Monthly Archives: March 2012

Few essential reads – For everybody

I had a special weekend challenge ready for today, but I decided otherwise and pushed the post back to draft. It’s been a rather hectic week for me and in the blogosphere too, there were many ups and downs where the ever-returning topic of feminism was concerned. And return it must – as has become very obvious from some of the voices and comment sections I’ve read through (yes Matt, every drop counts!).

I’m not going to write my own personal article here though, on why I think sexism and systematic discrimination are still rampant in our society; how tired I am of derailing discourse; or how I came to hold my current beliefs and outgrew the stereotype of a judgmental geek girl who was only ever friends with boys. Maybe I will one day, but today is not that day.

Today, I want you to do me a favor – whoever you are, wherever, woman or man reading the MMO Gypsy: I want you to go through a shortlist of links to blog articles I consider most valuable, essential reads on the topic of feminism, covering a large ground of recurring questions and potential misunderstandings. I know that every smart and intelligent person is on a private search for wisdom and most of us are honest in their wish to learn and understand each other. I won’t tell you what to think of any of the articles or what you should do with them. All I wish is that they become a consideration, a part of whatever personal outlook and tone you settle for in the future. I promise that they will be worth your time, no matter where you go from here.

Many of these posts have been linked on various blogs this week and they cannot be re-posted often enough. They’re the kind of reads that I send forward to friends and return to when my own words fail me. I often feel that my words fall short and don’t do these matters enough justice, for several personal reasons. However, I’ve been immensely grateful for the strong voices on feminism and gender equality in the blogosphere and many invaluable insights offered over the past years. I have been able to perceive the kind of blind spots within myself I never knew existed. Some of these revelations have made me sad and most have made me very humble. All of them however, have freed me one way or another. Free to make my own choices, more informed choices. I will keep making mistakes but at least more of them will feel like my own.

The following links are me saying thanks to all the thoughtful and relentless bloggers out there, gracefully sharing their insights on complex issues, never backing down in the face of adversity and near-paralyzing amounts of “unpack”. I raise my hat to you.

Essential reads on the topic of gender, social equality and feminism

I’ve taken the liberty to add a few selective “teasers” to what each article may answer and for whom it might be first stop. You should of course absolutely read all of them.

What is feminism? Why are all feminists so angry? What about the men? Please educate me!
Finally, a Feminism 101 blog – A basic introduction and FAQ.
Derailing for Dummies – Tactics to avoid when discussing feminism or anything else for that matter.

What is male privilege and why are you all so negative? I’m new, can you help a guy out?
Feminism for dudes (from a dude) – Indispensable advice for subject rookies.
Dear Apple Cider – An open letter from a male reader. 

Does our society still need feminism? I’m a woman and I don’t see the problem!
FYI, you’re a Feminist 
Oh, we haven’t had a feminist post for at least a month
Feminists all the way down

A restful weekend to all of you – the bold who dare to speak and the wise who know when to listen.

GW2: Will WvW be the next Alterac Valley?

I realized that my last two post titles were rhetorical questions both – time for a real one then.

All WoW PvP veterans would agree that the golden age of Alterac Valley lies in vanilla; when the battles between the horde and alliance would last for days, mighty allies would be summoned to the cause and the Field of Strife was soaked with the blood of countless enemies. Okay, there were actually a few who complained about the long duration and queues – but those are people who want to do quests in a BG and ninja-pull Drek’Thar. Through the ages, no other battleground in WoW has undergone so many traumatic changes; for players today the days of AV greatness remain but a distant memory or a sad legend told by their friends.

One of GW2’s possibly most alluring features is the epic World vs World PvP mode where hundreds(!) of players from three different servers will lay siege to one another on a large scale map. ArenaNet has announced that these type of conflicts can last up to two weeks, with only a few minutes of downtime in between battles to update the server rankings. Players of level 1-80 will be able to participate and join at any given time, anyone below max level will receive a level/stat boost to match a level 80 character. There are objectives for any type of play-style, from solo ventures to more coordinated mass assaults.

Does all this information not make your heart jump wildly in your chest?

