW by raiders and raid leaders – the courage to blunt truths. WoW is such a fantasy world where everyone likes to present himself a little more epic and heroic than he truly is and that’s fine, for that’s what escapism is there for. We have that “idea” of ourselves in MMOs. But I recall many situations where some sober truths on raiding would have gone a long way – maybe even prevented certain struggles I watched unfold before me in the guilds I haven been part of or have seen come and go. Or maybe these are simply the truths that I personally would have wished for a lot sooner. The dispassionate facts that are good to hear for anybody, raider and leader alike so they don’t go down that unhappy road many have gone before them. No matter what raid guild you are in and what position you hold, sooner or later you will face the same situations and crossroads and a lot will depend on your grasp of reality.

Guild leaders all know how it feels to struggle filling raids, to work with lacking setups, to try and recruit along with fifty other guilds. How it feels to update guidelines and sad looking rosters late at night, to write that third and last PM to an unreliable member, to tell a weak raider he needs to improve or go. And raiders (that includes guild leaders) all know the situation to feel better or worse than their team mates, to be frustrated about officer choices and canceled raids, or to look back on a horrible raid week, wondering why they even bother playing the game. We all experience the human feelings, failings and mechanisms that occur when personal dreams and illusions clash with the reality of our guilds. Then, we will whine a little or analyze ourselves vs. “the others”, all the things we do, the things we’d like to have and the things we don’t get despite being our due.

Three truths for raid-/ guildleaders / officers / first ranks

The truth is: you are doing this for yourself. You should be. There will be times when you’re doing all the extra work for yourself more and there will be times when you’re doing a lot of extra shit for others. There will be times when you enjoy it more and times when you don’t. But you choose to do that extra every day when you’re logging on, nobody is making that choice but you. And it’s your responsibility to keep a balance between the two and not burn yourself out. If you do, you have only yourself to blame. Don’t go talking about “I did all of this for you people for little in return”. If you feel like that indeed, you went wrong somewhere and maybe should take a step back or three.

The truth is: you should not expect much appreciation or thank-yous from others. Firstly, they will never know and cannot possibly know how many extra hours of discussing, writing or just thinking things over in bed at night you have done over the guild. So don’t expect them to know. Secondly, you have chosen this path yourself for any combination of reasons, enjoyment, necessity and maybe being a bit of a control-freak too – so, don’t ask the world for a big thanks. Yes, you are doing a lot for your guild, yes you probably keep it running for the moment, maybe even keep it from breaking apart – and from time to time that deserves note and a pat on the shoulder. But you should never forget that you’re investing that much time because you have that much time to invest, whatever the reasons for that may be. A year from now, your life might have changed so considerably that you too will not be able or willing to do it anymore.

The truth is: you Sir or Madam are replaceable. The world won’t end if you quit. Your end and the guild’s end are not one and the same. And if they are indeed, you went wrong somewhere or things are just altogether over. Nobody should shoulder so much that he feels irreplaceable, nobody should have to. And in 9 out of 10 cases you are not. You might think you are because the thought flatters you, but you are not. And maybe it is “your” guild as you did start it all, but it can go on without you, if you actually did a good job in sharing, delegating and building a functional team of officers. You might be surprised at how well your guild picks up without you: how unexpected new people will fill the gap you have left, because your presence does not take up all that space any more. Yes, maybe your guild won’t be the same guild after you, most likely it won’t – but it will go down a new path and that’s not necessarily a bad thing. Maybe it’s even something you can watch with pride.

Three truths for raiders (=everyone)

The truth is: raid guilds are a contract. Raid guilds are a deal. And if you are or become a constant burden and liability to your team mates at some point, for whatever reason from attendance to performance, you should have the grace to quit. If you join a raid guild, you sign a contract: the guild offers you something, you offer something in return. You are bound to fulfill this. And while you might be a great guy or fun gal and have a wonderful personality, what your guild is looking for first and foremost are raiders to reinforce their team. They want to kill bosses, they want to progress, they want to loot. They will want these things today and tomorrow. And it’s cool if you can help with all that and be a character too; but if a character is all you are, you are putting your mates and officers in a constant dilemma they shouldn’t have to be in. They should not have to choose between you the nice guy and you the raider they must carry. And no, it doesn’t matter if you have good reasons to suck or not, you probably do but that’s beside the point. Save your guild from unhappy compromise and choices by doing the right thing yourself. Leave, for god’s sake, find a more suitable guild – there are so many out there. Also, there is no shame in quitting. Alternatively, go inactive/veteran or whatever boon your guild might grant you as a way out.

