Category Archives: Game Industry

Why Trion & Co. lose out to cottage cheese

Hirz, my favourite cottage cheese producer, have recently launched a new “summer special” in their product line: cottage cheese with cucumber. Hirz is a Nestlé brand and stands for consistent and traditional products; no fancy stuff, no groundbreaking novelties in the dairy sector, no fixing of what ain’t broken. Their cottage cheese is creamy and light, not too sour and not too bland and comes in two variations – regular and with chives. I prefer the latter because I’m a bit of a rebel.

Lately, on an annual base, Hirz has started to launch limited editions to test the waters in their regular customer base a little. A couple of months ago they introduced their “cottage cheese & wild garlic” special, which they ran temporarily on smaller production volume, parallel to the top sellers on the shelf. Depending on more positive or negative consumer feedback, quantities would be increased and the sale of the new flavour would be continued. Maybe it would even make its way into their main product line. A small financial investment for a huge company. Virtually no risk.

How jealous game developers must be of cottage cheese producers.

Of tradition, novelty and risk

Ever since Trion have launched their new MMO, they have faced colliding opinions on their new product. First and foremost the “die-hard Warcraft front”, consisting of all those players either too scared to actually give Rift a try or just generally picky and negative when it comes to anything without a Blizzard stamp on, ironically enough complaining that the new MMO is way too much of a WoW clone. Then, there are the more moderate critics who genuinely look for the new and will find it in Rift, acknowledging that it’s by no means as novel as it feels new, but comes with great potential and a promising outlook. At the other end of the spectrum are the “WoW burnouts” who will over-hype anything that isn’t WoW because Blizzard broke an emotional contract of sorts in Cataclysm, and of course a few fanboys you will find for any game in existence (and who therefore are negligible).

In his most recent blog post, Wolfshead elaborates on his ambiguous feelings about Rift and why he believes the game lacks polish in the really important areas, mainly its selling point and signature concept: rifts. After all, it’s the rift events and dynamic content that set Rift apart from other MMOs such as World of Warcraft and make the game appealing to MMO veterans who look for new, cooperative concepts and online worlds that feel altogether more “alive”. But Trion still has a lot of work to do in that department, from basic balancing issues to the question of impact and replay value. As current subscribers we can only hope for future improvements there and maybe marvel about why the devs wouldn’t spend more time and focus on this subject prior to Rift’s launch, rather than on delivering the standard MMO package that Rift has no doubt provided.

The answer isn’t really a though one, though; how far do you dare go with progress and novelty, when facing such a competitive market that is at the same time so shaped by tradition and committed to genre? How far can you risk the initial and crucial success of a one-time launch by deviating from what a great part of today’s MMO players consider the standard, basic package? How do you balance learning from past success with expectations of innovation? And not least, the eternal crux of most developers: how much more time / financial means do your investor and publisher grant you? Which other cooks are spoiling your broth with their deadline pressure and revenue strategies?

Unfortunately this will always be a big factor, not only in determining the launch date for a new MMO but essentially its entire fate from there. A successful launch is absolutely crucial in a bracket that relies so heavily on convincing players to subscribe long-term and needs to achieve such during a short, very sensitive initial “grace period” when MMO players are curious and willing to give a new game a try – but also sceptical. Many promising projects, such as Aventurine’s Darkfall never got the chance to develop their game concept fully, because of lacking financial backup and added launch pressure. Any reasoning here gets stuck in the same vicious cycle: launch an unfinished game because you cant afford to keep developing -vs.- don’t launch a game and run out of money before launch. Your investors want to see cash. You too, really need cash coming in soon in order to continue making improvements. But if you already alienate your player base with a pre-mature launch, who will keep paying? In the long run, you are always doomed to fail. Trying to calculate the financial risk arising from either a post-poned or pre-mature launch, is depressing business.

Now, Hirz never had that problem. They keep their cash cow flowing while launching a new product ever so often, checking if people like it and removing it again from the market after a couple of months. They can afford to have customers test a demo, they can launch limited “samples” without any considerable risk. The wild garlic edition disappeared from shelves after a couple of weeks. I sampled the cucumber version last night and I can’t say that one’s a keeper, either. Lucky for Hirz, they didn’t already spend all their cash and the last three years of development on cucumber edition. Phew.

Samples of online worlds

There are no samples in the world of games; there is early testing in closed circles, there are alphas and betas, and thanks to the interwebz there are easy to download demos of existing games today, allowing a more informed choice on whether to buy or not. For MMOs, we got trial accounts – but that’s not really the same as samples. Imagine Trion had the chance to test the waters first by launching a free, limited edition of Rift for a few weeks, to see what their potential customers really enjoy. A Rift “mid-launch” of sorts, only half-way through production, where players could experience the first 15 levels and starter maps, a glimpse of all core mechanics such as questing, talent specs, rifts and professions. Let people play like that for 1-2 weeks, then shut the servers down, assess feedback and re-focus. No half-assed, feel-good betas for an already finished game one month before launch, but a real sample of your work in progress. Real feedback and direction, real customer centricity. And much less risk to yourself.