With another press beta NDA lifted this week, we received another wave of GW2 echoes by the select and important. Me, I was only ears for the Massively article on WvW by Matt Daniel – a most exhilarating read. It is very hard not to feel incredibly pumped for GW2 PvP at this point! Just to highlight a few passages (you should really read the full article!) –

Let’s get one thing out of the way for the people with short attention spans: I had a blast. For quite some time I have lamented the lack of meaningful player-vs-player combat in modern MMOs. I’ve gotten tired of PvP being relegated to self-contained battlegrounds and arenas that have no impact on the greater world, and most attempts at world PvP tend either to flounder out once the majority of the population have leveled past the zone in which the PvP objectives are located or to become dominated by max-level characters to the exclusion of all others. Guild Wars 2‘s WvW solves this problem beautifully by…..
[…]
“I would have to say, however, that the absolute best part of my time in WvW was being involved in a fortress siege. Madness! Sweet, glorious havoc! Catapults fired everywhere while castle defenders rained hell from the battlements and the infantry of both sides duked it out in front of the keep’s gates. It was one of the most intense, edge-of-my-seat experiences I’ve had in quite some time, and I absolutely can’t wait to do it again.”

Madness and havoc! Two of my favorite PvP words!
And might we dare it? Might we hope to see the glory of old AV days return in Guild Wars 2?

Maybe it’s time to bring out our old battle standards. What say you, fellow PvP veterans?

Are Rift players the better people?

There’s the Carneval of the Ascended world event currently going on in Rift and having re-subbed a couple of weeks ago, I did of course jump into the whole affair while trying to remember how to play my old character. Out of a whim one night (and desperation), I decided to use general chat to get some guidance, not expecting much in terms of help on boring noob questions.

I was shocked to be proven so utterly wrong. Not only did I receive a perfect answer within the minute, I received several more tells from different people. My rusty thank-you muscles were sore afterwards. Surely that was first time luck though, some rare cosmic constellation working in mysterious ways! I had to try again.

And so I did, several more times over the coming weeks. Nothing changed. I was never ignored and never met with uncivil tongue though I must have offered plenty of temptation. Moreover, sometimes players would send me tells after 5 minutes, making sure I had actually received an answer to my problem, while a quicker player was still briefing me on more than I originally dared ask for –

What is it with these friendly, helpful Rift players???

Sadly, I am a complete stranger to this level of support. I gave up in WoW years ago and other MMOs that will even feature beginner channels (such as AoC), were just as big a disappointment. I can only begin to speculate why Rift’s community is so different – is it the cosier size? The numerous WoW quitters? The fresh air in Telara?

….Or do I just happen to find myself on a freak server? Whatever it is, I am duly impressed. Maybe the stars do have something to do with it after all, though; Kleps just ran into an outrageous bunch of Robin Hoods recently, in WoW of all places. If that’s not supernatural, I don’t know what is!

GW2 shop: Panic much?

So there’s been information or rather a few sneak-peeks of GW2 in-game shop items swarming the internet lately and not surprisingly this has stirred some controversy on webforums and blogs antsy for the game. Which is interesting to remark at this point: just how fast players sometimes go from oh yay to oh nay! Considering the fifty or so features that excite me about this MMO, it would hardly be good perspective (or proportion) to get all doomsday about the cash shop revelations. GW2 is free-to-play and everyone knew there was going to be RMT of some sort. Turns out ArenaNet are actually trying to put their own twist on this, too.

But first things first. Which items can we actually see on those screenshots? How do they potentially affect gameplay?

I) Cosmetic items:
To no surprise you’ll be able to purchase special outfits, hats, dyes and more in the shop.
So far, so good. 

II) Convenience / commodity items:
Things like instant repair tools, portals, resurrection stones, bigger bags or EXP boosts.
They exist in pretty much every FTP MMO I have ever played, from Allods to Age of Conan. I’ve tried very hard to find indication of any seriously significant and game-changing items here and failed.

