Monthly Archives: January 2014

You know Nothing, Jon Snow

At the verge of 2014, my MMO plans for the upcoming year looked vaguely like this:

1. TESO
2. EQN /EQNL
3. Archage / Skyforge huh?
4. probably not Warlords of Draenor
5. certainly not Wildstar

Here’s proof.
One month, a couple of first-hand experiences and developer updates later, the list goes as follows:

1. Wildstar
2. EQN /EQNL
3. maybe Warlords of Draenor (oh my god)
4. TESO when it goes free to play
5. whatever

…So, what am I playing this year?
Ask me again in six months!

wsss

Why do we raid?

While rounding up last weeks numerous posts on multi-classing and writing an article on my private immersion (yeah that’s still gonna happen), I came across Jeromai’s recent post on GW2 and the latest Origins of Madness patch. It made me chuckle.

Jeromai displays a particularly fascinating case of raiding malaise in the sense that he dislikes almost everything about MMO raiding, including its basic nature – many of the inherent challenges and social dynamics that make raiding such an exciting activity for others –

Nor am I terribly keen on the idea of separating oneself from players that are playing poorly on average because it’s easier and more rewarding to be elitist and isolate oneselves, than to lead, coordinate and teach. (Though I recognize that it is a reality of life, and periodically tempting, especially when you can’t take repeating yourself any longer.)[…]My other pet peeve about raid bosses is regarding the clarity of mechanics and gimmicks of whatever it is one is to do.

[…]There’s the waiting.[…]There’s the suffering involved with matching schedules and timezones.[…]And there’s that old bugaboo of needing to rely on other people to perform well while not being able to help them much at all.

Now to be clear, I have suffered from all of the administrative side-effects mentioned by Jeromai for most years of my raiding in WoW. A good while ago, I published an article called “Vanilla Raiding – A Trip Down Memory Lane” reminiscing on all aspects of the insane raiding prep, downtimes and aggravation that was part of vanilla WoW’s competitive endgame. Players joining WoW later are unaware of how much more convenient things have become since. I can sing a hundred songs about the woes of 40man raid coordination that include the most trivial and silly of things – yet, we lost sleep over them at one time or another.

Yet, I love raids. I love the cooperative idea of raids. In answer to Clockwork’s more recent Wildstar 40man worries, yes I still love 40mans too. Since we really don’t know much yet about Wildstar, I’ll focus on WoW which seems to be the general reference anyway: 40mans had a lot of bad in vanilla WoW but if you compare my nostalgia post with today’s situation, the way class and gameplay mechanics have changed drastically over time, much of the old raiding downtimes have been removed completely. That starts with things like having guild agendas and guild banks, diverse and instant raid buffs and boons, dual specs….and ends with the removal of progression hoops such as atunements or resistance gear. Oh and flex raids, thank you.

That doesn’t necessarily make 40mans easier but it sure as hell reduces the more aggravating and redundant aspects all around setting up, recruiting and raiding effectively. Because underneath all the organizational hassle, coordinated large scale raiding is an absolute blast and unlike smaller raid units, allows for a more lenient roster in which it is possible to make up for that weaker player or three. It’s nonsensical that MMOs with few to no mechanisms of social control or pre-selective hoops before endgame, should toss players right into some of the hard-ass, unforgivable encounters that are 10-25mans, the way we know them in WoW.

However, returning to Jeromai’s well argued points on raiding, he also dislikes core characteristics such as the clarity of mechanics (and associated learning tactics) or the need to rely on other people’s performance. Now, if you raised a poll on a given MMO’s raid forum, you would probably find these listed among the primary reasons why many people currently love to raid. It’s a huge challenge to coordinate big raids and yes, it involves time often spent on someone else than yourself. But equally, the reward of beating such high-req encounters is unforgettable – a feeling many raiders live for. As an ex-healing coordinator, I would also add that I’ve always loved the “extra work” that comes with guiding others, improving team work and progressing together.

PUGs and mass zergs have their appeal because they’re all too often the only alternative to setup/balance restrictions and recruitment headaches in MMOs. However for myself, nothing truly beats your own guild’s smooth raid machine that you yourself have oiled together with your mates over months and years. That sense of group progression. I do miss that. A lot.