The truth is: if you have never formed and/or lead a raid guild yourself, you will never know how much extra time and work your guild leaders put into the game, what pressure they shoulder at times and what secret dramas and screwups they deal with that you will never hear about. Maybe you have some past experiences at leading a raid or heroics, maybe you’ve even been an officer in some casual guild – still, this applies to you: you will never know how much extra time and work your guild leaders put into leading a successful raid guild long-term. And for that you don’t owe them eternal gratefulness, but it wouldn’t hurt at all to remember this every now and then, when you go to sleep at night looking forward to the next raidweek with all the blissful ignorance that one enjoys who is not in charge. It wouldn’t hurt to take some note and have some respect and trust in those that keep organizing things. This is what you really do owe them if nothing else.

The truth is: you are a big fish in a small pond. Yes, really. You’re not the greatest player in this world, of your class, on your server – chances are, you’re not even the best player in your guild. And if you are or feel you are, there are many explanations of why that may be – be it that your competition is rather busy, pitiful or your head simply too big to perceive your own flaws. No matter in what guild you play and on which server, 99% of the time your “guild fame”, your class pride or personal e-peen has the significance of a dust speck. Feel free to check the world’s guild ladders sometime. Yet, should you still feel your greatness is shamefully wasted on your peers, the best advice I have for you is to leave. Don’t make your guild miserable for not meeting your expectations, go and test yourself against other waters and see if the grass is truly so much greener on the other side of the fence. You might get surprised. Either way, it’s not just better for you but a whole deal better for your current guild too, if you hit the road. While progress drive is a fine thing, nobody needs jerks around that have clearly missed their bus stop.

Addendum

These “truths” are very simply based on personal experiences I’ve made through the years in WoW, difficult people or situations I have had to deal with as a raider and guild leader. They’re my insights, based on mistakes I have made myself or seen others make – traps we can easily fall into or see others step into without the ability to prevent it, that worst of feelings. They might be humbling points too, smashing an illusion or two; and while nobody enjoys such feelings (much), I think this applies to any given (competitive) raid guild and is good to realize for yourself and at times necessary to point out to others. May be it offers a more sober and realistic perspective on some things, one that will help you not to lose the ground beneath your feet. Maybe it can even be liberating.

At the very least, it can put your momentary struggles into perspective. You see, you are not alone. I realize that these are not the sort of rosy red and comfy truths people like to talk about in public, the ones that make you feel fuzzy about yourself or raiding; but they’re the sort of points I often wished people had considered before they joined our own guild (which I might want to add, was a very tolerant place considering its progress orientation) or had been pointed out more often when necessary. I still have the firm belief that in the long run a transparent and honest way of dealing with the reality of raiding will make your guild leaders and raiders a more down to earth, streamlined and humble group of people. And ultimately a more successful team.

Weekend challenge: Guess the MMO developer!

Rebuses (is there even such a plural?) are fun. I always wanted to make an MMO rebus, so finally here’s the world premiere of the “MMO developers rebus” quiz exclusively brought to you by me! In case you don’t know the rules of a rebus, ‘-/+’ indicate the subtraction/addition of letters or words and ‘=’ signifies a switch of letters. That’s about it, as long as you’re good at wordplay and have a bit of imagination.

I don’t think I made them too hard, although some might not be as obvious as others. So, happy guessing everybody – and no, I won’t give you the solutions anywhere, muaha – although I will acknowledge the first person to guess all 5 of them correctly (there’s a cookie in it for you)! A weekend toast to y’alls!

How well do you know your MMOs?
(click picture to enlarge)

P.S. Apologies for a late edit on this.

Globalization is killing MMOs

Sounds weird? I have to agree.

BUT…

I happened to read a rather interesting article in the Spiegel magazine tonight which is no, not the Mirror people read in the UK, but happens to have the same name if you care to translate it. It’s the only piece of print news I read regularly, mostly because they spend humongous amounts of time on thorough background investigation and are dedicated to a kind of independent journalism that is rare to find these days. Also, I love reading more than ten pages on the same subject.