I’ve no idea how applicable such food business models are for online game development; it’s obviously a ridiculous comparison (I enjoy nonetheless). MMOs rely heavily on the entire framework of a consistent, existing world – I don’t believe they get developed in independent, modular “bits and pieces”. Blizzard probably couldn’t have launched a “WoW: Elwynn Forest sneakpeek”-edition before creating most of the game first. Then, there’s the whole copyright and NDA fuss.

That’s not the point though; there’s always room to optimize and re-think business and development strategies – if we ask for new concepts and gameplay innovation, we might as well ask for that too. It strikes me as utterly bizarre that a business dealing with so many crucial factors and dilemmas, such huge time and financial investment involved and so large an audience to recruit, wouldn’t think of ways to test their market and survey their potential playerbase’s wishes before launching a fully fledged, multi-million enterprise meant to last for several years.

All this care for cottage cheese but not for online worlds? You lost me at multi-million.

P.S. Cottage cheese rules! Especially on Skorpa (Swedish crisp bread).

How much is too much authenticity?

When you start talking about better authenticity in RPGs or MMORPGs, there is always at least one person you will have to convince that there really is such a thing in fantasy games too and then explain exactly what you mean. Because fantasy worlds are all about the impossible of course, y’know magical stuff going on, places and races that zomg DON’T EXIST and – so, what are you talking about anyway with your authenticity…?

I love that part of the conversation. It’s like with the person who tells you how “it’s all just a game” when you’re upset about something, which is another way of telling you to shut up really (which in return gives you every right to /slap them with a large trout in good old IRC style).

Authenticity is a big topic and issue for RPGs of all flavours; to pick just one example –

Even in a magical world of flying islands and ferocious dragons, most players don’t feel it’s authentic that characters should be able to teleport around anytime and from anywhere to any given coordinate. Mage portals or gateways are cool, but all the time? No, not very authentic. Way too imbalanced – too OP to be credible. We might be in wonderland but this ain’t the zoo, there are rules! Also, what about travel and exploration, two very essential parts of this genre? We all know what would have happened to the Lord of the Rings if old Gandalf had possessed such OP powers (yep, no book for you sorry!)

Or much simpler: it’s cool if there are firebolts coming out of that warlock’s hand, but it’s not very realistic if he can wipe out an entire army of foes with a wiggle of his little finger. It doesn’t work that way.

Putting rules into fantasy

So, how does it work? What’s the measure and leeway of fantastic rules and when do we feel that there are too many restrictions in place or not enough? What constitutes authenticity in an RPG?

Now, developers do have some leeway of course, not every MMO handles authenticity and realism in the same way – just think of the “anti-jumping front” in Final Fantasy Online for instance (there were long beta topics about to jump or not to jump before FF14 was released in 2010) vs. WoW, where players can jump around merrily whenever they please. Choices go all the way from there and become more crucial when it comes to a game’s encounter mechanics or ability and stat balance. Should anyone be able to solo a skeleton army? What hitbox should a worm have? For how long should an enemy of same level be able to chase you? Should death come with a penalty – should there be death at all? The answers to these questions are not only in a number or equation. Not for any self-respecting fantasy game.

I don’t know if game development teams have any department which is solely dedicated to “script writing”; meaning working on the theme, content credibility and overall coherence of the world, far beyond the point of lore writing or map concepts. I feel they should have.

To me personally, atmosphere and coherence are everything. I can live with a game that has sub-par graphics, crappy itemization or dodgy class balance (departments being dedicated massive amounts of time and money to), what I absolutely can’t live with is a fantastic world that lacks any atmosphere or credibility. That’s my very personal assessment obviously, I got my Bartle result for a reason; exploration, travel, danger and conflict are crucial aspects for my personal game enjoyment. Can’t care less for achievements, titles or gear (unless shiny) and chitchat and company are great but only as long as the world feels great too.

Even if we disagree on these points, there are things we will all agree on, the overall “framework” so to speak. We might approach RPGs a little differently, but we’re all looking for the full fantasy package. I’m heavily influenced by the so-called high fantasy or sword&sorcery genre which is based on the traditions of Tolkien to D&D or anything with a Wizards of the Coast label on, books, games or concept art. All of them of course going back on much older tradition and lore, medieval times, folk tales and mythology. But for western RPGs at least, it’s that corner of the creative world where many of today’s MMO archetypes, classes, races and even settings were established for a wider, commercial audience (and any alterations thereof). If you read through the profiles and influences of the Sons of the Storm for example, you realize just how big a part that tradition plays.

Too much authenticity or long lost sons?

Lately and ever since leaving WoW, I’ve found myself back to my roots more again. There’s many game features or aspects I haven’t seen in a long time and used to enjoy in classic RPGs. All of them are part of a good fantasy tale; but not everything is necessarily suitable for the online concept – maybe. In any case, three features currently on top of my wish list are:

  1. Player character age
  2. Sustenance and sleep
  3. Injury and status ailments

1) In Fable the Lost Chapters, your character will age through the course of the game and receive permanent battle scars depending on your combat focus. Fable was obviously also somewhat of a breakthrough in terms of player alignment and ethos at the time, offering not only the choice for good or evil but adding impact to that choice in terms of how players could experience the game from there and how they’d look.
I’ve always enjoyed that idea: that my character’s looks (and equipment) tell a story. I think I’m past the wish for eternal youth, too. But if we assume an average playtime of 5 years for the same MMO, how to solve the aging issue? The concept of aging forces the issue of a life-span and inevitably death.

