Category Archives: Rants

The Rocket Science that is Cosmetic Features in MMOs

One of the most baffling things to me personally about cosmetic features in MMOs has always been their often mind-bogglingly lacklustre, inconvenient implementation by developers over a longer period of time. You’d think a customization mechanic as most-wanted as this one, deserved full attention from the get-go. But in the case of most popular mainstream MMOs that I have played over the years, it always took ages to get there – as in get it half-way right! When I returned to Draenor long after transmogrification was a thing in WoW, Blizzard had still managed to make the whole process unbelievably complicated and fussy. Void space huh? And don’t get me started on cosmetics 1.0 in Wildstar or GW2! Not even looking at FFXIV for this one.

Sort this out, pretty please?

Sort this out, pretty please?

It seems that whenever players are super anxious to get their hands on cosmetic features, the whole process ends up being highly anti-climatic:

Dev: “Guess what, we are finally introducing a cosmetic feature for your gear next patch!”
Player: OMG YAY I LOVE UUU!!!
Dev: “There is only a few restrictions…”
Player: “Huh??”
Dev: “Oh and also, the following items you really can’t use-“
Player: “But but…”
Dev: “And you can only get more slots via the ingame store.”
Player: *erm*
Dev: “Did we mention the special cooldown?”
Player: /quit

Seriously, can we just get a second, overriding gear tab to equip whatever items/looks we collected already, without consumables or service NPC mumbo jumbo? And maybe without paying extra every time we change something or just to get a decent amount of set options? Why is that so hard? This whole affair is like the coitus interruptus for the fashion-conscious player! RIFT anyone?

Happy weekend everybody! Dress sensibly!

Straight Talk: It’s not the Games, it’s You. Welcome to the Club!

You know how MMO players, veterans mostly, have this discussion of how everything was better in the olden days, how newer MMORPGs are sucking with their silly free-to-play models and self-sufficient playstyles and so forth? For a precursory read, I’ve recently critically addressed the whole social aspect of that debate. Today however, I’m going slightly further and just say it: if you’re not enjoying newer MMOs anymore, if you can’t get invested or find the right crowd to play with, the problem is most likely just you. Today’s array of available games is not worse than it used to be, it’s better already on account of sheer variety, polish and accessibility. There’s more of everything, good and bad.

This is something I have known for a while in my own case but it just got driven home once more, listening to two newer podcast episodes by fellow TGENerates Braxwolf and Liore. On Beyond Bossfights, Brax and Roger recently had an in-depth discussion of how getting older has affected their ability to be involved in games, as they are struggling to juggle increasing real life demands with gaming quality time. Bottom line: with changed priorities, games and online communities are just not that important anymore. Also: they have been there, done that. All the while in Cat Context episode 84, Elli and Liore admit that they’ve “already met all the people they wanna know in MMOs”. This is a very interesting way of phrasing it. Their strong WoW bonds persist and they’ll readily give up new acquaintances in new games if it means getting comfortable with old buddies they share a history with. They kinda wanna play with people but not necessarily put up with the whole effort of meeting strangers.

This is all completely fine, in fact it’s how I feel myself. A while back I made this point in regards to Wildstar, where I have had the pleasure of being part of a friendly and engaged guild full of younger players fired up about Wildstar and raiding and the whole shenanigans. They are having the same fun I used to 12 years ago and the same drama-lama, for a fact. I just can’t chase that stage of early MMO enthusiasm myself because I have already been there. Also, I really don’t want to – it’s exhausting!

van16

MMOs are not the problem and online communities aren’t either. There have always been trolls in WoW and elsewhere, always been horrible global chats, broken mechanics and bad parties. And there have always been many great new people to hook up with for those who are looking to spend the time (and nerves), to socialize and share moments of epic win. If it somehow doesn’t work out for you anymore after so many years of doing the same thing, then that’s simply put the natural order of things progressing. And how could it be any different?

We’re in this together

Maybe there’s a degree of wistfulness in the admission, but dwindling MMO investment is just another area where life is telling you that you’re getting older and more experienced at things, without literally handing you a pair of reading glasses and a walking cane. One way or another, it happens to all of us. That doesn’t mean we have to stop playing them, in fact it’s an opportunity to explore different ways of doing so without judgement. Thanks to a variety of titles offering playstyle diversity, you don’t have to call it quits on a genre you’ve come to love; no dramatic gestures or vows of abstinence are required.

I used to be a competitive raider, a guild leader, a PvPer. I have always been an explorer, home decorator, riddle solver, gear collector and professional screenshot taker. Who knows what else I will be in the future?