I got the first twilight draaaaake!! That’s pre-nerf!

There is also a rewarding aspect in learning raid tactics and then getting them to be performed perfectly. I am not a fan of “synchronized swimming” or static combat but it’s worth pointing out how that’s a different type of challenge; not primarily a challenge of finding all new solutions (as most guilds don’t do blind raids) or spontaneous action maybe but one of coordination, balance, communication and perfection. Let’s put it this way: any long-term successful raid guild in WoW is also an achievement in different social skills.

I realize how some of my views presented here appear to clash with more recent preachings on active combat or more playstyle freedom – but at the very core of encounter and combat design, I don’t think these things need be mutually exclusive.  In a world of more flexible raids, with less unproductive downtimes and more dynamic combat, I am all game for large scale guild raiding! The only thing that worries me is time. It still takes time to raid in a dedicated, competitive fashion, that won’t just change completely. And I realize given my current circumstances, I might simply not be eligible for that type of focused play in MMOs anymore and well, that’s okay. That’s on me. We’ll see what future games will do about the casual hardcore.

The Music of Death Knight Lovestory (A Guest Post by Hugh Hancock)

It’s been a good while since we’ve had any news from Hugh over at MMO Melting Pot. In recent months the pot has quieted down rather noticeably and many bloggers, myself included, have been wondering about what happened or what secret projects may be afoot there. Well, a secret no longer.

I am very happy to feature a new guest post on MMO Gypsy. Having always considered this place a space not just for my own writing but also for my commenters thoughts, for blogosphere interaction and for supporting fellow bloggers’ creative ventures, I was excited to hear about Death Knight Love Story – an ambitious WoW machinima project only revealed today. Due to my interest in videogame soundtrack, Hugh has decided to focus on the creative process of creating the music, the challenges involved and his different MMO and movie influences. From here, all words are his own. (Syl)

The Music of Death Knight Lovestory by Hugh Hancock

What’s the only thing scarier than trying to create something great? Trying to follow something great. That was the problem I bit off with Death Knight Love Story.

If you haven’t heard about it yet, Death Knight Love Story is my crazily ambitious Machinima fan-film, the first part of which was released about 8 hours ago. It’s voiced by Hollywood actors Anna Chancellor, Joanna Lumley, Jack Davenport and Brian Blessed. It’s not Machinima animated in the standard way, instead being fully motion captured and rendered using the same software WETA were using at the time I picked it up. And it tells a pretty ambitious story: the story of two Death Knights who fall in love whilst under the Lich King’s sway – but only one of them escapes his power, and they end up on opposite sides of the battle…

Obviously, even more than a game, a film needs music. And with Death Knight Love Story, I had not just one but three great touchstones to follow. My cinematography had been heavily inspired by Lord of the Rings, and Howard Shore’s shadow falls long over the entire fantasy genre. Meanwhile, the purity of the romance was inspired by Baz Luhrmann’s Moulin Rouge – not a low bar for music there. And finally, of course, there was the music of World of Warcraft, which I personally think is almost the equal of Shore’s work in places.

If it had just been me and Garageband, I cannot stress how very screwed I would have been. Fortunately, I made the best – and scariest – call I could…

So here’s the tale of how we ended up composing an alternate musical take on the World of Warcraft and the fresh new takes on fantasy we found as a result, which I hope might make their way into other games’ scores in future! But first, here’s a quick trailer for you:

A New Fantastic Influence

The music for Death Knight Love Story was composed by Ross Campbell, one of Scotland’s best-known composers for screen, TV, opera, and even house music. I took the same approach to finding a composer that I took to finding a casting director, and subsequently actors: I pulled up a list of Scottish TV composers and started with the person who sounded the most dramatically overqualified to work on my movie. I was expecting nothing more than a rather curt “no” – but was astonished when Ross agreed to work on Death Knight Love Story!

On our first meeting, Ross immediately and dramatically changed the way I was thinking about the film’s score for the better. I’d had Shore and the WoW music in my mind – classic Western orchestral soundtracks. Frankly, rather cliche. But Ross’s first thought on watching the film was much more interesting. He felt it was an obvious reference, but it had never occurred to me as a lifelong cinephile and fantasy fan: Akira Kurosawa’s Ran.