2) Having to feed your character is something I haven’t seen since Dungeon Master on Atari – and oh, how I wish I had the old sound file ready to play (*GULP!*)! I definitely wouldn’t want to worry about breakfast, lunch and dinner in MMORPGs (keeping the fridge stuffed is bad enough in the real world); but I think the aspect of sustenance or at least having to frequent a tavern or innkeeper every now and then, either to eat or sleep, is something worth integrating in a game (certainly makes a lot more sense than all the empty inns all over the world). Maybe add beneficial effects to it, like useful buffs or removing harmful debuffs? Grant bonuses in form of a “revitalized” XP bar or reputation gain (“you are now exalted with iron-dwarf drunkards!”)?

3) I’d like to see battle injuries and/or debuffs that actually require a long time to cure or special services / ointments – and often. In classic RPGs your character will often need to carry a variety of curing and healing items with himself that either work inside or outside of combat only, curing a variety of negative status effects. If we assume a weaker or absent healer role in the same game, such items (or associated services) gain in significance. A lot of added value comes to mind here: how players will deal with their HP bar, combat tactics when facing certain foes, but also how useful a profession will be for example.
But it’s not just about that: an adventurer’s bagpack should carry meaning, not just act as portable bank slot for loot. If you’re out there exploring the world and facing its dangers, surely you would bring a full survival pack, from that trusted elvish rope down to flint and tinder, first aid items and spell ingredients? Yes, I’d like more of this in MMOs.

I’m not a devoted RPer but I still think features such as these can be enjoyable in any online game. The ultimate question is how they add impact to your world and gameplay and whether they create any meaning or choice; added authenticity or just an extra chore? For player aging, the issue is mainly a cosmetic one and yet not easy to solve for a potentially never-ending game. But I have faith in future development teams and that’s why I disagree with the fourth poster in this forum topic: Yes, we all play for entertainment (I hope), but not everyone defines “fun” in the same way. To me personally, rep grinds and daily quests were always a chore in WoW because they added very little. On the other hand, I was sad to see spell ingredients matter so little and disappear entirely in Cataclysm (although the loss wasn’t great with their meaning so small to begin with).

Online adventures shouldn’t simulate everything from the real world, no doubt – but they’re still heavily based on real experiences and concepts, from times past as much as the present. The way how a developer implements and integrates “authentic features” is essential; I’m sure that with proper context, we all gladly bring our rain coat and umbrella along.

The spirits that I called

From the spirits that I called,
Sir, deliver me!

“Back now, broom,
into the closet!
Be thou as thou
wert before!
Until I, the real master
call thee forth to serve once more!”

When reading Tessy’s final blog post last night, I was instantly reminded of this famous poem by Johann Wolfgang von Goethe, “The Sorcerer’s Apprentice”. Goethe is to German literature, what Shakespeare is to English and so back in school we would naturally read and analyze this formidable piece of literature quite meticulously – and years later, when standing in front of my own students teaching German classes, I was happy to return the favour (muaha). While Goethe’s work is probably not widely known in an English speaking society, that particular poem is definitely a well-known one and that’s not just thanks to adaptions like Disney’s Fantasia opening.

The Sorcerer’s Apprentice has a very simple message even the youngest can understand: be careful what you wish for – and: don’t go behind the back of your superiors (the part I will shamelessy ignore in this article…I think). While his master is away, the spiteful apprentice dabbles at forces of magic he cannot yet understand or control and as a consequence, creates utter chaos in his study, nearly being drowned to death in the process. That’s what the poem’s most famous citation stands for, having become a frequently used proverb in the German language: “die Geister, die ich rief, die werd’ ich nicht mehr los” – which literally translates into “the spirits that I called, I can lose no more”.

In her goodbye post, Tessy draws another analogy from fairy tales she enjoyed as child, to explain why World of Warcraft is slowly but surely losing its shine for her. She says “All the bumps in the roads have been smoothed out and all the detours have been made unnecessary” and concludes later: “I’m not saying the game has become too easy – I just think it has become a bit too smooth.

And that conclusion is only an arm’s reach away from a rather ranty article I wrote some time ago, when starting off with this little blog, complaining about the decreasing difficulty level in WoW and how it can kill what makes adventure come alive to many (not all) MMORPG players. It’s a natural law: challenge and sense of achievement go together. To take away the first, is to take away the second. To overcome challenges and hardship together fills us with a sense of heroic satisfaction and enjoyment we can never get by other, more forgiving means. A rep or daily quest grind can never be a challenge in the same way, much rather than being a test of your mathematical skills – it’s all a matter of time and easy enough to calculate. Well, another matter of time is when removing all the pebbles on the road will start vexing players.

I’m not speaking of painful gameplay and mind-numbing, idle tasks and downtimes here by the way; I don’t actually believe in the virtue of suffering. I do however believe in a balance between challenging and rewarding game features. To define “challenge” in online games is obviously another can of worms, but for simplicity’s sake let’s just assume that we all want to run and scream in terror every once in a while.

Are the whiners always the same people?