Straight Talk: Tired of Social Rants

Important notice: This is a rant about rants, wooo! Also: I have adjusted some of my opinions on this blog over time, as some of the links provided illustrate. That’s because I am old and fickle!

One of the great MMO blogger evergreens is the (anti-)social debate; with the genre becoming ever more accessible and mainstream since its earliest beginnings, players new and old keep musing on the pros and cons of MMO gaming allowing for increased flexibility and playstyle variety. Stuff like removing role restrictions or shared loot, are dividing topics. Depending on where you stand, your “more social” is someone else’s “anti-social” and it’s very difficult to reach any kind of consensus. I hold with what I’ve said in the past, that the two approaches to MMOs can’t reasonably co-exist. A lot of this stuff is mutually exclusive and even when it isn’t, solutions are usually too complex for practical application. LFG tools in many MMOs are ‘optional’ but we all know what happens once they are introduced: they impinge on everybody.

Roger recently deliberated whether he has become a more anti-social gamer over the years. This struck a chord with me because I find myself in the company of many 35-45ish players who have at some point gone through that stage of self-evaluation. As commented in Roger’s thread, I personally do not believe he’s become more anti-social; what I believe is that MMOs have stopped enforcing planned cooperation via game design. I have made this case before at length and I still don’t buy into the whole altruism spiel, nor will I ever. Being “social” is absolutely an intrinsic quality – you either are or aren’t social. The rest is facilitated gameplay.
Then today, Eri followed up with a similar post, professing her disdain for shared loot in GW2 and the “entire shift” to self-centric gameplay in MMOs. I’m rather sure that even in my most hardcore raidleading days, I was pretty darn self-centric in pursuing my dreams of raiding and loot and whatnot. I faintly remember removing players who weren’t up to the task. But anyway, these posts made me realize something: I am so done with the (anti-)social rants. It’s like we’re stuck and never get beyond them.

darklegacy01

Year 4 in “A Decade of Love and Hate” – the natural progression of the MMO player.

I carry as much MMO nostalgia with me as the next veteran player, heck sometimes I miss the good old, bad days. They were bad a lot more than good but I am not always rational. In truth, I understand why things are different today and like so many older gamers, I need them to be different. My investment choices like anyone’s, shape what MMOs may or may not become. Inevitable fact: MMOs that are trying to survive, have to be financially viable. MMOs that introduce gatekeepers, forced grouping, fixed setups and any variation of limiting factors, are very likely not going to make as much profit on today’s saturated market. And no, don’t look at WoW – look at Wildstar or ESO instead. I am sure all of us would prefer having both: the freedom/flexibility and the social bonding experiences but it doesn’t work that way. Not in the traditional sense we are so used to anyway, where game design pushed us into talking to strangers, grouping up with strangers, cooperating with strangers longterm until they were strange no longer. Maybe in this new era we need to explore different ways, make more conscious efforts?

There’s a significant percentage of 30+ players populating MMOs today, players with bigger pockets, and they need gaming to fit around their lives, not vice versa. That’s okay! I’m not saying I like quiet party chat or mass-zerging so much either but any solution to these issues will have to either address that reality or remain fictional. If you’re against the social shift in MMOs, great! The solution however, will need to be more original than returning to what we already had. Today is not going away.

P.S. Don’t miss the full strip on “A Decade of Love and Hate” over at Dark Legacy Comics!

OTC: Wildstar Relaunch, Star Citizen Kerfuffle and Steam Pricing

otc

OTC is a multi-topic category on mmogypsy.com

October is a wild month for gamers and not just thanks to so many great new releases in the coming days and weeks. On September 30th Wildstar finally relaunched, now fully free-to-play after its introduction of the CREDD meta-currency earlier in 2015. Even with relaunches like this one, it was apparently difficult for the developers to prepare a successful launch week and anticipate (mega)server load. Since last Tuesday I have logged into the game on several different days, after being greeted by a queue of ~2500 each time. Once I got in and wasn’t kicked by the loading screen, the experience went something like this:

  • Get spammed by 10826452628 achievements
  • Try to move character and write in guildchat
  • Retrieve 50 loyalty rewards from account inventory
  • Character starts moving…and keeps moving
  • There is now one new item appearing in my bag; I try activate it
  • My text appears in guildchat
  • The activated item is gone for good /sadface
  • My character is suddenly bald

Okay I made that last one up, although twitter was full of hilarious character bug screenshots by Wildstar players. Unfortunately the game has been really unplayable for me up to Sunday night, which was the last time I tried doing more than loitering in Illium. I am still subscribed too, so that’s a little meh – even if I totally agree with Anook that launch hiccups are part of MMO launches. But then, so are players whining about launch hiccups, so HANDLE IT!