Convenience items are usually that: convenience items, not exclusive items. You can usually get the same deal by grinding or professions. Or then, if you are actually a very good or frequent player, you won’t need them. Look at experience or reputation boosts for example, these are hardly news in any MMO – when I re-subbed to Rift I got my fair share and so do WoW players these days. Blizzard does almost everything to make leveling up faster (or instant…ahem). Also: how significant are experience boosts in an MMO that features side-kicking, anyway?

So if anything, all these items offer choice: to level the usual way or a tad faster, to visit an NPC or not, to travel or take a short-cut (which are there in abundance, anyway). They cater to different play-styles. They are nowhere near pay-to-win.

III) Lottery items
Loot bags and special keys to chests that can be dropped by mobs or found elsewhere on the world.

The first is the type of random chance “carneval ticket” that only a group of players usually fall for. It’s a way to burn real coin for sure, but the randomness of it guarantees that you’ll likely end up with many duplicates or silly, trade items (in my case with nothing). We don’t know that anything of significance can drop here (I find it unlikely) or if the items will be soul-bound. I could imagine it to be similar to archeology rewards in WoW maybe.

The keys might present a bigger attraction, depending again on how rare the boxes are and what they potentially contain (anything exclusive?). There’s again the randomness factor. It reminds me of lockboxes in WoW that only the rogues could open; to tell you the truth, I vendored mine most of the time without even checking. I put them up on the AH a few times for little gold, but nobody wanted them. Whether the mystic boxes in GW2 will be the same type of gimmick or more serious business is complete speculation at this point. However, the mark of all lottery systems is actually that REALLY good and useful items are also REALLY rare! A lottery doesn’t look for winners.

“Bad and good items”; The cooperative lookout

A while ago I wrote a lengthy article on why I don’t consider RMT systems in FTP MMOs any more or less fair than traditional subscriptions and I hold to that opinion. As long as in-game shops deal in items of no greater consequence, I do not consider them a deal-breaker.

A “bad” cash-shop item needs to severely impact on the balance of gameplay; it needs to affect the outcome or success of end-game, be it in PVE or PvP, in a way that makes purchase an almost mandatory feature in order for groups and players to stay competitive. Items are however not bad just because they prevent l33t players from feeling special, as is often an underlying issue in such debates (not all, but often enough). Besides, I imagine a “true dungeon drop” would still be told apart from a cash-shop item and offer a degree of satisfaction or “fame” to a player who might desire it.

So yes, just to pursue hypothetical thought, I wouldn’t even mind if the GW2 cash-shop offered equal (not better) or almost equal weapons / gear to a dungeon drop! Too extreme for you? As GW veterans know and are happy to point out, gear progression is not the same deal in Guild Wars as it is in WoW for example. Once you’ve obtained your dungeon tier items, there won’t be an endless curve of upgrades but only similar gear with different stat weighting. In PvP, gear even gets leveled to focus on performance and not gear differences between teams.

I love this focus on performance and how the overall theme of GW2 seems to be cooperation, rather than segments and segments of “players with better stats” at endgame. There are numerous ways in which ArenaNet push player cooperation rather than disparity or “distance” –

  • The side-kicking feature and dynamic leveling / quests, events
  • The missing role restrictions / enforced holy trinity
  • The connected home cities / starting areas

If a player bought his gear with real money for whatever reason, time or other, how would it harm cooperation or competitive outcome in GW2? I can’t think of any good reason to be worried. Even less so for stuff like convenience items or lottery boxes – and these are what we’re talking about for the moment! Not only are they not mandatory, but they really do not affect me as someone uninterested in most. Besides, items are not accomplishments in themselves, even if they usually go with reward (but they’re not in fact what makes a reward).

Seems to me the entire concept behind GW2 makes pay-to-win a very unlikely scenario. As long as there is no more and different information on the RMT items, it’s a little early to tell the color of the cash-shop’s underpants.

On (Im-)perfection

When discussing the effects and burden of self-imposed perfectionism recently with a fellow blogger, that crippling mindset many of us writers are no stranger to, I remembered two beautiful pieces of wisdom I had come across some time ago and that are very much worth sharing.