The missing link between Tessy’s observation and Goethe’s poem is of course this: a playerbase wishing for changes long enough and whining about anything that makes the game a little hard / unfair / unsatisfactory to them in a particular moment in time, might end up with exactly what they wish for (given the master’s willingness to listen). And before knowing it, they have spoiled all aspects that made the game fun to them in the first place. You know, a little bit like lovers who over the course of their relationship attempt to change one another, until one day they wake up beside a completely different person – one they don’t recognize and don’t love anymore.

MMOs, like other real or virtual worlds, are rather delicate works of design; to meddle with balance, fixing a little here and there and changing things on one end and not the other, can easily cause disaster. I’d never claim that Blizzard didn’t do substantial amounts of calculation and testing in their re-balancing and patching acts, of course they do – but every change, no matter how small, actually changes something. And very often, players do not actually know what they want: they think they do, but they should really leave it to those who know better (y’know, those who do this shit for a living). Because the thing that players will not and cannot consider (and apparently some devs can’t either or will ignore), are long-term consequences. You might not see the greater picture when you complain about classes not having enough solo-ability (and then, in a year’s time, complain about all classes being way too similar); for short-term and long-term change are quite an unhappy couple in MMOs.

How many times have we not witnessed class or content difficulty whining in WoW’s official forums, only to read a diametrically opposed echo of said whining a year down the road? Really, this is erm….what you asked for? Now you figure, huh? But then, there’s really no way of keeping the whiny voices on any gameforum apart: they might sound exactly the same, but how can you tell they go back to the same people? (No, I don’t feel inclined to track nicknames.)

Which is something justly pointed out to me by Chastity of Righteous Orbs, a few months back when he wrote an article on linearity in WoW and how he didn’t enjoy all the cut-scenes during Cataclysm’s quest lines. Personally, I felt the short ingame movies were a brilliant addition to the game, making quests and lore feel more immersive. It’s certainly been a common complaint among WoW players for years that the game really lacked this sort of player inclusion (the way you find yourself inside the clips with Harrison Jones for example). But there you go: “among WoW players” – which ones exactly? The ones screaming loudest on the forums at the time? The ones simply louder than those who didn’t wish for ingame movies (and therefore had no reason to speak up before)?

When we hear “the players”, “the PVPers”, “the druids” (loads of’em…) moan on gaming boards, we don’t actually know who they are. We don’t know which players were whining before and we don’t know which players whine later (after change happened). All we know, really, is that there will be whining. Ample empiric evidence has been given!

Yet, maybe they exist? Those players that did ask for XY in the past and only later realize the gravity of their wish? Players who cry for buffs on today’s forums and then cry the same be nerfed later, in an even louder voice because hindsight is such a beautiful thing? Are there any sorcerer’s apprentices in today’s WoW community or is it always different people?

I’ve no clue, I’m usually rather consistent in my whining (and I avoid official forums like rabies – way too many whiny hybrids around). But if the waters are rising all around me because the apprentice is messing with his absent(-minded) master’s work, there’s one hope I cling to – that it’s all just a story in a book and everything will be fine in the end. Alternatively, I’ll grab another book if the old one got wet beyond repair. Yep, I can always do that.

Who wants to watch MMO soaps

It’s a busy year for Trion – not only did they release one of the hottest cookies currently in the MMO market this February, they’re also working on an RTS-MMO and recently announced a third MMO project in collaboration with Syfy: Defiance. What is known (or confirmed) about latter title so far is that it’s going to be a massively multiplayer online action role-playing game, featuring action-shooter combat and guns. I guess this is where hearts of utterly disappointed Tabula Rasa players start beating a little faster.

Now, I’m not the biggest shooter fan; I love classic 2D shooters on console, but 3D FPS and similar never managed to catch my fancy. The ‘”war / military” or “space” theme is usually prevalent in most of them, especially online games. However, there was this video on Defiance featured on Trion’s official page that caught my attention, speaking of joining their next MMO title with a TV show. Already in the intro of the film, the speaker announces Trion and Syfy’s rather bold intention: “to revolutionize how people watch TV shows and play video games”.

Quite a daring statement! For those of you who can’t watch the video for some reason or are too lazy to bother (an entirely legit reason), this is what it essentially is about: Defiance is being developed in tandem with a TV show. Both game and associated show are part of the same universe and story, happening during the same time at the same place. One of the developers states that TV shows are a lot more dynamic and evolving than classic video games which are basically static, so this is a new approach to things the genre has never seen before. He makes it very clear that the game and show do not only promote each other, but are co-dependent and co-evolve. While it’s not exactly indicated how they will go about this, it’s rather clear that they want Defiance players to watch the ongoing show in order to experience the game fully. The devs are convinced that there is an audience for this kind of joint venture and said audience wants to “live and breathe that world…which is very immersive….24-7“.

Uhhh…live and breathe MMO land all around the clock – Really?

The future is 24-7?

For fairness’ sake, it should probably be said that the featured video does nowhere near elaborate on how the TV show is gonna work and look like; it is a mere glimpse of what’s to come. The whole idea seems rather original (unlike with BSG online both game and show are being developed side by side) and I salute any developer who dares to think about new ways to enrich the MMO genre. However, ever since watching that film I couldn’t help but wonder whether I really want future online games to go cross-media in such fashion and how this might affect me as a gamer. Trion/Syfy haven’t really let their audience into much information but they’ve given us enough to speculate and let our minds wander which is what I’ll do in the following paragraphs.