Kurosawa was one of the most influential film directors of all time, a recipient of the Academy Award for Lifetime Achievement and the director of films like Seven Samurai – yes, the original. Ran was one of his later works – based on King Lear, it’s an incredibly dark film, focused on themes of chaos, nihilism, and death.

It’s also set in medieval Japan, and in many ways feels a lot like a mid-eighties, Japanese Game of Thrones. And its music, composed by Toru Takemitsu, fit astonishingly well with the themes of Death Knight Love Story and the Death Knights of WoW in general. The chaos, darkness and violence of a Death Knight’s life is almost eerily similar to the themes explored in Ran’s tale of the collapse of a kingdom led by a ruthless warlord.

(Interesting trivia fact: Brian Blessed, who plays Arthas, the Lich King, is also well known for his portrayal of King Lear – and Ran’s story, and its ruthless king, is based on Lear.)

dkls02

The Problem Of Orchestral Sound

I did consider hiring an orchestra to record the score for Death Knight Love Story. It’s actually cheaper than you might think, semi-affordable for an indie film, if you work with an Eastern European orchestra. But in the end, I concluded we couldn’t afford it.

That left us with a problem: how did we avoid the problem of tinny-sounding fake orchestration?

Indie games, indie films, and essentially anyone without a big budget hit this problem over and over again. Whilst modern electronic composition can do pretty remarkable things, one of the things it still can’t do is accurately recreate the sound of an orchestra. Usually, game or film composers will try to create an orchestra as best they can anyway, leading to the soundtrack sounding, well, cheap.

Ross, however, had a different solution. Drawing on the work of another Scottish composer, Paul Leonard-Morgan, he suggested that if we didn’t have an orchestra, we shouldn’t apologise for that. We should go for the “sweep” of an orchestral soundtrack, and the feel of orchestration, but without attempting to use orchestral instruments – instead, proudly using the electronic music and sounds that we had. In essence, he would create a new set of instruments for our orchestra.

It worked phenomenally well. Death Knight Love Story’s music sounds epic, appropriately dark or heroic, but it never has the false note of cheap string or brass samples pretending to be what they’re not. Even in Wintergarde, where we’re closest to the major-key majesty and triumphalism of the WoW alliance theme, we’re still proudly digital.

Given how successful it was for us, and how tremendously well a similar approach worked the soundtrack for “Dredd” (the work of Paul Leonard-Morgan), this is a style of composing that I hope we’ll see a lot more of.

We’ve got amazing musical tools these days, but so much effort is devoted toward making them sound like analogue, offline instruments. I think there’s real potential for soundtrack designers, particularly indie game and film composers, to break genuinely new ground.

A Nod To Lord of the Rings: Leitmotifs

I’d indicated to Ross that I’d been heavily inspired by the Lord of the Rings film adaptions, and one technique that we used very clearly is shared with Shore’s inspiration in Wagner: our use of leitmotifs.

A leitmotif is a short, repeated musical phrase associated with a person, a place, or an idea. It was brought to prominence by Wagner in Der Ring des Nibelungen, which hugely influenced Howard Shore’s score for Lord of the Rings.

In the Death Knight Love Story score, leitmotifs proved invaluable, particularly in introducing and linking the appearances of our heroes. Thanks to DKLS’s rather complex structure, starting with a flashback and then going back into a series of historical events, we found that it was easy to get confused as to exactly where in the story we were, and whom we were following. The various leitmotifs Ross put into the score, notably the phrases which could be considered “Miria and Zelieck’s theme” really draw the entire film together. I was amazed at how much of a difference it made to not just the emotions behind the film, but even the simple ability to follow the story!

I’m surprised that we haven’t seen more use of leitmotif techniques in games. Whilst most games have the idea of a musical theme for an area, there’s never any attempt to mix in music representing principle characters, let alone the ideas behind the fiction of the world. The only exception I can think of is the Dhovakin theme in Skyrim.

Having now seen first-hand just how powerful leitmotifs can be, I can’t help but think that games composers are really missing out on an opportunity to deepen their worlds here.

(Note: this last section of the article includes spoilers for the film! Definitely watch DKLS before reading this bit!)

dkls01

The Hidden Message of Games?

We struggled with one section of the score above all: the battle between Miria and Zelieck.

