Category Archives: Cooperation

26 Ways to spice up MMO combat

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

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

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

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

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

26 Ways to spice up MMO combat

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

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

    B) Opponent-centric features:

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

    C) Environmental features:

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

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

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

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

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

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

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

      Massively Multiplayer Misnomer?

      I’ve come to a conclusion (drum-roll): the vast majority of all MMO players out there today are not in fact MMO players. Even less so MMORPG players. That’s right. We need a new name, more than ever.

      What caused this insight? It’s not so new – in fact I’ve asked for a change of name-giving before. In the meantime though, things have moved on from there with considerable speed. Or as the Dude would say: New shit has come to light!”

      Two cases against the “MM”

      By now, the “massively multiplayer” label is a complete sham; a false premise, an empty promise. Think about it: what is the maximum of players you actually share your time with when online? When you run dungeons, how many do you need? 4 more people? 9? And how many friends have you made online the past 5+ years? With how many people do you effectively have regular exchange in your social group, guild or band of brothers?

      A massive amount? I doubt that very much. If I think back on my time in WoW, some 6+ years of raiding, I have spent 95% of my time with the exact same 10 people. I don’t remember any fleeting acquaintances, I certainly don’t remember anyone from my friendlist that I stopped using halfway through TBC. What I do remember though, is all the downsides from playing on big servers: the headache to choose a guild or recruit, the over-camped outdoor bosses, the cringe-worthy general chats, the awful anonymous PUGs. Oh, there was quantity sure – but quality?

      My recent thoughts on Skyrim and player-hosted servers has brought me to an inevitable bottom line: Online games don’t get better with bigger servers. Opportunity does not equal the need to play with others, nor does it improve matters for the individual player after a certain number and size. What is the effective difference between an online server with 50-100 players who play cooperatively together, know each other, benefit from more available space and resources and a server of 100’000 people? Wait, I know – the auction house. If a convenient economy is the only up-side, then I believe I have made my point. Any MMO player currently out there who is dreaming of the immersive experience, the role-play, the simulation, the story, the building of community down to player housing and whatnot, would be better off on a drastically limited size server.

      My second argument against the “MM” in MMO is influenced by the current trend we can observe in popular games like WoW or SWTOR: NPC companions. Tobold draws a particularly dark image today of the future raidguild that hires bots rather than people for crucial raid spots. Maybe even most raid spots. Who needs flawed human beings when a program can do the job much better? What will happen if NPCs do not only look, talk and follow you like a best friend, but get an AI to out-perform even the best player?

      The cooperation factor in WoW took a massive hit with the introduction of the anonymous dungeon finder. Already now, many players spend most of their online time solo with a companion pet by their side, doing the odd 5man run with mute strangers from a different server.

      Are smart NPC companions the next step in the MMO-evolution towards player isolation? Like the vast cities of man where every individual sits alone in his apartment at night, tragically independent, surrounded by baubles and clutter?

      Not so “RPG” either

      Whether it’s MMO, MMORPG or online RPG – terminology has been in disarray for at least 5-10 years. The more online has entered the world of gaming on every conceivable platform, the more you could hear the term “MMO” used, misused or mixed up in various context. Frankly, I am not sure I know anymore. Anything since UO that has looked remotely like WoW has been called MMO, even Call of Duty and League of Legends are obviously online, cooperative games – just not the kind classic MMORPG players (who don’t exist by now) used to refer to.

      It’s the same with “RPG”; less than ever does role-play actually define the MMORPG genre. What does role-play mean? Is it just to play a given character and control him, or is it to invent your avatar from scratch, to add a past, history and personality that defines him? Is it to be completely in character (and have the tools and means to do so) or to at least act in a way that is consistent with the setting and world you play in? If not, then any game where we just “steer a hero character”, Mario Brothers included, is a role-playing game.

      …What makes WoW an RPG? Or is the online component maybe by nature an enemy of immersive role-play?

      Rock bottom line: Uh-“O”

      At this point I realize that I have completely disintegrated an entire definition and from there a genre I happen to love. I’ve stripped it, reduced it, lost it. One letter is all that’s left to me: “O”. That’s all I’ve got for you, one stinking letter! That one is a dime a dozen; the future is definitely online. I’ll happily invest in online shares.

      As for the rest – it lies in darkness, doubt and uncertainty. Change can be a good thing, but I’m not sure I’m ready for too much change and re-definition. I can see the nice features along with the new….yet all the while I keep thinking that I really just want my rug back (peed on or not).

      On Matchmaking in MMOs (and Bartle)

      Once upon a time, in February 2004, I embarked on a journey into the vast world of Azeroth, knowing little about just how long my stay there would last. I did not start this adventure alone, no – I brought my trusted tank with me, so he would be my shield on the battlefield. You know, it’s such jolly good fun to play the game with your RL friends and family. Such an advantage too for leveling up together.

      Yeah, riiiiiight!