Personally, the whole idea leaves me very skeptical. For one thing, I am doubtful whether the assumption is correct that a large part of the MMO audience wants to “live” in the same computer-universe 24-7; not only spending an average of 20hours/week playing the online game, but then also dedicating more time watching the show in front of a screen. Do you see yourself doing this, assuming it would be well-made and captivating? Would you really like to spend even more time on the same thing?

I might imagine this totally wrong, but I cringe at the idea – and that’s not only because I suffer from severe back pains ever since delving into WoW raiding (entirely my own fault too) and should rather be exercising than watching TV on top of gaming. But if anything, I’d like to spend less time “not playing” the games I’m playing, and more time playing them. Meaning, I’d like quality time while being online, no silly downtimes and no extra “duties”. If the whole concept of Defiance revolves around watching the TV show as well, to a point where you are almost forced to partake in both (again, this is speculation), then I am simply not a part of the same target audience.

I would wager that I’m not the only one having doubts over this. I can easily think of more reasons why the average MMO player might not find such a junction appealing – to summarize a few more thoughts:

  • You want to play / do other things besides spending so much time on the same game.
  • You don’t care for game lore and heroes at all.
  • You lack time to watch the show and therefore feel like missing out on big parts of the game.
  • You don’t feel that watching a TV show does anything for your personal immersion.

Each point raises a big question mark. I’m not exactly the greatest lore geek for example, and as far as I know the average MMO gamer is too lazy to read quest texts and will even click nifty cut-scenes away. How would a regular show appeal to this person? Also: does it really increase your personal gaming immersion watching a TV show (about other characters doing things in your gaming universe)? Isn’t the whole point of MMOs that a big part of their content is player-generated and interactive?

I try to think of TV shows I enjoyed watching in the past: there were a few that actually captivated me for a while, resulting in a weekend or two of fulltime season marathons. I’m not a big fan of watching series on TV though, waiting for new episodes week after week. I rather buy the DVD box later, so I can watch them when I have the time. Starring Patrick Dempsey in scrubs is a big plus as well (…).
Besides that, I struggle with the idea that I am supposed to feel “immersed” here: I can identify with my gaming avatar surely, even with the protagonist of a book at times; but TV shows usually “show too much” to really feel immersive, or that’s how it is for me at least. You can empathize with the characters but immersion surely asks for more than that.

To find some better examples, I should probably be looking around the MMO world. The closest thing that comes to mind are ingame movies or machinima. Obviously there’s a huge fanbase enjoying game movies and I’m certainly one of them. But it’s always been about the impressive work of fans like Baron Soosdon for me and the insane amount of effort gone into their works, rather than wishing for an entire show of the same kind on a weekly base. Furthermore, many longer fanmade films get tedious to watch after a while.
CGI needs to look great to make a whole movie or series, as much as it needs great scripting too (not even Pixar get it right every time). I think there’s a reason why even Blizzard’s official movies are always rather short – cunningly keeping us longing for more.

That’s not to say that Trion/Syfy couldn’t get this part right. Considering how the MMO market works and how competitive it is, I do think they risk to lose quite a few customers though, if they really hold true to their co-dependent concept. But then, the only way to set yourself apart is to take risks.

Do MMO gamers want to watch daily soaps?

“Heroes of Azeroth – Tonight’s episode #22: Why Jaina lost her mind in Cataclysm.”

Yeah, that’s pushing it, I know I know! I’m being deliberately provocative here. I can’t help but wonder how you would create a TV show around an MMO that is co-evolving, immersive and fun to watch, without becoming another prime-time daily soap. And do we really want to know that much about the universe we’re playing in and its protagonists? Where does that leave fantasy and interaction?

No doubt some gamers will enjoy this, I’m not saying there won’t be. For myself I see the time factor as a big issue, among many others. Trion/Syfy are of course very welcome to prove my doubts wrong. Or maybe it’s just a way of getting our attention, when the final TV show won’t be nearly as essential to gameplay as they’re claiming right now, basically being a nice addon for all the die-hard fans.

It’s too early to know, that’s not really the question. But I’m curious: would the average MMO gamer really like to (be forced to?) watch a TV show on top of playing his favorite online game? And: can a TV show really add to a more immersive gameplay experience?

After all, that’s what Trion/Syfy claim in the clip. Certainly as intriguing an approach as a bold one – and a good reason to keep an eye on Defiance launching later this year.

Tired of the Holy Trinity – Guild Wars 2

I admit that I’ve never been much into Guild Wars. When the game launched in spring 2005, I browsed some previews and while it looked visually impressive, things like play style, non-persistent world and the initially very low level cap put me off. Also, there was another very promising MMO title just about to launch: World of Warcraft by Blizzard Entertainment. The rest is history.

6 years later, I’m looking back on my time in Azeroth with a very fed-up feeling of “been there done that” which is a natural thing, I would think, after playing the same game for such a long period. I had a great time with WoW for as long as it lasted, it’s been a formidable ride – and an eye opener, in more ways than one.

But I’m a gamer; I’ve played games before WoW and will be playing them after WoW, I’m not looking to stick to a company. I want good games. Several times during my ride, I’ve ventured into other realms, sometimes for a week or two, sometimes for months. On the way I’ve fallen in love with aspects of other online games, like the vast and beautiful maps in Age of Conan or the wicked race that are the Arisen in Allods. But MMOs need to be more than a great race or nice world – they need to be a polished package.