All that aside, I profess a certain indifference to the whole thing; at the end of the day it’s still the Wildstar I left a few months ago, with bigger plots, more currencies and easier dungeons. Since the latter were not a primary concern for me anyway, it’s not like I am now getting the shot I never got before; I already raided in Wildstar and I have no interest in going back to raids. That’s not to say that I won’t binge-decorate the Manor de Syl sometime in the future but yeah, the novelty is limited in this case.

The Escapist versus Cloud Imperium Games

Space travel geeks and readers of dramatic mainstream gaming websites have been very agitated these last few days, as the whole kerfuffle between The Escapist and Star Citizen developer Cloud Imperium Games (CIG) has moved to second base. In case you’ve no idea what I am talking about, The Escapist has said some pretty accusatory and partly not-so-well-researched things (this is a good summary) about the hiring practises over at CIG and the overall status quo of the now $90 million-project that Star Citizen has become since the initial kickstarter for 500’000 bucks. I understand things have been significantly delayed from the original timeframe but hey, a backing surplus of umm 18’000% (correct me if I’m wrong, am bad at maths) is potentially overwhelming to anyone passionate to deliver the best possible product to their long standing fan base. Just sayin’ – two years are not a long time in AAA terms! I know what I’d be doing with some of that extra cash –

One year-long international backers orgy, for realz!

One year-long international backers orgy, for realz!

I  keep my fingers crossed that all the SC backers out there will still get to see their dream of space travel come alive, whenever that will be. As for The Escapist, the last time I intentionally visited that webpage they were interviewing “game developers” versus “female game developers”, while not exactly vetting some of their interview guests either. Ethics in game journalism (lol) is apparently not The Escapist’s forte, huh.

Understanding Steam Pricing

Last night I posed the below question to my twitter-wiki because I was puzzled over some of the not-conversion-rate-related price differences between certain games on Steam vs. Amazon vs. retail (nothing new, I know). I don’t buy any non-digital games anymore but as several people have pointed out to me in the discussion that ensued, regional VAT regulations play a part and whether we are talking digital-only releases or games that still go over the counter. Another reason as pointed out by Armadillo may lie in physical presence of services or infrastructure.

But these are just some of the reasons, the most obvious one being that you set a prize that people will pay of course. Arguing different markets is the same thing: it’s not a social system whereby I somehow fund gaming for players in low-income countries. I am the first person to sign up for collective insurance models but asking relative prices for digital games is about profit margins.

So looking at some of the bigger differences for Steam games and the absence thereof in certain cases, I guess I can’t realistically comprehend the whole thing as a wanna-be-informed consumer with a limited attention span. It’s all very complicated which is also business code for “because we can” – only sometimes it’s not but then, how would I know? To clarify, I have no issue with some price differences on games and I certainly am not looking to get everything as cheap as possible; games cost money to make. Like most players however, I would prefer to fund the people doing the actual work and not scores of (unnecessary) middle men. That’s why digital distribution is potentially great and it feels wrong when there are price differences of 25% or more.

I realize this is not exactly a new topic, certainly not for gamers living in Australia, but I should probably look into buying from alternative sources like Greenman Gaming more often and consider gifting opportunities via my Steam friendlist, as most guides looking to thwart the Valve overlord suggest. Who wants to be my Steam gift-pal? Considering where I live, I can’t guarantee you get much out of it though!

Optional reading: The weird economics behind Steam prices around the world

In which I respect the Holy Trinity and solve the DPS issue!

Welcome ladies and gentlemen to yet another post on the holy trinity on MMO Gypsy! It never gets old!

For some reason a recent tweet of mine on sitting in boring DPS queues in FFXIV ended in a 100+ tweets-or-so conversation with all kinds of folk about why dungeon queues are broken in MMOs and how to fix them. Of course it didn’t take long for someone to suggest that DPS suck, or then healers suck, or something, and from there it was a lot of mix’n match between the “significance” of the three roles vs. their relative playstyle difficulty vs. responsibility and punishment. All rather interesting topics in their own way, also vastly different from one another. Alas, twitter is great to spark discussions but not so much for finishing anything.