      Let me tell you that none of this is true. I’ve been there done that and while I still love them all (most of the time, anyway) “playing with teh friends&family” is vastly overrated. What’s saying that what clicks in most areas, needs to work for all? Sometimes it’s better NOT to share every hobby together!

      Now, my partner and I have hugely different gamer profiles to begin with and a completely different history when it comes to genre. Playing WoW as long as he did (vanilla raiding) was a bit of a freak accident as far as his FPS and RTS heart is concerned. When he nicked my beta account though, I figured he needed a key of his own – and why should we not play together? Truth be told, we had some epic laughs in those first weeks and months when the game was very young. However, we also realized rather quickly that we were erm….not meant to do much questing together. Or anything much outside a raid really. Some ideas only work on paper – and some I gladly let go of in favor of a peaceful relationship.

      I’m exaggerating of course, but not by much. There’s such a thing as opposing playstyles and oh, we haz them! Although you’d think a holypriest and furywarrior are the perfect leveling match (and we really looked great on paper), our adventures together would develop like this within a few minutes:

      B: Where did you wander off to, now?? I am still fighting here!
      Syl: I was just gonna talk to that NPC!
      B: Great, now I’m dying!
      Syl: Why do you always have to pull everything? We don’t need to clear everything here!
      B: It’s faster, it’s money, it’s loot, it’s EXP!
      Syl: We get more EXP and gold from actually pursuing the questline!
      B: AAuGgh…..&%!*”!/%ç – Can you rez me?!
      Syl: No I can’t! There are respawns here now and I just took a boat to check out the other side of the river!
      B: I hate this shit!
      Syl: …..did you loot the staff at least?
      B: What staff??
      Syl: ……………………
      Syl: You were supposed to pick up the staff from the boss we killed. For the quest!
      B: I hate this shit!
      Syl: *SIGH*

      ….From there the bickering would continue, an equally frustrating experience for both sides. Some people claim that what happens ingame stays ingame (lol), but I’m sure that many of you who have played together with a partner or person they live with, will know how quickly a foul mood can spread from the screen into the living room……..(Right?) As silly as such arguments might be, they can wear you down when you were supposed to wind down. No thanks, not worth it. You can still play the game together without playing it together.

      Why good matchmaking changes everything

      What this little anecdote shows in vivid colors is that gamer profiles matter. You can bring your best person to the game and it might still not work out in terms of cooperation. Now imagine this with strangers you’ve never met before and care about little: are you even surprised if a group falls apart?

      We know how much good matchmaking can increase our fun in playing – to an extent where the boundaries between “people you like for themselves” and “people you like because it’s fun to play with them” become very fluid. Personally, I need both to wanna teamplay with somebody long-term. I strongly suspect too that I am not the only one out there who will only ever befriend a stranger in MMOs when my “basic playstyle check” is positive. After all, I’m not just here to socialize; I’m here to vanquish and conquer, arrr!
      Funny enough, it works the other way around too: our tolerance to do “boring content” will increase if we’re doing it with or for certain people. As long as it’s not all the time, mind; our profiles don’t have to be a 100% match, but they need to be similar enough.

      One logic answer to the matchmaking dilemma in MMOs are guilds. The guy who only wants to “roleplay” in Deeprun Tram, the gal who wants to clear every raidboss on hardmode – they can find a suitable place for themselves as long as they aren’t hoping to stay together. The more transparent a guild will make its goals and requirements, the better. Not to say that everyone in a guild always gets along brilliantly on a personal level heh, but you have a few fundamental hurdles out of the way, at least.

      Still, a lot of cooperation fails in MMOs, inside guilds and outside. Blizzard reacted to grouping issues by implementing meeting stones and later the dungeon finder, by cross-server grouping and arena rank matchmaking. Oh yes, and such joy did people find in LFG….We’re provided with groups fast now maybe, but in terms of quality, or rather matching our intents and purposes, WoW has not solved any issues, no matter how tanks are getting bribed. Even the arena matchmaking is poor (and there you’d think it’s relatively easy).

      What to do here? MMOs are all about cooperation, so this is a big deal. Considering where things are going in this genre, there will only be more MMO players in the future and many more people playing solo and casual, therefore relying on spontaneous grouping.
      It was Tesh who called my attention to this issue in recent design debates: what if many current player grievances are not so much about a lack of variety and dynamic content etc., but a lack of matchmaking tools first and foremost?

      The challenge that is matchmaking

      I’ve thought about possible ways to create matchmaking on a “quality level” in MMOs and frankly I find it difficult. How do you make good intentions work in practice where so many individual and conflicting factors coincide? For a moment, I had this image in my mind of a person filling out ten tedious pages of personal questionnaire at a dating agency, just so the likelihood of meeting the right partner increases by 1%.

      Luckily, finding the perfect MMO “date” is not quite as complex. We’re not looking to find prince or princess charming to get married with kids after all. However, there are various external and intrinsic factors determining every player’s outlook, goals and preferences and while the game can do little about external circumstances, it can try and bring people together who have the same purpose and playstyle for a specific activity. Chances are, if you end up in a group a little more tailored to yourself, you will add one of them to your friendlist rather than your ignorelist.