Ross’s initial inclination was to score this as an extremely dark, twisted moment. Whilst I didn’t disagree about the darkness – after all, this is two people falling in love through the expression of lethal, unbridled violence – I really wanted to get across something that I felt was key, both to the roots of much of WoW’s joy.

World of Warcraft, like almost all computer games, is significantly about violence, and the joy of destruction. And that’s what Death Knight Love Story is expressing in part – the idea that a meeting of minds might come through battle, and anger, skill, and archetype of the Warrior. And that is still as true an expression of love as any other. (If we’re going to get really Jungian about it, Death Knight Love Story is a story about two Warriors who become Lovers, trapped under the rule of a twisted King.)

I’d penciled in music like the Dropkick Murphys here – Shipping Up To Boston, most notable from the soundtrack of “The Departed” – and possibly the quintessential expression of rage and the joy of conflict in cinema, “After The Flesh” from the soundtrack of The Crow. But for some reason, Ross and I weren’t quite able to meet in the middle on this one.

Until one day I remembered a particularly impressive show I’d seen at the Edinburgh Festival some years back: a performance by Tao, the Japanese drumming ensemble who mix traditional Japanese drumming with martial arts to produce one of the most electrifying musical performances I’ve ever heard. It’s like angry, uproarious thunder.

I suggested Taiko drumming to Ross, and he immediately got where I was going – and that’s the reason the fight sequence ended up with such a unique soundtrack.

Hugh Hancock

Artistic Director, Strange Company

http://www.strangecompany.org
http://www.deathknightlovestory.com

Those MMO “Intro Scenarios”

So I’ve been playing some new games lately that I can’t talk about just yet but while being stuck at 92% of a patch that clearly hates me, I started musing on an old pet peeve of mine, namely MMO intro scenarios. To be perfectly up-front: they’re annoying.

I’ve never been the patient tutorial kind, not for the many oldschool RPGs I have played nor any other type of games, even though I’ll acknowledge there are genres where tutorials make a lot of sense. I’ve had a quick look at Reus over Xmas and would’ve been pretty lost without one. Then again, I gladly skip the tutorial in Witcher 2 because there’s nothing a key mapping menu can’t tell me if I really need it. For most games, I want tutorials to be optional.

blarghtut

Or MAYBE, I could just play the game first!

Now, MMO tutorials are different in the sense that the large majority of them won’t just run players through a quick session of popups and UI-exposition – no, MMOs after all have narrative ambition! Instead, many feel compelled to invent some type of forgettable intro quest chain to demonstrate basic controls and menus to the player. What’s worse, they’ll have you start in some artificial, not rarely underground type of restricted area (two words: Allods Empire) that you really hate and, if you’re very unlucky, will have to re-visit and linearly follow through on every new character created of the same faction. Oh gawd.

Is it asked too much that I can just jump into a fresh MMO and be blown away by a brand new world? A wide vista opening in front of me, with beautiful starting zone music coming my way? Do I need to spend the first 20 minutes down in some pit, tunnel, whatever, faking interest in NPCs I can’t possibly care about yet, so when the game decides to kick me out I can’t even talk first impressions to friends because ALL I’VE SEEN WAS A TUNNEL?

Last time I checked, this was a genre where I have all the time in the world and where I don’t need to learn everything there is to know in the first few minutes.

I love you vanilla WoW. I love you still for so many things you did right, simply because you didn’t know better.

P.S. Obviously not all MMOs feature the exact intro scenario described above and many, like GW2, Rift or LOTRO, are allowing players to start outdoors. Still, tutorials and instruction pop-ups have become more obtrusive in recent years and I’ve seen way too many tunnel stories lately….and that’s all I’m saying.

Instant Class Switches – The Last Bastion of Character Restriction

Some time ago Tesh voiced his support of Allods’ class change coupons in a minipost. While he called it the small and simple things, it is remarkable how this one feature among convenience features is still essentially taboo in most of today’s MMOs. And why is that?