Anyway, I came across this long interview with the ex-chief publisher of the Vogue and shockingly enough started to read, although the whole fashion biz is one of those things I am not interested in in the slightest. But I like interviews on people’s lives; they tend to present different perspectives that we’d otherwise never brush in our own life. Also, my bathwater was still warm and fuzzy and I had no more articles to read otherwise.

Riiiight….it appears that Miss Roitfeld was chief publisher and a designer for the Vogue for 10 years and had a blast. For the most part. Not so much during the second half. Less and less towards the end. A lot is currently changing in the world of haute couture, less freedom and more pressure, which is why the lady decided to quit and kiss the Vogue goodbye. Here is an English extract from that interview:

Roitfeld: For 10 years, it was a hell of a lot of fun. But, toward the end, it unfortunately got less and less fun. You used to be able to be more playful, but now it’s all about money, results and big business. The prêt-à-porter shows have become terribly serious. The atmosphere isn’t as electric as it once was, and they now have about as much charm as a medical conference. But it takes just one good fashion show to get things exciting again.
SPIEGEL: If fashion can tell us anything about the age it’s created in, what do you think current fashions tell us?
Roitfeld: Today’s fashions don’t let people dream as much as they used to. Twenty years ago, fashion was a promise – something that was part of your life and perhaps enriched it, something that reflected a particular era. If you look at advertisements these days, all you see are handbags. They aren’t about dreams anymore; customers are buying objects now, not dreams.
SPIEGEL: Is that why you left Vogue in January?
Roitfeld: Ten years is a long time – and especially 10 years in a gilded cage. They were wonderful years; but, sooner or later, birds want their freedom again.
SPIEGEL: Your French publisher said the time for being provocative and trashy was over.
Roitfeld: I’d put it this way: Fashion needs glamour, provocation and broken taboos.
SPIEGEL: Was it your decision to go?
Roitfeld: Absolutely. And at the perfect moment. The French edition of Vogue had never been more successful, had never had more readers or advertisers. And it had never made as much money. For 10 years, my American publisher, Jonathan Newhouse, let me do what I wanted, even when he thought it might be crazy. But it couldn’t have gone on for much longer.
SPIEGEL: Is this the end of era?
Roitfeld: Creativity needs space and a willingness to take risks, but businessmen don’t like risk. What’s more, designers are coming under more and more pressure. Today, a dress can’t just please the women in Paris; it also has to please those in Beijing, Tokyo, Moscow and New York.
SPIEGEL: Is globalization making fashion more boring?
Roitfeld: At the very least, it’s leading to a lot of compromise. But globalization is only one factor. Today’s designers no longer have to create two collections a year; they have to create four: spring, summer, fall and winter. And some fashion studios also add haute couture twice a year. Who can possibly manage all that? Good designers are artists; they’re fragile people. [Source]

Ring any bells? If not, try the following experiment: substitute all the words highlighted in red with the following replacement words:

Prêt-à-porter shows = PR/game conventions, fashion = games/MMOs, handbags = item rewards, Vogue = Blizzard, French publisher = investor / Activision, Jonathan Newhouse = Michael Morhaime, dress = game, women = gamers, collections = content patches, haute couture = major content patches / special promotions.

And then let’s assume Roitfeld = Ghostcrawler. Maybe few years from now. Or let’s assume he joined Blizzard in 2004 and this is 2014. In any case you get the point.

The point of all this being…

The point is: it’s happening everywhere. Grey suits calling the shots. Grey suits finding their way into anything that has grown a little successful on its own through genius, vision and hard work. Investment, bigger business. You pay, you have more say. Even if you really shouldn’t. Roitfeld is just one example of when the world of art clashes with the world of more money.

The globalization claim is rather interesting in this context; after all MMOs live of being online and global. At the same time, the point the interview makes still applies: there’s a huge pressure today to please all markets world-wide, every type of audience, every type of player, maybe even on several platforms. Catering to all of that with the same game is a monstrous attempt that matters zero to the individual player. The pressure to produce (quantity) on game designers is high, the freedom restricted by so many demands. Risk taking is a big no-no. Cloning WoW is boring but safe(r). When it comes to business, globalization is just another word for capitalism.

And MMOs are business.