      One obvious solution could be to add more search parameters to LFG tools. In addition to asking for roles and dungeon mode, offer check boxes for things like “speed run”, “achievement run”, “casual/fun run” and so forth. Maybe even allow players to create their own criteria. But then, how do you avoid misunderstandings? How do you prevent a casual run from translating into a lol-fail run for somebody? Does a speed run include content skipping? So, I wonder how much this really solves; and how many questions does the average player want to go through in order to join a group, anyway? How do you prevent freeloaders? It also raises a question about how restrictive parameters should be – would you like to see “GGG?” among them?

      Another option might actually be a detailed personal profile you must fill out at the character / menu screen, maybe even per toon. Have the game store this intel towards any future matchmaking, similar to how some MMOs will ask for individual history or attributes when creating your character. Maybe run a refined version of the Bartle test even? I think you could do worse.

      No matter what you come up with, there’s still the issue of numbers: how do you handle profiles that won’t correspond with enough available players? This strikes me as the biggest dilemma. If the system cannot find a match, it will go for the next best or random match. Before you know it, you’re back with GOGOGO-guy, the rogue looking for a particular achievement and the two mages who only came in to look at the tapestry. True story. /doom

      I clearly lack imagination in this area, so please help me out: How could future MMOs implement a smart way of player matchmaking, without doing more harm than good? Any suggestions? Also: would you even want features as the above mentioned – or should we rather go back to good old, simple general chat grouping? Maybe I am over-thinking this.

      To finish, two fun links

      I am convinced that there is a lot of untapped potential for matchmaking in MMOs; not just on a grouping level, but content in general. Far too often do we mistake general design issues or errors with an actual lack of matchmaking / successful grouping opportunities. The discussion leaves a lot of questions though and at this point I cannot quite conjure up enough ideas that might stand the test of time and practice. To be fair, if it was such an easy undertaking, somebody would have succeeded by now. At the end of the day, no matter how intelligent the system is, a lot still comes down to social skills and communication between individuals.

      Matchmaking, I look forward to see more of you! I am sure you can provide much in terms of more enjoyable, individual experiences but also cooperation in MMOs. Some oddly hilarious encounters too maybe, once the system “fails”(?)

      Unfortunately you won’t be able to solve my initial, most pressing issue here: what can we do if our playstyle and our partner’s simply won’t match? Oh, well – some frustrating or silly experiences still make for fun memories in retrospective. Maybe even the best (yes, that’s us in that video!). A little disaster here and there lets us remember and appreciate the really smooth runs. And also how much it matters to have good company with you, nevermind how bad things are going.

      When do you get to that point of enough is enough?

      A comment Liore left on my article of last Friday got me thinking about a question I have visited in the past, but never quite found the ultimate answer to. Or rather, I have found too many answers for myself to only stick to one. I’m talking about the question of what exactly it is that finally triggers our often very difficult conclusion to quit a long-time MMO completely and with that, leave our social ties behind (which is sadly the truth for most), putting a stopper into our bottle of fond memories.

      In the light of many recent blog posts I’ve read on the topic of quitting WoW, I don’t believe I’m the only one still struggling to answer this question. It’s tough to leave a virtual home of many years behind; it hurts to wave that final goodbye to people you have played side by side with for so long, sharing victories, real laughter and tears together. So, why would the answer come any more easily, anyway?

      The more I thought about this, considering different players’ experiences and my own, I came to the conclusion that there are mostly the same three basic reasons involved when long-term MMO players pull the plug on the game they used to call a second home – and that these reasons all need to be present to some extent (some more or less) for it to happen.

      Reason #1: The game changed
      We feel that the game has changed over time, fundamental design aspects of it having been altered to a point we can no longer tolerate. World of Warcraft for example DID change in many ways and there’s no denying that some of it were drastic changes. Yet, there’s a question here of why we are willing to put up with changes in some areas and not in others. Or rather, why we are often willing to go along anyhow, until we don’t. What causes us to make the call of  “enough is enough”? While we might have valid qualms with the game, what influences the time of our final decision-making truly?

      Reason #2: People changed
      While many of us start out solo in a new MMO, our continuous enjoyment of the game will soon be generated by playing and interacting with other people. It’s a gradual shift we hardly notice, until bonds have been established so thoroughly that we play the game because of others just as much as for ourselves. However, our social environment is constant subject to change: our friends-list, our guild will never stay the same forever, no matter how stable they may seem for a while. People come and go, some leaving for pastures new with a different guild or server, others snatched away by real life. For a short while only, we walk side by side. It’s completely out of our hands but it affects us deeply, especially when those start leaving (or changing) who we consider the main characters in our story. They leave a painful gap behind which sometime is too great to overcome.
      So, as we go on complaining about how much the game has changed since the good old days, what we really mean to say is: “it’s not the same anymore because they are missing”. That realization comes sooner or later – and with it comes a feeling of general disillusionment maybe, a melancholy or wistful sigh over the things beyond our control in life. That is not to say that we cannot make new friends, but there comes a point when we just don’t have it in us any longer.