When World of Warcraft started off in 2004, the answer to most player wishes concerning character freedom was NO. Over the years slowly but surely, the strict regiment of a character of one name, one race, one faction, with one same look and tedious respecs, changed completely. Today, there are hardly any final parameters left for an already created character. For a fee, you can not only change your server or your character’s looks but significant allegiances such as faction or race. With WotLK, Blizzard also introduced death knights, offering players not just a new class but instant level 55 character. For the Warlords of Draenor expansion, one instant level 90 per account has already been announced, in an attempt to draw parts of that retired audience back in.

wodwp02

These guys could all be one character

In the light of such overwhelming flexibility, the question of instant class switches remains unanswered. You would think that in this day and age, where players are not only used to extensive alting and multi-classing in other games (Final Fantasy XI already featured this for the same character in 2002) but adjusting quickly to race -, spec- or faction-related switches, there were no genuine reasons left to prohibit such freedom in WoW or elsewhere.

What does it matter if I choose to go shaman with my priest? Will I not put in my own time to adjust to all the new abilities and have quests and dungeon runs as my harsh teachers? If I ever went back for WoD, boosting my old priest to level 90, I would essentially have to relearn the entire class after all this time. How is that so different? And who doesn’t already have several high-level alts anyway (except for me…), so why not make different classes available on the same character for those who like?

It makes no sense any more. I wonder when they’ll notice.

SOE and the All-you-can-eat MMO Buffet. Are we afraid yet?

It’s almost old news now, SOE and their single-subscription plans for all players. You can head over to Wilhelm’s for a roundup of what that means and why they’re doing it and check the other, related blogger links there. I am of course with Bhagpuss when it comes to feeling rather outraged about the whole Pro7Sat-deal for European players. If you’ve sorta grown up with those TV channels, it fills you with all kinds of dread thinking of them as MMO publishers, all other issues of this arrangement aside. I’ve been bewildered about this for a while now. First time I heard about it, I thought they were pulling my leg.

Syp explained today how the single-sub is really a “big win-win situation for both the studio and its customers” and a move towards rewarding brand loyalty. I can see how cross-financing more and less struggling products makes sense and why friends of SOE games might feel this way. After all, what’s cooler than getting more games for a single subscription, right?

For now. I just can’t help but puzzle over all the included implications for this genre that’s made for longterm, dedicated play. A genre that’s not the most suitable for switching games constantly – a thing that gets incentivized by the way sub bonuses will affect all of SOE’s involved products at the same time.

Don’t get me wrong; this is essentially not much different from free-to-play MMO gaming. You could say that you’re paying a sub for one game and get the rest for free. A single-sub MMO buffet doesn’t “destroy” player commitment any more than free-to-play does, any more than any payment model can. I have never believed in subs being great or in fact genuine tools of facilitating player commitment. I don’t believe they decide over how, when and why MMO players leave a title. Great games keep players. Great games create great communities that keep players. It’s all connected in one direction for me.

soes

Another thing this frontrunner of all-access MMO deals is doing, is inspiring wild industry speculations on what we can expect from here. It’s a no-brainer that other companies will follow suit; certainly other giants such as Blizzard or NCSoft have their own, big enough game palettes to offer. There will be a point in time where business analysts with a very large clip-board will have proven beyond doubt that, in these times of plentiful micro transactions, the pros of single-sub buffets outweigh the cons (such as losing multi-subbers) by far. Once you have access to more games and are actively encouraged to play them in combination, that opens up all types of new avenues of getting hooked and spending money with that one sub payed on top of everything else. As Tesh rightly pointed out on Twitter, it’s opening the floodgates to MMO meta-gaming and cross-overs, too – and we haven’t even properly begun to explore those. Frankly, I am scared to explore them. I do not appreciate those Steam trading cards at all.

But one can almost feel it now: a ripple in the fabric of the MMO market as we knew it. I can’t shake the gloomy feeling that SOE has just rung the bell for an entirely new era of MMO development – or opened a particularly disgusting cans of worms, depending on your viewpoint. One sub to rule them all and in the darkness bind them?

At this time and considering existing games, there may be clear upsides to this model. However, what it may cause in the long run and what types of new games it might inspire to be developed….especially for the traditionalists among us…..

I am afraid to even consider.

Battle Bards Episodes #17 – #19 and yet more Links, so many Links!