So today, this post is dedicated to all you fellow creative minds: afflicted by nagging self-doubts, ever battling in front of their PC, staring at articles way too long before daring to publish, worrying over details of no consequence. And yet doing it again and again, overcoming their misgivings, taking heart putting their thoughts out there each week.

A ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of the work they produced. All those on the right would be graded solely on their works’ quality.

His procedure was simple: On the final day of class he would bring in his bathroom scales and weigh the work of the quantity group; 50 pound of pots rated an A, 40 pounds a B, and so on. Those being graded on quality, however, needed to produce only one pot — albeit a perfect one — to get an A.

At grading time, the works with the highest quality were all produced by the group being graded for quantity.

It seems that while the quantity group was busily churning out piles of work — and learning from their mistakes — the quality group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of clay.

Think about this in your own life, even if you’re not using clay. The more you practice, the better you’ll get. But you can’t practice if you think only of perfection. Practice is about making mistakes; perfection comes from imperfection.” [source]

——————————————————————————————–

I hope that in this year to come, you make mistakes.

Because if you are making mistakes, then you are making new things, trying new things, learning, living, pushing yourself, changing yourself, changing your world. You’re doing things you’ve never done before, and more importantly, you’re Doing Something.
 
So that’s my wish for you, and all of us, and my wish for myself. Make New Mistakes. Make glorious, amazing mistakes. Make mistakes nobody’s ever made before. Don’t freeze, don’t stop, don’t worry that it isn’t good enough, or it isn’t perfect, whatever it is: art, or love, or work or family or life.
 
Whatever it is you’re scared of doing, Do it.
 
Make your mistakes, next year and forever.” [source]

 

A wonderful weekend to all of you out there – the imperfect and those still learning to be.

Calling on the Old Crowd; Musings on MMO friendships

One of the saddest things about being a long-term MMO player, is the falling apart of communities and guilds when the game is “ending”. And end it does for anybody, at some point. Friendships of many years fade into oblivion, close comrades and brothers in arms disappear as time is taking its toll like it does on all things. Nevermind the promises, the good intentions – the truth is most of us lose their mates and social bonds after leaving the game. The daily guild and ventrilo chats are simply missing. The common purpose is gone. Suddenly, you realize that maybe your lives are different after all or geographical distance prevents finding new channels of interaction. There are emails of course and Skype, but soon you feel oddly out of topics. As the silence grows longer, you are starting to lose heart. Maybe the others have already moved on. Maybe they really don’t look to keep in touch.

This is the story that happens to a majority of MMO players. It’s the story of countless WoW veterans. I’ve always wondered at the strange schizophrenia that is part of online interaction. How it can be different to chat with somebody for years and then actually meeting them in person (not always but often). How fast heart-warming, dramatic proclamations of friendship and fellowship are forgotten once that credit card is no longer on duty. Are MMO players really such an unfaithful lot?

I’ve always been bothered by this systematic. I’ve always wondered about how most people can leave and never look back; especially those that I thought I knew better. I’ve always been a bit vexed that it would be me taking initiatives to counter this development – me reaching out, me writing emails, me letting old mates know what MMOs I am currently playing and on what server I might be found. I’ve done it several times since I quit WoW. A part of this lies in my nature and I have accepted it; it’s why I end up in leading teams, it’s why I am good at organization and communication. I’m not a shy person in real life either and I’m often the maker there too, the one that has to take the first step. Yet – it can be tiring sometimes. Very tiring. Discouraging even. It would be nice to be at the more receiving end every now and then, letting others drive the ship.

…Alas, fuck that. I know for a fact how countless people spend their lives inside their homes, alone by themselves, just sitting there waiting for something good to happen and never reaching out to anybody. It’s particular to our western society methinks, people living side by side rather than together. People being stupid and full of imagined fears  (“I might be rejected, better not try at all!”), choosing isolation when all it takes is a knock on someone else’s door (hell, use SMS if you have to). More often than not, the person on the other side was just as lonely as you. I don’t have time for this – my life is too short to be spent waiting! So, I’ll do this if I have to. I’d do it for you too.