The debates around DPS queues inspired Murf to go on a rant on his own blog and profess profound hatred for everything DPS in MMOs. He plays a healer of course (correction: he also plays everything else, including self-loathing DPS!). As a longtime ex-healer myself, I find this both entertaining and missing the mark although in the end when tempers have cooled, we probably agree that there’s a problem with how DPS work and get to coast in many MMOs. Or rather how I would put it, there’s a problem with the way many encounters are designed to put more pressure on tanks and healers, with less unforgivable mechanics for DPS. It is by design that tanks and healers are made to care because immediate and fatal repercussions (this is also how players get weeded out early on). By the same virtue these two roles get a lot of praise, sometimes far more than they deserve because everyone needs to thank them for still being alive. Nevermind that bosses don’t get killed by either of the two in any half-respectable showdown. DPS whether good or bad, can’t ever do enough in MMOs and they’re the ones that get haunted by meters in WoW and other games because of it.

But this discussion is far more interesting even: at its core it raises the question of how much holy trinity we truly want and can tolerate in MMOs (“we” as in the general “we” – I have not been a fan of the trinity in a looong time). Nevermind the great ideas of giving DPS “more responsibility” as in crowd control (tanks ARE crowd control), buffs/debuffs or ressing mechanics. While these assumed fixes sound fine in theory, they’re at best cosmetic – in reality it’s the trinity itself that needs fixing. I’ll get to that in a moment.

Taking the Trinity Seriously

If we actually believe in the holy trinity, we must accept that at a most basic and philosophical level even, the three roles are all equally important and co-dependent; they are three parts of a whole. I have written before about how each of them takes a specific role in regards to time/life in MMO combat. Assuming balanced encounters, all three of them are necessary (yes, I can come up with lots of fights where either DPS or healers or tanks are allowed to die, ignore that). Tanks and DPS are more enemy-centric, healers are ally-centric. Tanks and healers are directly supportive, DPS more in-directly which makes them no less part of a cooperative trio.

Now Murf came up with the following analogy in his post to illustrate the status quo of the three roles in MMOs:

“Imagine a family vacation. The two parents are your Healer and your Tank. The three kids in the backseat of the car are your DPS. Whether those kids behave and make it an easier ride to their destination or not, it is still entirely up to the two parents to get everyone there.”

This is sadly very often the case, although both FFXIV and Wildstar are good examples for sometimes more complex DPS encounters (endgame). The correct analogy if the trinity wasn’t in fact broken, should be this:

Dad drives, mom makes sure everyone’s good on food and the kids are the ones that run the engine. The car does not move without the three kids – it shouldn’t.

Let’s get one thing out of the way: there is no combat in any game ever without damage dealing. I realize that the obvious frustration with DPS is based on how the roles have played out in daily MMO reality, nonetheless it’s encounters that are the problem. Stripped down, every game that includes combat *is* a DPS game. Even MMO combat can do without tanks and healers but not damage dealers. The first role that gets cut from farm raids are healers (tanks are next).

Tanks and healers are an artificial institution; they are created by taking away means of self-sustenance and control from a more well-rounded or self-sufficient damage dealer. You only introduce them once games decide to slow down combat and/or make it more tactical or cooperative, the way it happens in traditional or round-based (J)RPGs that generally have specialist/trinity roles too or unit-centred games (RTS) or MMOs. Take away Link’s shield and a good portion of his HP, his buffs and potions on the other hand and transfer each to separate characters: you create a holy trinity Zelda! Now, which role is the central one? Which came first? Is any of them negligible?

Solving the DPS issue

Encounter design is one issue but hybrid skills are an even greater problem. The answer cannot be to increase hybrid abilities across the board – unless you would like to go down the GW2 path. GW2 came out making every class equally feasible and self-sustained with “tankier” and “healier” bits and pieces. Combat was criticized as zergy and lo and behold, few years in there are suddenly raids and traditional roles because players presumably want a role focus and more co-dependence to warrant cooperative play. Okay.

Likewise, Wildstar came out with an incredibly high bar set for everybody but especially its DPS. I have written about how this MMO in particular has pushed healers on the backseat and given DPS real responsibilities. How many have reached WS endgame and passed the nauseating attunement though? How many have said the dungeons were too hard and too unforgiving until stuff got nerfed and the game almost burned? Okay.

There is a common thread here: some players like specialized roles but still want “some” self-sufficiency. They want cooperative play but not the kind that makes you “carry” anybody. Different roles yes but god forbid they are not exactly the same in terms of difficulty or punishment. Oh man, tough times developers!

I want everything in MMOs!

I want everything in MMOs! (click to expand)

There’s hyperbole in all caricature and also a grain of truth. The above strip is my friendly (limited-skill) attempt at demonstrating this issue. Which is not to say that it is entirely unsolvable: I do in fact want better holy trinity encounters myself (either go big or go home). The radical solution?