So now that WoW is the past, what do I want from the next AAA-MMO? The other day, Tesh asked what themes outside the classic fantasy genre might attract the crowd. I’d certainly be intrigued to see promising Steampunk concepts realised someday, but I’m not all that fussed about a change of setting: I love fantasy RPGs and MMOs. I would play Eve Online in a heartbeat if it wasn’t set in space; I want magic and swords and dragons. I want fairy woods and dark caves.

I’m not even sure I want all that many big changes in this genre; I think I want small changes and innovations. I probably know a lot better what I do not want from my next MMO than what I do want. When I draw my conclusions on World of Warcraft, the most pressing matter that comes to mind is that I want future fantasy MMOs to outgrow some of the genre’s most stale mechanics: I want them to outgrow the holy trinity.

Tired of the Holy Trinity

The Holy Trinity – tanks, healers, damage dealers. The bane of guild recruitment, the disturber of peace in raidguilds, the headache of group setup, the killer of spontaneous cooperative fun. But “players want class identity”, they say…….and playstyle versatility, and group flexibility, and be able to solo, and do well in PVP.
WoW solves the obvious dilemma with hybrids and dualspec, by abandoning key abilities or handing out an even share of everything to everybody – their famed “bring the player, not the class” credo. Yet with that, class identity is down the drain, 10 classes or not.

The saddest part is, that for all their good intentions, the “bring the player not the class” concept couldn’t be further from reality in WoW: raid guilds are still struggling to recruit particular classes for a balanced roster, a DPS still sits in the LFG queue for 20 minutes easily on an average weekday and if your mates want to run a 5man heroic and happen to be a rogue, mage and 3 warriors, they’re out of luck and better have alts. Bring the player? I don’t think so.

The existence of hybrids or dualspecs does not automatically make for versatile gameplay or flexibility. Never has an MMO been more about cookie cutters and min-maxing than World of Warcraft. Never have classes been more about just one thing: healers staring at healthbars, DPS tied to fixed rotations to squeeze out every last bit of damage, tanks playing aggro whack-a-mole. Never have raid guilds been more pressed to make the constant, unhappy choice between good raider vs. friend.

A breath of fresh air

During my 6-months visit to Hyboria, the thing that I enjoyed most about playing a priest, was that healing in Age of Conan is so limited: you have three direct healing spells only: 1 direct heal, 1 AoE, 1 HoT. Some heals come with a CD, most of them are local rather than having you target a specific health bar. None of the heals is strong enough to make healing an essential part of an encounter. That’s why priests in AoC are also main CCers, fulfilling a lot more functions in order to prevent and absorb potential damage. And they add needed extra auto-healing via damage dealing.

Quite a lot of jobs for one class only – quite a refreshing versatility for a healer. Now, you could say that a hybrid in WoW can perform 3-4 roles as well, but that’s the question really: when do they? How many times does a hybrid actually get to play like a hybrid during a 5man run or raid, inside the same encounter (let’s forget for a minute, that you can’t switch specs in combat anyway)? I’ve healed WoW raid bosses for almost 6 years; I know healers get to stare at healthbars, with the odd cleansing on the side and very rare, insignificant CC job. A good old resto druid could be in a raid for 4 hours and never switch out of treeform once.

If you want players to make use of their versatility, you need to design gameplay to require it in a meaningful way. WoW does not require players to play that way: healers are healers, DPS optimize output, tanks tank. And they better all excel at the one thing and be efficient. If you respec from healer to tank, you do this outside an encounter, like relogging to an alt.

Summing up

“Bring the player, not the class” is an illusion in WoW. Despite featuring 10 classes, it doesn’t provide you with class identity so much as with role identity. This role identity is so strong that it’s limiting players more than ever, despite Blizzard trying to balance the game to bring players, rather than classes. Potential flexibility and versatility both suffer in the process and players and guilds are constantly forced to make decisions between whom they can play with and whom they’d like to play with. How is this what MMO players want?

Not that other MMOs haven’t failed at either or both before; WoW has done a lot more than most here. But what it’s really shown us is that identity is not synonymous with different classes available and having talents and specs is not synonymous with versatile or flexible gameplay. The only thing we know is that players want many things. Maybe the future lies in a different approach.

Why can’t we have fun like the FPS players?

Somewhere down the line it was established that MMORPGS need to be about archetypes in order to allow for class identity and character development. So far, so good. Classes aren’t the same as roles though – where does it say that you need the holy trinity in order to guarantee for identity? And how is it fun to wait on a healer or tank for 30 minutes when you could be playing with friends?

Half of the challenge to raid in World of Warcraft or beat the average encounter, is not actually about mastering the fight itself but about setting up for it. It starts with recruitment and roster headaches and goes right down to raid night preparations and balance checks. Did you bring the right setup? Are there enough tanks/DPS/healers for this or should somebody respec? Are the right classes doing the right thing at the right position? Can’t that hunter squeeze out a little more damage?

What about the boss? Do you remember his name and how he looks like?