A while back Liore wrote about her progress on gaining leadership zen and how her WoW guild is still keeping in touch on forums while people are occupied with different games. By the looks, they managed to survive the post-WoW era untarnished and chances are high they will meet again here and there in new worlds, taking up arms together once more. I can only express my complete and utter envy for this situation! There is no forum anymore that gets frequented by the people I used to call guildmate, co-healer or fellow officer. In fact, there’s not even a webpage where ours used to be. And before you raise your eye-brow at my strange sentimentality: I know not all online bonds are meant to last. I know many players are maybe more carefree and frivolous about their MMO relationships. But I have spent most of my 6 years of WoW among the exact same few people, maybe eight in total. Until the very end I raided side by side with friends I knew since vanilla WoW or early TBC, some of which had followed me around. If that’s no basis for lasting contact through an MMO, what is?

Calling on the old crowd – Today

The funny thing is, that same day I read Liore’s article feeling rather gloomy, an email popped into my mailbox. A cheer-up note from my good old friend and guild-mate Grumpy (who used to co-author on this blog), my trusted WoW tank of many years. He is one of maybe three people I still keep regular contact with of my old guild. One of a precious few who actually cared not to let everything die; I am very happy to know he is out there. We send each other wonderful WoTs every few weeks and keep up-to-date on what’s happening in our lives, real and virtual. We haven’t played the same MMOs for a while, we both played Skyrim on Steam though and now that Guild Wars 2 is on the horizon, I am very excited we’ll be joining the same server, possibly with a few more folk. Moreover, another ex-guildie has contacted me since, asking about what the general plans are for GW2 and where to head to (what do we actually know about the servers at this point – anyone?).

And I wonder, like so many currently do, if Guild Wars 2 might be that game; that raising star, that upcoming MMO title that will sweep us off our feet once more. That MMO big enough to unite friends and guildmates of old – to reforge fragile bonds and create new memories. To finally put an end to the homesickness. It is a big opportunity none can deny, a big promise thanks to such wide appeal. An opportunity we should make use of to call on the old crowd! And so, I ask you –

Today, take heart and reach out to some old online friend or guildmate. Today, choose to be the one who takes initiative, never mind how long it’s been quiet. If there’s anybody at all that you haven’t heard from in ages and think back to fondly every now and then, nostalgic for good times shared, grab your keyboard (or phone, or pen) and contact them! To say hello, to ask “how do you do?”, to maybe arrange meeting up in another game or upcoming MMO.

If you want your online friendships to mean something, put in as much effort as you wish others put in – and maybe sometimes a little more. If you want close bonds to last, reach out and break the silence!

Break the silence.

GW2 – Waypoint woes and the repair system

Every week the guys from GetBonkd release a short Guild Wars 2 feature on youtube. I generally really enjoy their clips, they’re informative sneak-peeks with nice footage and the quality and editing of the videos is very high for youtube standards. While watching, it gets very obvious how hyped Scylol & Co. are for this upcoming MMO, but then it’s not as if what they’re presenting was untrue and I can appreciate the excitement for something new. If you’re looking for some good quality GW2 introductions to various topics, be it class overviews, combat, pvp, questing or other nifty features such as mini-games (did you know there will be bar fights in GW2?) or the home instances, I recommend you browse their channel sometime (by now 23 episodes).

However, just last week’s episode 23 was one that brought up two topics I personally feel very reluctant about: the waypoints and repair system in GW2. I think the episode would have benefited from a more critical eye there, but maybe I am just drawing pre-mature conclusions. Three weeks ago I asked where might be the “orcs” in GW2 – aspects that players currently eye with worry. One that stood out to me when reading closed beta reviews at the time, was the mention of waypoints all over the zones in GW2. Frequent teleports that are not only easily accessible but cheap. Or as one reviewer came to praise them –

“Each map is littered with teleport stones which you can use for a paltry sum of copper, allowing you to jump between areas of interest with lightning speed and minimal drudgery. No waiting around for thirty minutes for your hearthstone to cool down for no reason: just pull up the map and click on the teleport stone nearest to where you want to go.”

That information really took me by surprise. Had ArenaNet not announced early into development that they wanted travel to be an essential part of GW2? Didn’t they praise their large scale maps and point out that there wouldn’t be flying mounts in the game, so players wouldn’t skip content and get easy short-cuts?