  • Remove all damage dealing skills from healers and tanks
  • Remove all half-assed healing skills and crowd control functions from DPS

That’s right! You want a holy trinity, then get it for reals! Cooperation, shared responsibility, shared pressure, equal stakes, equal punishment – you have it! Never again finishing encounters without everyone alive and well. Also, no more hybrid solo time where everyone can quest on their own or level up, heck scratch leveling entirely (I concur with this post)! Proper cooperative MMOs are about grouping and it creates all kinds of balancing issues when they need to simultaneously serve as solo adventure parks and multi-player venues (and PvP arenas).

This is the only consequent move towards a holy trinity that respects its three roles equally. Do I want to play this game? Probably not for long. But I sure as hell would enjoy egomaniac tanks and healers shutting up about not requiring DPS when their own existence is based on intentionally crippling a more well-rounded character.

P.S. Once upon a time. Happy weekend everybody!

We Are Explorers, Part 2: And also very annoying! [#Blaugust 21]

Last night I discovered that Tevis Thompson recently published another one of his rockstar insightful wall-of-text essays on the shattered soul of videogaming and I don’t even know where to start – I need to write about this but I also need more time! I find myself overwhelmed by resonance every time I read his analyzis and ye gods, there’s so much to address…so for now, I’d rather just leave you with this link over the weekend. Really, just read it – do it now! (maybe come back here after.)

For this fine blaugust 21st, I do hereby declare that of the four essential MMO playstyles, explorers are by far the hardest to satisfy and therefore a real headache for developers. We’re really quite an annoying bunch that way and since I self-identify as explorer (and all the incomplete gamer surveys I’ve ever taken would agree there), I shall explain why I think so. In a way, am letting developers off with this but not really. Also for the record, I do not actually believe any player to be defined by merely one interest or playstyle – I find Bartle and other gamer categorizations as insufficient as the next person. For the sake of simplicity and my fun with this argument however, let’s roll with clear-cut, straightforward gamer attitudes. Okay? Good!

bartlechart

Already part of Bartle’s character theory chart

It’s always struck me how both socializers and killers/pvpers have the strong social component in common. They come across as very opposed preferences but both playstyles are fundamentally driven and enabled by other people, as in PCs rather than NPCs. If we were gonna oversimply definitions to the point of being a little insulting (I’m doing it!), you could say that what socializers really require in MMOs is a colorful, interactive stage they can hang out on with other equally chatty people. As for killers, they require prey – they need a platform that allows them the freedom to organize themselves in groups and then go after everyone that’s worse than they are, challenging each others various skills. Again, these are gross oversimplifications but the takeaway is that the entire MMO world and setting is secondary to the primary, social experience (which is not to say that these playstyles know zero single-player appeal, they do – and there’s other genres than MMOs that may appeal to them).

Then there’s achievers and well, they’ve already won as far as MMOs are concerned, haven’t they? The great majority of MMORPGs since WoW which have followed the linear themepark approach, have been created with achieverdom in mind, stuff packaged into small itsy bits with clearly cut out paths and little popups of “hooray” and content patches and expansions of blarrggghhh…..(oh sorry, I got lost there for a minute). Anyway, achievers may thrive through experiences with or without other people – what I do understand about their basic mindset is that they enjoy work that’s been cut out for them, checking goals off a list, feeling gratified by achieving predetermined wins, a sense of tangible progression and completion. Therefore, achievers require steady content from the developer monster and that’s basically the world we all live in today – THANKS A LOT YO!

angryc…….

Okay okay, explorers! I started off by saying we’re the annoying bunch (*cough*) and we are, in the sense that our itch is very hard to scratch intentionally. Explorers need space and the freedom to roam, interesting things and randomness and umm…..intrinsic drive created through game design that must not be noticed. Simple, right? We want to be wowed at the exact moment of our choosing or well, at least never of the game’s choosing, and without any notion of the invisible puppetmaster present. The game world just needs to “be”, needs to simulate something real and after that we’re mostly interested in ambling off the beaten path and potentially finding stuff nobody else would nor intended for us to find. NEGATIVE SPACES, come on MMOs!

Freedom in games is a finely crafted illusion. Infinite depth and space can only be achieved by carefully orchestrated mystery. And randomness is mostly unthinkable.