      Reason #3: I have changed (or: the nature of time)
      While we might believe that we never change in our gameplay wishes, we do change. We might not change much on “the surface”: we still want to go on adventure with our friends, raid a little, do some PVP – but there is that elemental quality of time itself. Experiences change us always and as we grow (older) we have more and more of them. There are only so many times we can find joy and wonder in the exact same activity, there are only so many maps to travel, dungeons to run and even items to gather in the same game. Inevitably even the new will feel old – everything feels like a repetition, the same thing with a new coat of paint. Not even the best MMO can last forever, been there done that will find you sooner or later. You’re getting older, the world feels smaller. It’s the way of life, as cliché as it sounds and nobody is to blame here.

      This concludes the list of the three main reasons. And it is rather striking how often we actually mistake the reasons 2) and 3) for the first one. I’m sure you know exactly what I mean.

      The glue that holds it all together

      In “The Mexican”, a rather frivolous Hollywood crime/romance movie from 2001, the protagonist Samantha struggles to find the answer to her fundamental question for the full duration of the film: the question of “When do you get to that point of enough is enough?”. In her case, a question about just how much more she should put up with in her life because of her rascal partner, an endless trouble on two legs constantly getting her mixed up in dangerous business. While chased by a rather unusual assassin, Samantha tracks down her heart’s answer as she sets out to save both their lives. More about that in a minute…

      We never leave a beloved MMO behind over just one reason, exceptional cases and acts of nature aside (someone’s life changing drastically, financial struggles, moving to Mars etc.). The game has to change and always in more than one way. We have to change. The people around us have to change or leave*. All these factors need to coincide.
      Funny enough, it’s people too who have the power to bring us back. And why is that? Because we long to share our time and adventures, we long to pick up arms together once more. I believe that especially social ties have the power to keep us for much longer in a game that we otherwise wouldn’t enjoy; other people generate new and countless ways of content (and fun) in MMOs. Our joys and victories get bigger when we share them, our worries smaller. Our friends make our best moments memorable and thus our virtual experiences all the more immersive and real.

      No developer can code this fundamental aspect and mechanism into their MMO, none of them can “produce” this powerful effect they benefit from so immensely. They can only set the stage and create enough room for us to do it – to really “live” in their worlds. And if they achieve this, then we’ll likely be their guests for a long time to come.

      Which brings me to my final, simple conclusion: we don’t leave a long-time (!) MMO just because it’s gone bad. We don’t leave it because we changed. We don’t leave it because it’s just old.

      …Samantha’s question is finally answered by the unlikeliest person imaginable, namely her persecutor Jerry, at the end of “The Mexican” 
      (Samantha) “I have to ask you a question. It’s a good one so think about it. If two people love each other, but they just can’t seem to get it together, when do you get to that point of enough is enough? – (Jerry) “Never.”

      We leave an MMO for the combined three reasons mentioned above. Most of all though, we leave because of the missing glue that held it all together for so long: people. Friends. The world looks completely different when they are around. Maybe we even manage to bring them back, sometimes just to realize that we still fail to reproduce that feeling of “back then together” today…but it was worth a try, anyway.

      And that’s why future developers must never under-estimate the significance of social interaction and (enforced) cooperative play which ultimately sets the stage for meeting people. You really want to make sure players can and must play together in your MMO!

      *P.S. While I use the terminology of “people leaving” to simplify, the loss of your social environment does not necessarily require an explicit, absolute “physical” distancing. Just as much, we can lose important people in our picture due to a changed relationship, a disappointment (the loss of an idea of somebody) or overall new in-game conditions. In terms of personal loss (and reason #2), they all come down to the same.

      Good is good enough. Or: a case for pioneering

      Yesterday, Hugh over at the MMO Melting Pot summarized a little wildfire that’s currently spreading since WoW’s latest patch: the whole weekly Valor Point cap deal after 4.2. We can probably most agree that Blizzard’s continued effort to undermine the status of raiding in WoW is deplorable – on a more general note though, it was another old friend of mine piquing my interest in some of the debates: the ever-returning topic of gear. To be more precise, the importance of gear as a factor in beating WoW’s encounters.

      Gnomeaggedon just had a similar article up, interestingly enough on PVP, yet with the same underlying issue: the fixation some players have with gearscore, item levels or stats in WoW. In WoW of all MMOs, that most flexible and accessible game of them all. Reading how his otherwise no doubt friendly and decent new guildie made a fool out of himself in BG chat, I cringed a little – people still really do this, huh.. Asking for your gearscore before a 5man run? An achievement before inviting you to a lousy pickup raid? Comparing meters? Ragequitting over purples?

      Gosh.

      Were we ever that young?