Well then, why so many teleports? As much as I appreciate the effort of making gameplay and questing more fluent and grouping up easier in GW2, I don’t quite understand why they needed to give players so many waypoints per zone. Not just that, I wonder how motivated players will really be to re-conquer those controlled by an opposing faction, if there are so many to begin with? And should you really be able to use them while dead?

The only thing I could imagine influencing this decision, is the dynamic leveling and side-kicking feature of GW2; for one thing, there won’t be the traditional low-level and high-level zones, but zone mobs and quests actually scale with the player’s level. What’s more, your own level will be downgraded when grouping with lowbies (and upgraded in WvW). The benefits of that are quite clear: not only can you keep experiencing the content of any zone as a challenge (even large events scale dynamically), you can group up with anybody no matter the level differences between players (see side-kicking @ 03:20). So just maybe ArenaNet decided it would be too bothersome for players having to constantly fight their way through to anywhere, on any map, always being attacked and dismounted by every mob.

Still, I am sad; even if you chose to ignore waypoints and play the game entirely on foot, I can imagine just how “voluntary” using them will be if you’re grouped up with other players in an awful hurry to get somewhere. The explorer in me is eying this with a clear “MEH” for now.

The repair system

No less surprising was the information on GW2 featuring gear repairs as an attrition mechanic, when initially there was talk of death penalties and similar being a boring, out-dated concept. To clarify, I’m not exactly a fan of not having death penalties in MMOs; in fact, I’m a sucker for punishment where it serves a purpose. But….repairs? Really?

What probably cracks me up the most about this, is how the repair system in GW2 is supposed to be so fresh and different, when it’s mostly just a washed up, more complicated version of WoW’s durability system (or other MMOs for that matter). Judge for yourself –

“When a player is defeated, and not just downed, a random piece of their armor will be damaged. When a piece of armor is damaged, it imparts no penalty but serves as a warning. If a player is defeated while all of their armor is damaged, then a random piece of armor will break. When armor breaks, it ceases to provide any benefit to the player and must be repaired by visiting an armor-repair NPC in town. This NPC will charge a small sum of coins to repair any broken pieces of armor, and will repair any damaged armor as well. Having thus transferred the coin cost to the armor-repair NPC, we removed the multiplier on the cost of traveling to a waypoint when defeated.

We like this system for several reasons. Unlike most other armor durability systems, it doesn’t start becoming a factor just through normal play but only kicks in when a player is defeated. This means that it’s not a tax on playing and can be avoided through skillful or careful play. With every piece of armor needing to be damaged before any of them are broken, it also provides ample warning for the player before any real penalty is incurred.”

I fail to see how this is essentially different or more meaningful? It sounds rather ineffective to me – something you will hardly have to care about much. And if you do, well then it’s just the usual trade money for repairs-deal we already know so well. What does it matter if you only need repairs after X deaths and due to X items damaged, or due to a more constant stream of overall damage? I can also in fact not recall having to repair much in WoW unless I died; and then I could still easily die some more before requiring that repair service (the joy of not being a tank).

There’s also a much more important, general question to be asked here: if repairs are easy to come by and cheap enough in an MMO, then what’s the point anyway?

Who cares how the system works?

Winter wonderland and weekend links

Ever since my move end of January, it’s been a record cold winter here in Switzerland (yes, that is where I live – no, I don’t ski and I don’t yodel, there are goats across the street though), with returning temperatures between -15 to -20 Celsius. This means that when the sun breaks through the mists on a crisp morning, the world is bathed in dazzling brilliance. Winter person or not, I love the sound of cracking snow under my boots and feeling my cold cheeks tingle.

And then of course – the mountains! I had forgotten how much I missed them. I’m not a big hiker, yet all my childhood and teenage years I have lived in viewing distance of the mighty alps; later I moved away to city lights and traffic jams, to shopping rush, expensive streets and shallow people. A few years in that environment have almost wrecked me, but I’m finally out and back among the sane and solid. A couple of hundred people applied for the old apartment, of course. Good luck in the rat race.
Now, I’m looking at one of the most famous and majestic views this country has to offer. I live close to blue lakes and mountains that are ever-white, even during summer time as people go swimming and BBQing at their feet. The city I grew up in and love is only twenty minutes away. I’m home.