Videogames are beautiful

My old friend Cyrille is quite possibly the most dedicated, passionate retro-gamer I will ever know. Before he made his ultimate dream come true – moving to Japan, that mother of artsy videogames, manga and anime, and falling desperately in love with a girl there who is now mother of his son – we grew up together for a time. Cy was a PC Engine (aka Turbo Duo) worshipper down to the bone, with presently 688 out of a total of 735 games owned, and I don’t think he ever eyed any game past the 32bit era with anything but disdain, which made for both entertaining and infuriating discussions sometime. “Video games are works of art” he used to tell me, anything less was not worth his time. He wanted to see love and great care put into them by developers, love for a synthesis between story, graphics, soundtrack and theme, care for the little details that stick in our minds forever. We would watch game intros in solemn awe together or listen to wacky game midis as if they were Beethoven’s Fifth. Truth be told, my cellphone’s ringtone and sounds are still SNES midis – there’s a lot of nostalgia involved.

Why do people play video games? Plenty of reasons there: entertainment, challenge, competition, winding down, the social / cooperative factor, escapism, yadda yadda. Most of these things can also be found while having drinks in a bar or playing poker with friends though. Being into video games goes a bit deeper in my mind, although I am aware not everyone shares the same interest as me. But it’s always annoyed me how anyone into literature, painting or music is automatically a fine “art and culture” lover, while being a gamer gets little to no such credit. Video games are two steps away from movies and TV, with a big fat label saying “passive and unproductive” on the package. Being into teh arts however, is enough to make you seem distinguished and productive. You might not play any instrument yourself or ever have held a brush in your life, still: you = creative!

Well, I have some news: video games are works of art. Video games are beautiful. They’re not just moving pictures stirring behavioural principles to enslave people into passivity forever; they’re the joint product of a hundred art departments come together. Years of meticulous planning and execution, a delightful composition of graphic, music, story, coding and heart. The work of outstanding artists, visionaries and dreamers, appealing to several of our senses simultaneously. If you have a good look at some MMO and general game sites, forums and blog discussions these days, you get the impression that many gamers have forgotten what  they are dealing with. Debates on subscription models and numbers, launch dates, developer vs. publisher wars, playtime, class balances, server and credit card crashes, bargains on collector’s editions. Very little on the art that is games. Very little delight about the concept art, story or music involved.

Has the audience gone numb, deaf and blind or are today’s games simply such cheap creations off the same careless, fast-producing clay, that no appreciation for more artistic aspects is possible? Or is there an ongoing trend in the videogame industry to get closer and closer to movie making, as this author states in his lenghty but interesting article?

When games are works of art

On my recent search for more old-school adventure games, I’ve stumbled into a world that I had not visited for a long time. I’ve asked around for recommendations quite a bit, not just on my blog, but some game forums where I have been resident for many years and people know my tastes quite well. I knew Monkey Island and Siberia were a good starting point – point&click and puzzle adventures in general, as long as they emphasize story and setting over tedious, endless riddle guessing (which I hate) and jumpy acrobatics. I excluded MUDs because I am still looking for the video in game (still, thanks to Jaedia for this recommendation!).

What do you know, I got a lot more feedback than expected. And not just that: I got my finer senses back for what I truly appreciate in games – the scary, the hilarious, the atmosphere. It’s true, a lot of today’s videogames have dropped off the same bandwagon and they are not meant to last; but there are the daring and different still.

One such game that I need to highlight is Limbo (XBOX live arcade, 2010) which has been the biggest surprise to me of the suggested lot – being completely without music (there are sounds though) and text. It is the most unsettling, creepy yet beautiful game I have encountered in years. A boy lost in an deep forest where death is as imminent as the sky and yet as quiet as the wind whispering among the trees. If you hold any love for dark fairy tales and a fascination for the subtly macabre (hello Neil Gaiman readers), Limbo is an absolute delicacy on grounds of imagery and atmosphere alone. It is such a breath of fresh air to find such indie projects still being produced, but judge for yourself.

Videogames are an art form made up of visuals, sound, and a mysterious little something we call gameplay. Limbo is the perfect example of these three crafts working together in harmony to create something astounding. With no text, no dialogue, and no explanation, it manages to communicate circumstance and causality to the player more simply than most games. This 2D puzzle platformer in a film noir style is one of the best games you’ll play this year on any platform. (IGN.com)

Often compared to Braid, I’ve not found the second, very jumpy puzzle game nearly as compelling in terms of atmosphere or gameplay (also, I find the protagonist Tim annoying). Braid has won awards for beautiful artwork and innovative design though and is clearly another pearl in that corner of the genre.