      I am no stranger to progress drive or perfectionist mindset. I even sympathize a little with WoW players hopelessly lost in compulsive gear-rush-limbo. I used to be like that myself, a long time ago when 40mans were new and raiding was a more elitist club. Back in pink vanilla, everyone believed gear was where it’s all at. To be fair, we had more reasons to believe so too. People sported their shinies around AH bridge in Ironforge and oh, did those epics tell a story! For one thing because not everyone else and his sixth alt’s cousin had them, for another because it took a long time and 39 more people to get you that set. Enchants were few and precious, there was no jewelcrafting, no inscription, no reforging, no endless list of consumables and buffs. You really wanted a decent arrangement of gear and many encounters were rather unforgiving when it came to certain stats or resistances. So, we chased our purples eagerly from Stratholme to Molten Core, from Blackwing Lair to Naxxramas.

      Then along came the Burning Crusade and we slowly began to smell the rat. Gear popped up from every corner, at increasing speed. Hardly a second to enjoy a completed set of Tiers, BOOM the next would follow – better, shinier, more purple than your purple! Then, there were suddenly all these craftable epics, some of them just as good or better than raid rewards. Plus cheap, welfare badge epics that would do the job just as well. As if all that wasn’t enough off the attunements went – in the talent and stat buffs came, in the content nerfs towards the end of the first expansion. More gear thrown at you, more gear than you could hope to wear in a hundred years. It was like purple Christmas at the shopping mall. And with the loot choice curve rising steep, another curve began to fall rapidly: the significance of specific items towards progress.

      That’s when I finally had enough, somewhere at T6. I had this disturbing image in my mind, of myself as a donkey chasing a pixel carrot that Blizzard kept replacing faster and faster. I felt foolish and ridiculous. Not just that, I spent loads of time grinding epics just so they were a wee bit better than more accessible alternatives. Ridiculous. On our way to Black Temple, it was popular belief that you needed a complete mix of T5 and T6 to beat Illidan. Short time later, we saw Nihilum’s world first killshot with half their squad posing in Karazhan gear and craftables among the odd BT set item. Pardon? You need what? Ridiculous…

      I still collected gear sets later on, make no mistake; I love gear from a cosmetic point of view, always have, and a Deputy GM can’t run around in rags. But I had come a far, far way from the rushing, pushing and obsessing over gear being the determining factor for Adrenaline’s progress. Bosses don’t rise and fall over blue gems or 20 more intellect on a trinket. If you think they do, maybe you’re looking for solutions in the wrong place? Especially with the complexity some boss encounters have gained over time in WoW, there are far bigger, more tide-turning challenges for a team than collecting the best possible gear at the highest possible speed. Gear is not performance and it never wins that duel (they make a good team though).

      If it makes you feel more secure about your own performance or if you enjoy the maximizing frenzy, that’s one thing and knock yourself out. However, as long as you’re not in the sort of guild that raids for, y’know money or something and just needs to progress as fast as humanly possible, it does not matter if your gearscore is XX10 or XX50 and it won’t ruin a run if you didn’t upgrade medium Tier epic to super Tier epic. You can still be competitive and you can still progress at decent speed.

      The min-maxing, the cookie cutting, the lengthy preparations – they are self-imposed. Let’s say it together: self-imposed. We’ve been through this before: Blizzard never forced their playerbase to min-max so extremely, it’s the players who choose to do it and tolerate all sorts of drudgery in return. The thing is, the list of all things you can always “possibly do better” is endless.

      Good is good enough

      A long while back, Tessy wrote a follow-up post on a not so unlike debate at the time – healers using healing addons (or not). And she nailed easily what was an embarrassing show-off in other places: if it works for you, it works for you. If you’re good with addons, you’re good. If you’re just as good without them, you’re just as good. It’s the outcome that matters and outcome is a collective term for a multitude of aspects that need to coincide. Especially in a team of 10 to 25 people.

      Now for argument’s sake, if you really, really wanted to go there; well, then I’d say you’ve got guts for doing stuff with less – less preread strategy, less buffs, less gear, smaller numbers. Assuming that’s what challenges or entertains you. In terms of outcome though, it’s completely beside the point. A little harder, “cooler”, more “oldschool” (or whatever you wanna call it) doesn’t equal better or smarter – it only means you’re doing it differently. We can allow ourselves a bit of “private vanity” sure, as long as we don’t mistake our way for the one way.

      Outcome is what counts. The rest is attempts to socially distinguish yourself or get a kick. I’ll admit freely to some ego myself, but I do know it when I see it (it’s bloated that way). I know my inner demons too, I don’t take them too seriously. The times I went overboard with my private perfectionism in WoW were when I wanted to, not because it was required. I didn’t speed race to exalted in Silithus (:trauma:) for that epic mace and offhand because Benediction wasn’t good enough. I did it because too many people had the yellow staff and I was a vain priest with too much time on her hands.