And this is why having explorers for an audience is sort of a nightmare for any slightly ambitious world designer. Really, I feel for you – so much love and respect for those who get it right in MMOs, even just for a little while! I guess that’s also why randomly or procedurally generated maps were all the rage for some time, only the problem with that is….it’s not quite that simple. A haphazardly generated world feels redundant fast and oddly meaningless. There’s only so many times you like to take a trip into the blue in Minecraft until everything starts blending and feels the same. So yes, random but not totally random…..what can I say, we’re complicated!

P.S. Happy Friday everybody – explorerdom foreva!

Today in Rants: FFXIV and the Endgame Gear Grind [#Blaugust 10]

For those of you not familiar with FFXIV’s endgame, it consists largely of this:

  • Hit max level
  • Do all the dungeons and trials to unlock roulette LFG and hardmodes
  • Farm roulettes for marks to raise item lvl
  • Farm more roulettes for higher item lvl
  • Farm raids for even higher item lvl
  • Do story quests and trials after content patches

If you’re a WoW player then this sounds very familiar, only in FFXIV the grind for marks is even more straightforward in my opinion. There’s all this gear available at the endgame hub from the getgo and from there it’s basically chain-queuing LFGs for this week and that week, racing through different gear sets. You can solo your way through, as in no guild required, and it’s rather fast. That’s why SE limit the amount of marks/week for the higher tier gear and also the weekly drops from the new raid instance. When I re-joined for ARR this February, none of these restrictions were in place anymore for the old content, which made chasing up that gear ladder even more bewildering. I guess that’s what happens when you insist on item-lvl restrictions for content.

ffxiv_09082015_201250

Oh hai, we’re here for that gear!

I must say, am a little peeved at the whole thing. I can’t bash WoW for its linear, uninspired endgame grind and turn a blind eye to FFXIV at the same time. Eorzea certainly has more to offer besides just dungeons to explorers, there’s some side/holiday-activities and the regular content patches with updates to the storyline (although that usually sends you into dungeons) – nonetheless, I would have expected Heavensward’s endgame to take a different, more refreshing approach to group content and raids. Idyllshire, which replaces Mor Dhona as the highlevel hub, is conceived in the exact same way and centered around the vendors that trade marks for gear and upgrades. Everyone’s favorite lootz NPC Rowena even moved over from Mor Dhona because this is “where all the business is”.

Now to clarify, it’s nice that there’s all this gear and cosmetic choice in FFXIV and I dig running different dungeons. It really wouldn’t hurt making the acquisition of high-level gear a bit more varied though and the gear itself more “meaningful” – I don’t have a better word for it. At least the dungeon sets you can collect while levelling up need to y’know, drop from different dungeons. I am crushed that even my unique BLM class set is part of the same mundane marks grind in Heavensward! Already the first time around, we got our sets completed when dinging level 50 in ARR and from there I probably wore my Wizard’s attire for about 2.5 seconds before it got replaced by the first tier of marks gear. One more for the cosmetics tab which never happened – it’s too much hassle glamouring gear all the time and it’s not exactly free either.

Guess that’s where SE did change things up a tiny bit in Heavensward, since the new class sets can only be bought for second tier marks (currently). That is still one tragic case of missing a great opportunity because unique questlines and challenges in MMOs rock! Heck, I would’ve been happier with a set of individual achievements (*gasp*) and dungeon runs for my set over this exercise in boredom.

And yes I know, I obviously don’t have to do all of this; I can just wait until it becomes even easier to get all the gear and speed through all dungeon content, with overgeared groups, just so I can follow the storyline. What a great prospect.

/rant out

Today in P2W: Gamers are getting older and that’s okay!

Today I came across this passionately one-sided opinion piece over at Massively OP which makes a somewhat poor case against the ever-rising pay-to-win model for videogames (yeah, am still reading about MMOs and stuff!). I admit it was a disagreement between Isarii and Scree on twitter that made me aware of its existence, so like every curious MMO blogger I was drawn to the drama – and there is always drama when players discuss pay to win.

Now before I address the Massively article, I’ll say this: I am personally not a fan of P2W games. I don’t play any and they tend not to interest me in the slightest. I gave Candy Crush 15 minutes of my life once, out of obscene curiosity and recoiled in disgust after the first of many enforced time locks popped up. That being said, I am not afraid of P2W games either; while their market share may be growing, I don’t believe them to be an imminent threat to more traditional games or gamers since they do not cater to that target audience. We all know that gaming as a whole is getting bigger and the really significant growth of the last few years belongs to social or “casual” as well as mobile gaming. – Geeky and niche MMO gaming? Not so much. Still, we have little to complain about compared to our humble beginnings. So I guess what I’m saying is, I don’t fear P2W games any more than I fear that WoW has destroyed the MMO genre when really, WoW created its own market and if anything, helped other MMOs along (midterm copycat fails or not).