Since we keep enjoying such beautiful winter vistas from the new veranda and the weekend has almost arrived, I decided to share a few glimpses with you (and because Tesh shouldn’t be the only one with cool winter photographs!). An exclusive view from the living room (from east to west, all images expandable), as the sun is setting here in the heart of Europe –

Eiger, Mönch and Jungfrau; possibly the most well-known mountain range of the country.
Thousands of international tourists visit every year.
My personal favorite: the majestic Niesen.
A massive pyramid mountain that inspired a great many local artists.
The Stockhorn with its peak beacon completes the panorama to our west.

 

Weekend link love

As has become a regular thing on MMO Gypsy, it’s time again to share a few new links of fellow bloggers / sites I have come across lately and found interesting, or who have contacted me to say hello. I usually collect these until I have at least 3-4 recommendations and since Hugh from the Melting Pot has published a similar round-up just recently, I decided to include them as well. As always, if you’re on the lookout for newcomers in the neighborhood, pay them a visit sometime!

  • Avatars of Steel – long-term reader of the blogosphere, the author has finally taken up her own pen and is blogging from the perspective of a “raid guild leader and game tourist”, who successfully manages to combine her gaming passion with family life.
  • MMO Attack – a general MMO news portal that has launched but recently. An ambitious project, attempting to join the league of other general resource sites – Kirk & Co. can certainly use some support and feedback!
  • Hypercriticism, where Milady is joining our ranks of general MMO critics and has managed her debut with quite a buzz already.

 

A warm welcome to all of you and of course best of luck and fun publishing!
To everyone in general, I wish a wonderful weekend – be it out in the snow or elsewhere!

Which MMOs are you holding on to?

A comment by Telwyn on Syp’s most recent topic got me thinking of all the MMORPGs I currently got installed on my PC. I used to be such an exclusive WoW-player for some time, but gradually when things changed in that department, I returned to older games or started to pay new titles more serious attention. There used to be a time when religious “MMO fatalism” forbade such unfaithful practices, but these days a great part of any MMO player base will actually leave and come back, re-sub or sneak around several online worlds simultaneously. The big, dramatic quitting gesture is more and more becoming a thing of the past. And a good thing too.

There are currently five MMOs linked on my desktop, vying for my attention. And I realize that there’s no common pattern (or in places no sound logic) in why I choose to keep them installed on my PC (which is rather desperate for space) for that long. The reasons why we hold on to some MMOs can vary greatly (apart from actually playing them actively); sometimes we genuinely believe we’ll be back, sometimes we’re just too lazy to uninstall…but in other cases?