      In my lengthy writeup on healing coordination a while back, I put emphazis on not telling other healers how to play their class. As long as they achieved their assignments consistently, I could not care less how they did it. And I hold to that lesson. My perfect raid team is a team where I do not have to adjust or check a single person’s spell rotation, gear or talent choices. You don’t second-guess what’s working. That goose might stop laying golden eggs.

      My challenge, your challenge

      Progressing through WotLK 25man, we often outgeared content we beat in my guild. I dreaded these kind of kills, such a lacking glory it was to challenge a boss in epics from head to toe when it was manageable with much less. I’m all for being well-prepared and knowing your strategy; but I actually love encounters that force you down on your knees. When your team needs to click like a well-oiled machine, when it’s all about individual performance, knowing your class in and out, situational awareness, reflexes, perfect coordination and communication. Funny enough, that’s usually also when people have more tolerance for each others mistakes than the pro geared and overconfident bunch.

      Ain’t no victory like the victory of the underdog, carrying the trophy home, be it in PVE or PVP. It’s those kills we never ever forget. I’d say too, it’s when your team’s true colors show in all their shades, the way you can otherwise never tell. For similar reasons, some players attempt 2-manning content that is meant to be 5-manned. Or show up with 8 instead of 10 peeps. They want to test how much they can achieve, how far they can go together. Test the limits, raise the stakes – not lower them.

      And that’s why the VP rush for Firelands strikes me as bizarre: players are supposed to have all that gear now BEFORE they even put foot in a brand new instance? Says who? Isn’t it supposed to be the other way around?

      Don’t believe a word they say

      I should mention that I don’t exclusively blame WoW’s playerbase for the optimization mania. Blizzard have had their share over the years, implementing features like the armory and designing the game to allow for such an approach. Still, you’re ultimately in control of your choices and I hope you farm 5mans for epics every day because it’s fun, not because you think you need rewards badly that will be outdated come next patch. Time and again Blizzard, the webforums or the blessed people of hearsay have tried to intimidate us by naming benchmarks, required specs or setups, “what you really need” and “what you really cannot do” to beat certain encounters.

      You know what: we’ll see about that. In Molten Core, they told us there was NO WAY we could raid without protection specced tanks. We had zero, up to Nefarian. They told us we couldn’t use offspec healers when they were our majority, all our stubborn feral druids healing in resto gear and several shadow priests healing along with their Benedictions up (another proof of how gear mattered a bit more in WoW 1.0.). Next, they told us how we really needed so and so much fire resistance for Ragnaros. Right. Towards the end of vanilla WoW, all the cool kids went straight to AQ40 first, because  “No way you can do Naxx before AQ!” Thank god we were such rebels…we’d never have experienced original Naxxramas 40 otherwise. You can keep your fugly Tier 2.5 to yourself, thank you very much.

      Please, do me a favour: go see for yourself. Whatever someone else is telling you, take it with a pinch of salt. Consider too maybe how long the next content patch’s away. Do your best, but don’t let yourself be fooled or intimidated by talk and so-called guidelines. WoW’s not a perfectionist’s game, WoW is designed for a mainstream audience to enjoy. Chances are if you’re reading this, you’re actually at the upper end of that mainstream. Good preparation is cool by all means, “good” preparation. The rest you can make up by other means, either setup/design-given or simply because you can or dare. I’ve gone through 21 years of what I’d like to call successful education and academia with a devil-may-care minimalist attitude and a great deal of Calvin. It works for MMOs too. Don’t feel rushed and don’t feel pressured to go along with whatever’s the latest, hysterical trend on the streets.

      Do the wild thing: “TRY ANYWAY”.

      Try and see. Talk later. You know, adventuring and stuff. You will never know how far you can go without trying. Be foolhardy, be reckless, be a pioneer.

      Be full of spite. 

      P.S. In reference to my post title, I should probably give credits to Cynwise’s comment in another article on the matter. Happy following up and remember to keep it together!

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

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

      Oh, the suspense!

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

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

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

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

      Why attunements were made of win

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

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

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

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

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

      Holding on to your keys

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

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

      The things we miss

      It’s a brilliant Friday, almost too brilliant to be working. The morning started rather late for me, as the local public transport is on strike (kinda) and so I spent much longer than usual waiting on buses and trams, enjoying the morning sun. Then, opening our guildforum page which I still keep an eye on, retired or not, a thread put a smile on my face, reminding me of the fun we’ve had together in days past. In fact it had me choking with laughter, so strong and silly was the memory that probably only those can understand who share it with me.

      The things we miss

      The other night, Stumps mentioned to me that it’s quite a long time now since I left WoW, but then I realized it’s actually roughly 4 months since leaving Syl behind at that lakeside in Elwynn Forest. Four months are not a long time, but I have to agree it feels long, much longer than that. I’ve always asked myself what it really is that keeps people playing a game like World of Warcraft for so long – the state of the game, or the community established, and where the boundaries lie between playing a game for yourself and playing it “for other people”.