Parallel to Limbo, I have engaged in Monkey Island, re-mastered. After only the first chapters (and some awkward sparring rounds at the weapon master), I noticed my saved gamedata at 40%. I had to smile at this: yes, games used to be this short. Of a great adventure like Monkey Island, you could expect a run of 5 hours max. Today, you can hear people complain if a videogame “only offers 30 hours of gameplay”. But on to some more pearls…

As I hadn’t specified platform, only excluding handhelds (mostly because I have played all the good ones on DS already), I was surprised to get some flash-/browser games on my list. They’re full of love for detail, featuring beautiful tunes and engaging gameplay:

If Samorost’s style rings any bells for you, the games are in fact by Amanita Design, the studio behind the delightful Machinarium for PC, PS3 and Wii. A demo for the game can be found here.

Realizing I am now completely leaving the world of adventures, I still like to mention an old, secret fandom of mine, the Orisinal mini-games by Ferry Halim. The page has been there forever and is not being updated very often, but each game is a little wonder of its own (I particularly like the star girl and dragon flies).

Further Reading

Shinies and oddballs aside, my list of more classic text adventures has grown too. To name a few that I intend to look into: Indiana Jones, Broken Sword (1-3), Discworld, the King’s Quest series, Lost Horizon, Zak McKracken and Gray Matter. For some reason I couldn’t help but feel reminded of the upcoming MMO, the Secret World, when checking out that last title.

I have also been informed that there’s a rather in-depth guide to classic adventure games available on Amazon; I’m sure that to sworn genre cracks such an encyclopaedia provides a great read. Also, unrelated to the topic of adventures, I found this article on artful videogames well worth reading. I can only second the sentiment on Ico and Shadow of the Colossus.

I shall be entertained by this list of adventure games for some time to come, methinks – enjoying their stories, music and world. I dare say, it’s quite the rest and relaxation compared to what’s going on in other corners of the world of games right now.

Looking for adventures

The mighty Kleps had a recent topic up about how sometimes when you lose something, you’re really winning and that got me thinking deep thoughts about the duality of things, how we never quite get what we want in life and that endless, futile chase for perfection. Yep, all of that by reading one post, impressive huh? I guess that’s more a tribute to him than me though.

Lately, I am enjoying the more personal blogposts loads more than gaming news ones, although that is not to say that I’m not ever-eager to read and comment where whim strikes me and my favoured bloggers are discussing the wind of change in the world of MMOs or scrutinize design and market development. Nils is telling me too, that “as long as it’s interesting”, someone’s always going to read it – which is basically so true, but gosh, the pressure!

And I really can’t say that this is going to be an interesting post, but I have decided to keep writing anyway. The truth is, I need help for I am desperately looking for adventure – adventureS in fact, after yet another long and delightful night of book reading and not sitting at a PC. I realize that I miss stories, have been missing them for a long time and I’d really just love to play a game again that is heavy on narrative and simple, standing pictures to stir your own imagination, that one true escapism. So, I’m not thinking classic RPG here, I’m thinking back to the roots – point&click or graphical adventures with lots of text to read, choices to make and atmospheric descriptions. Monkey Island naturally springs to mind and before that a game called the Grail I used to dabble at on Atari ST and that drove me mad with frustration. It also looked like this (and I don’t mind to play something slightly better looking FYI).

Do these even get made anymore? And where would I start looking? I’ve no idea and I cringe at picking a random one from google….so your suggestions are appreciated. It seems like the only thing to do gamewise while I wait for that utopian, next AAA+ MMORPG that might never get released because all games are now MMOs and it prints money. And a good weekend to you as usual!

P.S. This article was also an excuse to post that beanstalk; I love beanstalks, don’t you?

Gaming difficulty is history

Decline of the OUCH-factor?

Posted by a fellow gamenerd of mine this morning. While his post was mostly directed at video games on console, there’s essentially no difference of platform here and none between offline and online games either. Never have these media been closer than today, if not even multi-platform.

Game difficulty is a tough nut to crack, especially from a historical point of view – what was really harder about old games vs. what was simply broken? Are today’s games challenging in other ways maybe or should we admit that they had to become easier in order to motivate and appeal to a wider mainstream audience? After all, what good is a game that only a handful of players have the nerve to beat?