Which finally brings me back to Guild Wars, or more precisely to Guild Wars 2 and a fascinating and insightful article on what they intend to do about healing (and death) in their upcoming MMO sequel. Some of it has struck such a chord with me that I want to highlight a few quotes in more detail in the next paragraph.

Spinks recently asked why MMO players cannot have the same cooperative fun like FPS clans do. I’ll ask the same: why can’t we? Fantasy MMOs and online shooters might be different in player character approach, but there’s no reason why MMO gamers cannot develop and be fond of their avatars and have what other gamers enjoy.

Guild Wars 2: The answer to the dilemma?

NC Soft announced the launch of Guild Wars 2 for 2012, planning to dedicate all of this year to intense testing and modifications. Like its first installment, the game art is visually stunning and things like animations and spell effects already look out of this world. The overall concept and races are not everyone’s cup of coffee though – neither is the active combat system which frightens many a classic RPG gamer. Still, if you have any interest in the MMO market and game development as a whole, you will want to risk a second glance and see what the devs there are up to. Here’s what they have to say about the holy trinity and why there won’t be a dedicated healer in Guild Wars 2:

[…]Simple systems like this, along with cross-profession combos, and the dedicated healing skill slot, help free players from the MMORPG shackles, and let us break the mold even more. We’re making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.
Everyone take a deep breath. It’s going to be OK.

(If you’re already worried, I suggest you follow that advice now. Breathe.)

Support players want to be able to say, “Remember that one time when I saved you from certain death?” They want to stand in the line of fire and block attacks. They want to surround their allies with a swirling dome of air that keeps enemy projectiles from passing through it. It’s not about clicking on a health bar and watching it go up, it’s about being there for your friends when they need you. 

Finally somebody said it: Healing is only one aspect of support – the last and most reactive part of it. What about all that time that passes beforehand? Why are healers just standing there, waiting for the inevitable to happen? Why is there an ‘”inevitable”? What about debuffs, interrupts, CC, absorbtion – why are these things not the main focus of support, making a job much more diverse and fun in the process? Why would a supporter only stare at his ally?

Heal: Don’t belittle the SUPPORT role by calling it heal. Healing is the least dynamic kind of support there is. It is reactive instead of proactive. Healing is for when you are already losing. In Guild Wars 2 we prefer that you support your allies before they take a beating. Sure, there are some healing spells in Guild Wars 2, but they make up a small portion of the support lines that are spread throughout the professions. Other kinds of support include buffs, active defense, and cross-profession combinations. […]

We keep hearing other MMO developers espousing the “holy trinity” of DPS/ heal/tank with such reverence, as if this is the most entertaining combat they have ever played. Frankly, we don’t like sitting around spamming “looking for healer” to global chat. That feels an awful lot like preparing to have fun instead of having fun. 

A thing that never seizes to baffle me personally, is the strict separation of abilities between roles, in WoW and most other MMOs: You have this powerful caster standing next to you in a 5man party, that magic spellweaver – and all he really does for the group is deal damage, besides few more mob-centric abilities. While his allies fall left and right, while his healer is about to die horribly, he stands there hurling firebolts at the enemy, unable to do anything about much more pressing matters.

As a child of fairytales, sword & sorcery books, tabletops and classic RPGs, I need to ask: in which fantasy setting is this “realistic”? If I hear “mage”, I see Raistlin from the Dragonlance series; I see a magic wielder capable to do many things for his group, from grilling or sleeping foes, to casting shields on his allies and calling them back from the dead. I’m also pretty sure Gandalf didn’t wiggle his finger at the fellowship, saying “sorry guys, arcane spec only”.

Fantasy classes can be defined and still be a lot more dynamic in their roles than what I’ve seen these past few years. MMOs should be about players vs. the encounter, not players battling the boundaries of their individual class or role.

Ultimately, DPS/heal/tank just didn’t cut it in our book…er, game. Our players demand more from Guild Wars 2 and we intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun. 

Fun. It seems to me that NC Soft got this one right: games should be about fun. And more than anything, MMOs are about cooperative fun – fantastic settings, classes and personal investment yes, but these things should not restrict one another. You should never have to choose between setup and playing with whom you’d like to play. You should not have to sit around waiting for the game to actually start. You should have to fight bosses, not yourself or each other (PVP aside).

Remember how much fun it was to play a coop game in good old Mario Bros? Or to clear stages together in Metal Slug or Contra? Why should this kind of pick-up play be exclusive to genre or platform?

You can be a mage, a warrior, a hunter, a bard, with clear distinctive mechanisms and abilities and still be flexible enough to party with any combination of other players. You can be self-sufficient and have a variety of skills available that do not only enable you to fulfill a role but react in a smart way to whatever the encounter demands, rather than blindly following one rotation or script. You can be a complete player, rather than a fifth of a whole – and this will force developers to create interesting encounter dynamics that actually challenge the players, not their group setup. It will force them to think about proper cooperative challenges.

You can have all these things if game design does not only allow but require you to. You can have all these things without a holier-than-thou trinity.

The future is change

It’s way too early to judge where Guild Wars 2 will be a year from now; but I am excited and dare say this is good news – possibly the best news I’ve heard in a long time. If you take some time to go through the entire article on their official site, you will see that the developers do not only have plans to change how healing works, but make adjustments to the tanking role too and the significance of death in the game. I’m suprised to hear myself say it, but I’m open to that concept too.