      I never quite found the ultimate answer for myself or rather, for me it’s always been about balance. I know that many of today’s WoW players hang in there for their guilds more than for the game. And I think to some extent that happens for everyone that has established a place for himself, spent years among the same bunch of people and shared countless adventures together. Community is a big factor and sometimes that’s all you need.

      At the same time, we all start a game solo; because we like MMOs, because the game seems appealing, because we’re curious and everyone’s talking about it. At those early stages, it’s all about the game. If it doesn’t convince us, we’ll most likely quit. Later, quitting will never be as easy again as it is during that initial “solo period”. There are ties now and fun generated through and by other people, rather than just a developer’s script.
      There are also: shared memories that have the power to carry players through “periods of doubt”. It’s the dynamic MMOs capitalize of. It’s quite the struggle too for those feeling they should leave the game but are torn by conflicting emotions.

      In the end it’s about what you’re looking for in these games and that’s never the same for each person. It can also change a great deal over time. For me, the balance needs to be there, I play for myself and feel it should always be like that. On the other hand, a bunch of trusted mates are what make a good game not just enjoyable, but make it a great deal more. Without them, things are just not the same. I told those who asked me that I haven’t looked back once since leaving and it’s true; I’ve never had regrets playing WoW and I haven’t had regrets quitting. I haven’t missed my character nor raiding (backpains) for a single day. That simply tells me one thing: that it was the right time and right decision. And to be fair, I think I’ve played the game for way too long to miss any of these things, I haven’t missed out on anything in WoW.

      Yet, there are things I can miss, or rather things that make me feel fuzzy inside and nostalgic; they’re locked in funny screenshots and moments remembered. They’re all about the people that were with me when I was still playing and having fun in WoW. I know that if we all went back right now, we still couldn’t bring back those times – for those times, were those times. But the shared knowledge and memory of them is a very fond one and it shows me why I really played the game for as long as I could and what really set it apart from others.

      And that will always be true and never fade, locked in the eternal snowglobe of our memories. Mine has a place in the sun and everytime I go there and shake it, the gold flakes inside will dance and glitter as if no time had passed at all. In a way there is great comfort in knowing that nothing can touch the past and some things are preserved forever.

      A good weekend to all of you – especially old friends, guildmates and brothers in arms.

      The beast that wrecked wonderland. Or: Oh noes, I’m an RPer?

      The blogosphere is loaded on fundamental design questions and debates lately and it’s not just events like Blizzard’s most recent Call to Arms announcement that make us wonder about where the future of MMOs lies. The more I’m reading, the more I realize how conservative I am – and how I really hopped off the bandwagon somewhere around the Burning Crusade. Very few game design changes have actually appealed to me since then. Maybe I’m just not the average MMO gamer anymore. Maybe I have become too “oldschool” for this genre.

      Scrap that “maybe”.

      I’ve tried to put a finger on this sentiment lately, but I couldn’t quite find the right word. This recent post by Green Armadillo is a great example of the overall problem though: I really do resent the fact that dungeons have become a synonym for lootbags in MMOs. That is SO far apart from what dungeons used to stand for, game designers might as well stop putting any effort into dungeon design if drops are all that matters. And now, as if loot, gold and tokens weren’t enough, you even have to bribe people further to play cooperatively in there. Sic transit gloria mundi?

      That’s just the tip of the iceberg which fast-food, drive-thru MMOs are developing into, with their dungeon finders, achievement points, welfare loot and in-built quest helpers. Big fat red arrows across your fantasy world. Flashy text hovering over your stupid head. Min-maxing guides for teh win.

      All the things I want are almost completely opposed to the current trend: no quest helper, no maps, no fast leveling, no soloing major content, no anonymous grouping, no welfare loot, no cookie-cutters, no bottomless bags, no epeen titles and silly achievement points. Instead, more need to cooperate. More need to play intelligently. More consequences when not playing cooperatively or intelligently. More customization. Lore rather than loot. More need to travel without an instant map. More wetting your pants on the way. Proper outdoor PvP. Less linearity and more player-generated content. Player housing. More campfires. A bag-pack with bandages you actually use.

      And then it dawns on me, the inevitable conclusion: my wish-list strongly resembles the 100+ pages long RPer’s wishlist that was up on Blizzard’s official RP forums a few years ago, a collection on how to improve the game for roleplaying (unfortunately that topic is long gone). Is to wish for these things, to be an RPer in today’s post-WoW MMO world?

      I’m not an RPer in the strict sense. I do play role-playing games, but I’ve always played on PVE servers. I cringe a little at the whole “in character”-stuff some people really take to extremes on dedicated servers. On the other hand, I’ve absolutely no problem with players who enjoy their MMOs that way, it’s just not my cup of coffee to make up a past history for my character, attend ingame weddings or talk in Shakespearean English. But when it comes to everything else that adds atmosphere to fantasy worlds, yes I do want that. It’s been there before.

      So, am I an RPer now? A traditionalist? How do you call MMO players like me today? And is it really me who needs a new name?