 MMOs I keep installed on my PC

  • Allods Online; Allods is my secret MMO crush. I’ve long decided that I cannot play Allods due to its forceful RMT concept and I do not intend to go back and retry in fact ever again. Still, I cannot bring myself to uninstall this MMO, I just love the Arisen so, so much! Call me a weirdo, I will hold up my Allods torch for some while to come, damnit!
  • Age of Conan; I re-subbed to AoC a few months ago when I was still deluding myself that it might fill the dark days of November and December and take my mind off the GW2 wait. Going back once more and testing the new PvP server was fun for a while, but it didn’t last as long as I hoped it would. Too much of the old concerns are still very much alive in Hyboria and they don’t get less vexing the second time around. I’ve no idea why I haven’t uninstalled the game yet – I think I should do that now.
  • Rift; I’m actually playing Rift again at the moment, after having been un-subbed for a very long time. I always meant to re-visit the bard class and lo and behold ended up enjoying the rogue path! The moment I re-subbed, I was instantly reminded of all the things I liked about Rift initially; this time around I am actually more relaxed about it, exploring and leveling up in peace together with my partner. We both know that Rift is just a temporary distraction, but I am very glad I decided to give it another chance. I guess that shows that not every MMO needs to fulfill that big, all-encompassing purpose.
  • Minecraft; Okay, not strictly speaking an MMO, but the way it can be played on private servers comes close. MC is one of those online worlds I will hold on to for a long time – if only to see how things progress in the future, what features will get added, new biomes or creatures to find and explore. I still feel very new to MC and its initial fascination has not diminished, while it’s also the perfect game to have as your “casual backup plan” whenever you want to go unwind. I’m an on-and-off guest there and the place I’ve built for myself is magical and special to me. Not uninstalling this one in any foreseeable future.
  • WoW; Yep…I have not uninstalled World of Warcraft up to this day. I can’t say why I’m holding on to it, certainly not because I harbour any secret wish to re-sub. I don’t. I’ve long learned that lesson. And yet, somehow it was too painful to get rid of the game entirely. I’ve gotten so used to the icon on my windows task-bar over the years…it’s almost as if WoW has become “desktop furniture”. I’ve cleaned out most folders to free up disc space long ago, but a part of me dreads the finality. It’s complete utter silliness, but there you have it. Maybe it will have to wait until I feel I’ve found an adequate replacement. A game that will put an end to the homesickness, maybe. Oh, to be young again and foolish!

Time for truth (lots of questions): 
How do you decide it’s time to dump an MMO?
Are you among those who hold on to MMO installs for purely sentimental reasons? 
Can you imagine not uninstalling a game despite no intention of returning?

Maybe you’re a frequent re-installer? Or still of the rare, MMO-monogamist persuasion?
Is there any symbolism in the “mighty uninstall” or is it generally overrated (and silly)?
Any MMOs currently “rotting” on your PC (fess up!)?

It would actually be very interesting to know how long WoW players (veterans?) take on average, before ever choosing to uninstall, if at all. I’d wager that in this particular case, my own hesitation is not so unheard of.

"Journey" – When online players have no words

As video gamers we are living in wonderful times. I guess few decades from now some child of the future will smirk at this as he waves away a hovering NPC hologram with a sweep of his hand. Still, we are privileged in this time, too – to witness the speed of progress, the giant leaps technology has taken since our first 8bit steps until today. Video games are beautiful and there are more and more special and weird gems surfacing as developers get bolder and the audiences grow.

Nonetheless, games or rather experiences such as Shadow of the Colossus, Limbo or Bastion are preciously rare. You really need to be on the lookout and it appears that we are actually in for another treat.

“Journey”, out this March 2012 on PS3 network, promises to be everything that can be expected of a true video game delicacy. Set in a strange desert world of soft pastels, its unique graphics and smooth effects are a sight for sore eyes. Like for Limbo, there is no music in Journey and the player is cast into a strange setting without preamble, without map, unaware of what the actual “goal” of his adventure might be. And so he starts traveling, ever forward, exploring and solving curious riddles on the way by aid of visual hints alone.

Maybe the most remarkable thing about Journey however, is that it’s actually played online – and there’s a real chance to meet other players in the middle of the desert. Strangers you will never know, strangers you cannot speak to and yet –

While traveling the player can encounter other players, one at a time, if they are playing online. Players cannot speak to each other, but can help each other in their journey or not as they wish. Players met online will not be identified with a username and voice or text communication will not be possible with the other player. According to designer Jenova Chen, “it’s about two strangers who meet online. They don’t know who they are or how old they are. All they know is, that is another human being. “The only way players can communicate audibly with each other is with a wordless shout. Players will have symbols on the front of their robes for identification, so that the player can tell whether they have met that traveler before or not”[..]

[…]The game is intended to make the player feel “small” and to give them a sense of awe about their surroundings. The co-op aspect of the game is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. [source]

With that bit of information, Journey has reached maximum appeal with me. It appears that for a while the folk at IGN struggled for words too trying to define what this game actually is, y’know definitions (the final IGN review is actually much better). No matter what you like to call it, an “acid trip” as suggested, a poetic experience, a mad ride – maybe the point about Journey is that there’s no “point”, other than that:

The journey is the point.

A title worthy of some attention, methinks. Now all I need is to borrow a PS3!