Of course one can take a moral approach and try analyze how (un-)ethical P2W models are. There may be merit in that discussion, although personally I am not prepared to have it (and my liberal stance on f2p is hardly news). Too often does it come down to players defending what they know versus what is new and still unfamiliar ground. Or worse, everyone starts sounding like a wanna-be psychologist and umm gaming addiction and save the children. There are some shades of grey, may-be, but essentially all videogame ventures and business models are looking to make the most money in the most effective way possible, triggers included. There have always been players at the shorter end of the stick of whatever business model. How exactly is this such a great “truth” we never heard of (in reference to the Massively article)? So while I understand some critics’ concerns and where they come from, I tend to agree with Scree on this one. The times they are a’changing and maybe we need to keep an open mind and try sound less like our at least proverbial grandparents.

olddaysbla

We’re getting older, oh noes!

My immediate reaction to the Massively piece was, passionate rant or not, that it’s incredibly condescending towards anyone within that “older gamer group with disposable income” who dares to play games differently and enjoy them differently. Jef Reheard even goes as far as saying that P2W players don’t actually play the games – no, they “pay their way through instead of playing it through”. This is also clearly not fun! That makes you wonder why the heck all these weirdos keep paying money for something that surely is objectively horrible but wait, there’s the answer to that as well: they are lab rats that act out of compulsion rather than umm, the righteous and sound enjoyment of the non-P2W advocate. Yep…that really is the gist of the article, I’m afraid. You got some jolly “no real gamersss”-disdain, mixed with the old “not fun”-trap and some pseudo-psychology spice to top it off and make this one unsavory cocktail to drink.

It’s no longer about the fun or the escapism of gaming; it’s about capturing a bite-sized piece of those bygone days when they had time to play, and of course it’s also about satisfying those psychological skinner box urges[…]

I snorted. And then I self-cringed too because I’ve had my share of “why achievements and instant gratification are destroying my MMO”-rants and malcontent on this here blog. I still hold to the journey is the reward (for_me). However in hindsight, and also really whilst writing, it’s apparent that dramatic rants were dramatic. I think us MMO explorer types can live alongside the achievers or killers just fine for the most part, heck some of us even like one another despite our different playstyles (<3)! And none of us have gone out of business.

But back to P2W: as a general rule, all panicky reasoning is bad reasoning. And sure, you might find P2W cheap or cheaty and that’s alright, but obviously there are many ways to find pleasure in games. I’ve played MMOs in the past just to dress up my characters and yes, buy exclusive clothes from an ingame store. Likewise, P2W-players do very much also play the games they invest in, duh – it’s not like they’re just paying money and then never spend any time on actual game play. They just play differently. Maybe they want to skip stuff they don’t consider fun (like grinding!), maybe their sessions are shorter. Either way, it seems reasonable there should be a market for such a customer. It also seems contradictory (and patronizing but let’s forget that) to say the model is dangerous for the weak of mind and spirit and then make a point out of how it’s a more mature and financially stable target audience that sinks money into P2W games like World of Tanks and ArchAge?

And gamers are OK with P2W in large part because they’re getting older and they’ve outgrown gaming. They have mortgages, multiple jobs, kids, and a dozen other excuses for circumventing game mechanics with real money.

Ah pardon moi! I did not realize gamers needed “legit excuses” for the way they play games at all. As far as I am concerned, an aging player base with more disposable incomes and diverse tastes in gaming is brilliant news for the videogame industry. We are entering uncharted waters still with the first generations of videogamers advancing through their middle age; this process is far from over. Games, genres, markets, business models: they are far from being fully explored or formed or finished. I’m not sorry for growing older or changing my spending ways – what a silly argument to even have.

myworldischanging

Many changes, handle it!

I’ll make it a simple summary: whatever rants declare (good old) gaming is dying or getting worse or going under for reason “XY” are wrought with fallacies. Cathartic at times maybe or endearing in their zeal, still wrong. Don’t trust them, don’t worry about it. The only truth is change. Games change. Audiences change. It all changes constantly. Sometimes you’ll like it better, sometimes you’ll like it worse. Most likely, it just means we’re getting more games and different games and more diverse, specialized markets and business models. We’ll see things come and go, over and over because such is the paradox of time (green is the new green!). And some games you really should avoid, ideally without preaching to others (too much).