      But finally, I realized what this whole mess is called that’s currently happening to the genre (thank you Spinks): the beast that’s wrecking wonderland is called “Gamification”. It’s been going on a lot more rapidly on consoles ever since the XBOX went live and now it’s made its way into PC MMOs too. And I really shouldn’t be surprised: just the way traditional RPGs have become a rarity on console ever since, the classic MMORPG is doomed to disappear. I never realized the parallels in such clarity. MMOs might be part of the world of games, but they never played by the same rules, their virtues were always of a different kind. They were virtual worlds; not linear, scripted scenarios with the goal of instant gratification, stilling players’ achievement hunger and collection drive whenever they please. Those games were about setting, narrative, simulation and cooperative longterm goals. But there’s a whole new mentality out there today, a new type of gamer walking down my virtual streets. A gamer with different values than me.

      And I’m fine with it, really – you can collect achievements ’til kingdom come for all I care. But if game studios start developing more and more MMOs for you rather than me, then I have a problem.

      And no, I don’t want to start playing MUDs or write fanfiction.

      Gamers are not a community

      I have been a longterm member and mod over at a videogame forum that is rather big where I live. It’s a very active place where gamers of every flavour, but also people professionally involved in the business are posting and there’s yearly gamenights and other events being organized for the “community” to meet. Over the past 10 years that I’ve been there, I have made a few friends and met a lot of people. During my student years it even got me some marketing jobs for our national Nintendo publisher.
      Yet the one thing that still makes me cringe after all this time is that even though you’d like to think that ‘gamers’ are a community of sorts, they really aren’t. I’ve had so many experiences and keep having them, that remind me how delusional this is.

      On our board you’ll find all sorts of ‘special groups’ and segregation wherever you turn: there’s the mainstream gamers, the platform fanboys, the anime/manga fans, the retro fanatics, the RPGers etc. and they all make sure not to get confused with one another. And right down at bottom there’s the MMO players. Oh beware to be one of those, even if we got a whole subforum dedicated to this genre, you’re bound to listen to false stereotyping and trolling. Because really, even if the others play Xbox live every night over voice-comm with their buddies and buy a new game every 2 weeks, at least they aren’t playing MMORPGs. They’re not that asocial – they do ‘stuff on weekends’ and have a girlfriend!
      I actually had to deal with a guy once writing down an entire list (with bullets) of the things he did every week besides gaming (it included things like playing tennis and drinking in bars), trying to point out how sad we all were for playing WoW. I have probably never been more embarrassed on somebody else’s behalf in my life. The funny thing is that a lot of these gamers are actually secretly jealous of you; I had one or two admitting to me that they would actually like to play WoW but couldn’t, because they’d get “too addicted” or their girlfriend “wouldn’t approve”.
      Then there was that other post once where a guy stated how upset he got when a co-worker at his workplace referred to him as “our gamer” and how insulted he felt over it. Because to him gamers were real life losers and sociopaths. All of this coming from someone ‘within the community’ who is active on the same online gamers board for years and attending gamenights. I had a thing or two to say to him in that topic, for what its worth.

      Even though I know this is how things really are, it makes me sad every time I note them; be it ingame or via forums or blogs. I guess it’s that naive part in me, thinking that gamers as a whole get enough stigma already from people outside their interest group that they wouldn’t need to continue the segregation amongst themselves. It’s probably human that we reach out and long to be part of a community we’d somehow like to identify with. But the truth is that this doesn’t exist, just because we play games doesn’t mean we have anything in common. If you’d like to feel at home among a group of people, you will have to keep picking the gems out of the pile of trash.

      When we log on to World of Warcraft, we think that we enter some sort of fantasy. But unlike any other games, the content in MMOs is highly player generated – the whole point of them requiring social interaction and longterm teamplay is created by the people playing them. And all of these people bring their load of personal beliefs, attitude and prejudice with them – they don’t leave them at the door when they put on their mage robes or paladin armor. You got your judgmental and biased trolls, your sexists, homophobes, racists, fascists and any other flavour of social superiorists – in fact the internet is kinda big for trolls creeping out of their caves that usually would never find an audience in real life. And no matter how hard you stick to your own folks, you’ll get your share of bullshit whether you like it or not, right there in your pink fantasy dream. Even if you manage to steer free of most, you still get your casual gamers vs. hardcores, your “I’m better than you because I play less when I’m really just jealous”-people, your drama queens and psychotic real life-compensators (or both).

      And I don’t actually dig ‘-isms’ at all. I don’t think we have an issue with ‘-isms’, we can spare ourselves the fancy terminology: the world has an issue with idiots. It has issues with lack of common sense all across the board. If we cannot even share our fantasy worlds, I foresee a dark future for the real version.

      So we do ingame what we do elsewhere – we retreat to our own small circle of friends or guilds and play the game from inside our social bubbles. Just because we play the same game doesn’t mean we have anything in common with the rest.

      World of Warcraft is an exact mirror of the real world – just with better furniture and background music.