I am a slacker when it comes to updating news for the world’s most famous, and only, MMO music podcast. That’s because we already have a fabulous stand-alone page for which Tesh, Lord of the Tinker Dice (and deck!), was so kind to design the logo. I am simply assuming that anyone following Syp, MMOGC or myself is following that page too but then I’m probably mistaken. So, let’s round things up then, shall we!

Early December made for a particularly nostalgic episode 17 in which the bards visited the music of MMO starting zones – a topic dear to many players. Even if you tend not to care much for soundtrack, you will probably remember a track or two from bygone starting zones or that’s my experience talking to other players, anyway. Back in WoW, it was always Elwynn Forest vs. the Barrens; which side are you on?

For Christmas, Syp decided it was time for payback (probably for episode 15) and to pay homage to Vanguard; a game neither myself nor Steff played much and had the hardest time listening to. Vanguard has made for my most difficult picks on the podcast thus far and our regular listeners will notice us squirming and fighting for words which happens rarely enough.

fromgrave

Being the jolly ironic bunch that we are, we celebrated this New Year with an episode on “Dead MMOs“. One might say the podcast can only get livelier from here. No really, looking back on the music of MMOs past and digging up buried pearls for the rest of you, was a most gratifying experience. Games might fade away but memories and music are forever.

Links, More Links!

Beside visiting Salzburg and wolfing down new Steam games over Xmas break, which was absolutely wonderful, I’ve been rather busy adjusting and updating my stagnant youtube channel. Google has finally forced me to G+ for this reason although I have my doubts that the page will ever serve as much more than a dummie. There is only so much social networking I can handle (or maybe this is going to be a second twitter experience, so ask me again two years from now!).

For all the VGM fans who were too lazy to click on the links in my Greatest Videogame Soundtracks of 2013 post, there is now a new video up with teasers of my favorite music of last year. Having had some mad fun with Cook, Serve, Delicious last week, I also decided to give another let’s play video a go. While I have no fancy ambitions, I am still working out the best way of doing these and improving my way of speaking, or so I hope.

http://www.youtube.com/watch?v=Js3VGgkkaMk

Still on the subject of new games and GOTYs, I was happy to be back for another great chat on MMORPG.com’s GameOn podcast with blogosphere buddies Chris and Liore. I believe we’ve covered a wide variety of games for 2013 and certainly managed to stay representative, as in delivering some very different opinions!

As for our favorite blogosphere, December was a most entertaining and creative month on many a blog, so here’s a couple links in case you missed them:

  • Liore held a most excellent “Trivia Showdown on 2013” on episode 41 of her Cat Context podcast (it was hard!)
  • Murf vs. Internet got a fair number of bloggers to bring all their end-of-the-year posts together for Listmas. The final result can be found here.
  • Joseph Skyrim continued his Darklands story, an epic journey starring many familiar blogosphere names and characters. He also did KILL off “Gypsy Syl, a bard and vagabond of 30 years” in chapter 5, for which I shall never forgive him.
  • And finally, Jeromai shared a similarly goofy and entertaining blogosphere experiment with his two-part play-through of Sleuth – and you may guess who was brutally murdered this time, again. I will try not to interpret this further!

Make sure to check them out for some great roundups and good laughs!

Deliberating TESO

The beginning of a new year is a time for predictions good and bad. Gamers look forward to their most wanted launches of the year in enthusiastic or more reluctant anticipation. As for mainstream media, it’s an opportunity to be sensationalist and snide because nothing brings more hits than condemning yet-to-be-released titles or already revealing the GOTYs of 2014 in January. January.

I have no MMO predictions to share for 2014 and even if I did, I’d like to keep them positive. Whatever feeling one might have about upcoming AAA-titles, 2014 will be a year of new releases – of buzz and growth and lots of discussion. The genre is moving forward or at the very least, it’s moving and new games will infuse our conversations. For this reason, 2014 is already the better year for MMOs in my book than 2013 ever was. There’s no real failure for this genre as long as new games keep coming out. Once they stop being developed that’s when we’re in trouble.

sadponie

What do you mean, no more MMOs? [belen02 @ deviantart.com]

Condemning TESO – A brief Chronology

So, what happened? A few days ago in good old Kotaku stunt manner, a member of said news site declared publicly on twitter that The Elder Scrolls Online “apparently has a price tag of $200 million”, only to delete the tweet soon after because it’s bad journalism to make claims without any fact to back them up. However, that’s exactly how effective internet rumors start and that brief tweet was enough to set the gaming community completely ablaze over a simple, uncorroborated figure.