Yesterday a still studying co-worker of mine showed me an interview he did with a 60-year old pharmacist who happens to train apprentices. The topic was “today’s youth” and communication, or something. It was basically an old fart talking about how young people cannot concentrate anymore, constantly use their mobile phones for wasteful activities and other weird things the old man (old because of his ways) clearly did not come close to grasp. He had zero understanding of this new generation he was supposed to teach, in fact he had no interest to learn about their world at all. It was a most tedious read for me, also because I have worked with young people and count myself among the digital age children. I fucking love the internet and over-sharing on twitter.

That’s why I am somewhat radically over the ever-fearful, judgmental whinging of fading generations, in all walks of life. I hope one day I’ll be a better old person (with a cool hat). There is a new world born every day and I am ready for the next adventure.

(…and I’ll still tag this post under ‘rants’ because :IRONY:)

Payment Models in MMOs: Yeah, Still Don’t Care

It’s the never-ending topic whenever games have a bad launch, a mid-term low, a one-year crisis: it’s the payment model’s fault. Tobold goes as far as saying it’s the players’ fault when investment companies with chilling grey websites acquire a videogame developer like Sony Online Entertainment. If players aren’t willing to pay for games, well that’s what happens.

When it comes to this particular topic, I am out of fucks to give. Either I am not a very representative MMO player or an awful lot of people have it wrong when it comes to the effect of payment models and the viability of MMOs. The very first podcast discussion I joined was Liores’ Cat Context episode 28, and to this day my opinion is largely the same:

I want to play good games. I am more than happy to pay for good games. I’ve paid subs in WoW, LOTRO, Rift, Wildstar and Final Fantasy, to name a few. I’ve bought into buy-to-play and free-to-play games; free-to-play is just another word for “I’ll buy dresses and mounts instead” and I am vastly disappointed when developers present me with a lackluster shop I can’t spend any money on. That is on them (and happens all the time).

As for pay-to-win, hardly an MMO exists that truly deserves that label. What pay-to-win definitely is not is paying for airdrops in H1Z1 that fall visibly and audibly from the sky, for everyone on the server to see and retrieve, with a minuscule chance for upgrades. H1Z1 airdrops are paid chaos – there is more P2W in buying a silly hat in GW2 that distracts the enemy in WvW.

It cannot be up to players to know which payment model is the right one for a given game and it cannot be up to players to finance MMOs of a particular payment model just to “make a statement”. Heck, players don’t know what they want or what’s needed half of the time. Don’t put that type of impossible responsibility on their shoulders. Want me to pay for your sub? – Make a great game! Want me to pay your box? – Make a great game! Want me to invest in your f2p? –

Make a great game!

Make a game I actually want to play and that doesn’t crash and burn within three months because you’ve epically miscalculated your budget. Thanks!

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lolcat knows her numbers!

Crowfall: False Modesty is for Nubs

Today, after an update by the ever-timely folks over at massively, I was made aware of a title I had never heard of: Crowfall. A new MMO with very little to herald its coming, potentially exciting given the genre’s current outlook. Of course that warranted further research and so I ended up on their fledgling webpage, eagerly looking for a vision or mission statement which turns out, is impossible to miss –

WELCOME TO CROWFALL.

If you’re here, it’s because you’re looking for something.

Something deeper than a virtual amusement park. More impactful than a virtual sandbox. More immersive. More real. A game where decisions matter.

We are, too. We’ve been looking for years, and we still haven’t found it…. because it doesn’t exist. Yet. [source]

…Now, not so eager anymore. BARF? Quite a mouth full for something that hasn’t even begun to earn some street cred. And look I get it, creators need to market their games with big words that inspire even the most disenchanted and cynical audience to new hope, but promising weathered MMO players a game that is deeper than any themepark, more impactful than any sandbox and erm, more immersive, real and meaningful than anything that was before (because of course no one has really tried hard enough yet!), that’s not just an amazing summary and quasi denial of almost every persistent MMO conundrum ever – it’s setting yourself up for failure in the most comical ways. This introduction speech just made me feel ancient.

Virtually the only proof this is even a game.

Virtually the only proof this is even a game.

Of course there’s nothing to back up the astronomical claims as the front page goes on to explain how Crowfall is “not THE game; the name of THIS game is “rampant speculation” – I don’t even know what that means. Is THE real game called Rampant Speculation….? AND WHAT’S WITH THE CAPSLOCK? But fret not, if there’s any reason to doubt the developers sanity at this point, there’s a few heavyweight industry names at the forefront which is all you early adopters require to know, anyway.

If such a thing is possible, I am now even less interested in Crowfall than I was before I heard of it. Maybe I am just having a very grumpy day – or maybe going bigger isn’t always better.