As for MMORPGs, the question is roughly the same and so are the factors to be taken into account. Have they become too popular and too polished to be hard(-core)? If so, is there a limit to how far this should go?
There is still a strong belief among some players that more than for other games, MMOs allow the player to create his own adventure and find his own challenges; personally, I find this a rather weak point when I look at today’s MMO tops. It assumes that the player is given enough freedom to do so, the tools to shape and co-create content and impact. It also assumes that said concept is not being “disturbed” from the developer’s side.

But then, maybe we should be looking at entirely different games? Less well-known, less popular – more difficult? You decide.

Burning through the pages

It’s Monday morning as I am writing these words, so be warned dear reader, because this is a grumpy Monday morning post. To honor code and good manners, I should ask first mayhaps how you have been, or more precisely how your weekend was and where your path has taken you – across the planes of Telara? Or maybe down into the Maelstrom of Azeroth? Up a mountain somewhere here on planet earth, down to the city, out to the sea?

And did you burn a lot of content along the way? 

When Gods become consumers

Once upon a time there was an MMORPG that gave players a basic, functional setting and stage: a beautiful world of rock and stone, with maps and towns, woods, mountains and seas and a few roads to travel them. And the woods would be populated by beasts and animals and the towns would be bustling with vendors and tradefolk and the odd, suspicious looking traveler or merry minstrel in front of a tavern. And from there the world was the player’s: to explore, to do with and shape as he cared for, to build alliances and establish trades, to command and conquer, to build or destroy, to settle treaties or rage war against one another, within a ruleset and handful of laws.

And so life on that world was never-ending; as endless as the playerbase cared to make it and create their own adventures. There was no content to “finish” and no final goal to “beat”, because the heart of the MMORPG was a second world, not a high score or ending credits like for other, traditional games. Content was created while and through playing, making the player not just a hero inside a story, but hero and God of a much greater story.

That was a long time ago.

If you can burn through it, it’s because it tastes of nothing

Reading through Wolfshead’s most recent article, I came a cross a line that outraged me like no other, elaborated in more detail in a short commentary over at Gamasutra. And it wasn’t so much the whole shallow explanation attempt behind Blizzard’s reasoning, but the wording itself, the greater mindset and concept behind lines such as these:

“And so I think with Cataclysm they were able to consume the content faster than with previous expansions, but that’s why we’re working on developing more content.”

“We need to be faster at delivering content to players,” he added. “And so that’s one of the reasons that we’re looking to decrease the amount of time in-between expansions.”

Our player, the consumer. Our player, that hungry animal who’s wolfing down our content so fast, we have to keep throwing it at him faster and faster.

Without realizing it, the developers have not only reduced their playerbase to an insatiable cookie monster, but degraded themselves and their product to nothing but a fast food-delivery service, more scripted than ever, less dynamic and alive than ever. And like with all food that is so processed that’s it’s completely “dead” and devoid of any nutrition, Blizzard need more and more of it to keep their spoiled yet malnourished customers content. They have created their own vicious circle and now they suffer from the pressure to deliver at increasing speed. An entirely self-created pressure, because they want to do everything and let us do very little.

The player is no God in their world. He does not interact with it, only consume, he does not co-create anything, not cook his own food. It’s like eating 5 burgers a day and no workout on the side either. What’s the point of fantasy worlds if they start resembling downsides of the real one? Will future developers be forced to create “Slim-Fast”-servers to re-introduce overfed players to a more balanced MMO “lifestyle” and re-adjust things back to a more active and healthy playing environment? Metaphorically speaking?

Burning through the pages

Tonight after my work’s done, I will rush off to the local bookstore in town to pick up the sequel of “The Name of the Wind”, Patrick Rothfuss’ formidable debut fantasy novel of his Kingkiller Chronicles. I have burned through the pages of the first book this weekend, over 600 pages in merely two days – it’s been this gripping and entertaining, and overall I was just happy to read some solid high fantasy again after a longer drought in this particular corner of the genre. The second book is apparently even longer and I have no doubt that I will devour it like the first one. Then it’s over and finished until the author releases the next part in a couple of years.

And that’s okay – because it’s his story and his world, he’s the master of all things there, of a story that’s already been told. I’m merely a spectator he’s inviting to enter, I can make it a walk or rush-through, but either way my time there is limited. And you wouldn’t go and ask for more from a book; one volume, one ride for which you pay one time.

It’s okay to consume a book.