As if that wasn’t silly enough, Zenimax’ own Matt Firor then added more fuel to the fire by making very unfortunate, sarcastic remarks on how TESO could never ever have cost nearly that much because hey, look at our game – it’s crap! (just to paraphrase mildly). Now, I do somewhat appreciate the obvious eyeroll from Firor but it wasn’t the greatest way to address the budget question and infuse trust and enthusiasm in your anxious player base.

After all of that commotion had already spawned myriads of sub-tweets, message board threads and blog posts, Forbes (yes, they do video game journalism) ventured forth to declare TESO the “Greatest Videogame Disaster of 2014” two days ago. The article is essentially a summary of old news and concerns long debated among MMO players, but since the rest of the world needs time to catch up with us, it has gone viral not least thanks to its sensationalist headline.

All the while, I am scratching my head a little over what exactly has caused some of the vocal TESO malady in the wake of this budget rumor. Mainly, I have three questions regarding the most popular concerns (in the Forbes article and elsewhere) that I just can’t seem to figure out:

1) What does $200 millions even mean?
Maybe the person holding authority over efficient MMO budgeting could please come forth and enlighten the rest of us what TESO at its current state should legitimately have cost. Of course nobody knows similar figures for AAA-ventures Wildstar or Everquest Next and it seems the best course of action to make sure your numbers never get out lest you not be met with omg-SWTOR-hysteria. By the way, wasn’t it $300 millions for SWTOR? Or $500? If you really want to bore google, you can find them all. In truth, I’ve never found an MMO player nor videogame journalist who had an inkling of all the costs related to a particular MMO development (they tend not be public!) but now that we know (not) that TESO cost 200 MILLIONS….that changes everything!

2) How is it news that this is “just a Skyrim Online”?
It’s been clear from the beginning that an ES MMO wasn’t going to re-invent the genre wheel. When TESO was finally officially confirmed in 2012, the game had been in development for several years, which also means prior to Skyrim’s success and during an era of still solid WoW rulership. You can bet a franchise as traditional as Elder Scrolls dipping their first toe into MMO territory, was going to keep things conservative under these circumstances. There is also the ES fanbase to consider which doesn’t necessarily consist of online players. So yes, of course an ES MMO will essentially boil down to something like “Morrowind/Oblivion/Skyrim Online”. What else would it be? One doesn’t turn to TESO for big MMO innovations in 2014. Duh?

skymmo3) Nobody ever wanted an ES MMO. Really?
Considering TESO’s imminent launch this April 2014, it’s not only a grossly cynical statement that nobody ever wanted an Elder Scrolls MMO, it is also simply untrue. For every new installment be it Oblivion, Morrowind or Skyrim, fans have debated and fervently hypothesized up and down social networks how awesome an online Elder Scrolls or at least coop function for Skyrim could have been. I myself addressed this topic after Skyrim on this blog, preferring a coop option to the MMO. Of course TESO was already being developed then but the general MMO discussion for Elder Scrolls games is a thing among gamers and an old thing at that. To say the developers has no legitimate reason to believe such a project might be of interest to their fans, as the Forbes article has done, is bogus. If anything, that interest has increased over the last few years.

From where I personally stand nothing has changed in terms of looking forward to TESO this 2014. I trust all the beta testers who have told me that it’s essentially “just Skyrim Online” and all those who have mixed feelings about the game’s polish or long-term appeal. It’s more or less what I am expecting. Of course, there is the subscription concern and a free-to-play switch is probably in the books for TESO as is the case for so many MMOs nowadays.

No doubt, TESO is going to be the traditionalist among 2014 MMO releases and it will need to charm franchise fans. Pre-condemning the title for these reasons however, seems rather oblivious to the fact that many players still like traditional MMOs and that we’re living in times where switching to free-to-play is not a failure but proven business model. Either way, I’ll be playing TESO with or without a sub and I will make final judgements after all the big contenders of 2014 have had their fair shot. For now, my MMO sky is still lit with promise and lots of opportunity!

masky

Holding a torch for MMOs until proven otherwise.