I hope we get to see more developers thinking out of the box, especially in the fantasy MMO genre – looking to keep core values while adopting and improving what makes online and cooperative gaming so much fun for millions of players worldwide. Learning from others is just as important as learning from the past. I welcome the changes ahead and salute those who dare to move forward.

Tumbling down the RIFT

It’s all over blogger town, the new MMO on the block: RIFT by Trion. And it couldn’t have come at a better time, it’s probably had the best timing than any of its brethren over the past 5 years, being released few months into Blizzard’s quickly aging Cataclysm. The MMO market isn’t endless: it’s rather a pie where every contender is greedily trying to lure customers over to his small piece – or at least that’s how it usually is, unless your name is Blizzard and you have such a long history and reputation that you can recruit whole masses of genre-noobs for yourself. This has no doubt always been one of WoW’s greatest achievements. Time to steal some of those people.

Within the first pre-launch week, RIFT has registered over 1 million player accounts and we’re not even talking official launch yet. You can call that a success or not, it catapults RIFT up there among the other top MMOs which are WoW, Aion and Eve Online. It’s certainly a very promising start and one can only hope that with growing subscriptions the game will continue to get better, which is the endless story and dilemma of online games.

For those of you that expect their next MMO after WoW to be groundbreakingly different, you’re probably looking for the wrong game though: RIFT is classic. It stays true to the concept and looks that make MMORPGs. Personally, I’m not sure that’s such a bad thing considered what Trion is up against and what people want and are used to.

After playing the open beta and registering for the early launch week, I am still duly impressed: this game is coming with a polish. It looks beautiful and I have yet to see a bug, disconnect or lagspike despite all my settings being maxed (a thing I was never able to do in WoW). This has gotta be the smoothest MMO launch I have ever witnessed from install to ingame, a few crowded servers aside. Gameplay is intuitive and engaging, the class system offers flexibility and variety. The rift events make the world around you feel alive – there’s something happening out there for a change.

Most of all however, RIFT is that: something new. Not so different maybe, but new and so needed and overdue for the tired and fed up in WoW’s playerbase. A new world to explore, new races, factions, skills, quests. A new take on an old concept. A new surprise around the corner, sometimes familar, sometimes strange. And enough eye candy to go with it, even if I miss proper soundtrack (again) on the side.

I don’t care if it isn’t mind-blowing, I don’t care it comes in a classic wrap. New is all I want right now.

Breaking with old habits

Breaking up and reaching for pastures new has been all over WoW guilds and the blogosphere these past few weeks. It certainly has been all around me and I’ve added my share by kissing my raiding career in WoW goodbye since. The right choice has never been more apparent to me. I need to get away, I need new – so much in fact that my RIFT character turns out to be as diametrically opposed to my old self, as possible: for over 6 years I have played and alliance healer in World of Warcraft. A pale human priestess with dark hair, a healing coordinator, a diplomat, a founder and leader.

No more. Defiant all the way. I love the drowess I created, tall and dark-skinned with the obligatory white hair and red eyes, the way R. A. Salvatore imagined them and made the race what it is for today’s fantasy genre. I play a potent Pyromancer with some Elementalist and Dominator thrown in the mix. A pure DPS, an offensive mage spec. She looks every bit the way a mage should look: dark, evil and unsettling (and if you prefer your chars to be ugly, you’ve plenty of chances to do that too). The only qualm I have is that I’m still a cloth-wearer or the transformation would be complete.

I’m enjoying running solo, exploring new maps and joining random groups for rift campaigns. No guild chat, no agenda, no progress list. I haven’t seen much yet by any stretch of the imagination and I’m very curious about the whole PVP side of the game which seems a lot more than just an afterthought. What I have seen so far has pleased me well and I am not in a rush.

More importantly: there’s not a thing that has managed to annoy or frustrate me yet in RIFT and that counts for something. I don’t care what happens in one month, for now I’m entertained and turn my foes into squirrels (yes you heard that right, squirrels!). I also die quite a lot and am loving every minute of it – well met death, what’s been taking you?

Pushing all the right buttons

There are rare artefacts hidden all over the world of Telara which you can pick up and store in your private collection. It’s a tiny thing, a silly trifle and I love it. It screams classic RPG too, the ones I used to play when I was younger – a sparkling bauble randomly found under a rock or stone, a treasure chest buried deep under the sea, a dusty old map lying in a dark corner. No silly tools to go with though, no map markers, no skill-up grind. Just a thing to chance upon.

And then I ambled into Meridian last night, the main city of the Defiant – turns out there’s an Artefact Master there who will award special currency for your completed artefact sets. The thing you can buy in return: companion pets.

Damn you, Trion! I dare say I shall play this a little longer. Some habits are hard to break.

The end is near, w00t!

I haven’t kept a close watch on the WoW multiverse ever since the Blizzcon, mainly because I am somewhat busy with real life and also there is not much happening, is there?
You can feel it now, the end of Wrath of the Lich King is edging closer every day…finally! We’ve spent the past weeks discussing and analyzing every snippet of Cataclysm news but I’ve had enough now personally, I long for December and playing and testing myself what I’ve been reading about for so long!

What I’ve missed

I’ve had a look over at MMO Champ today and read about the elemental invasion and achievements, I haven’t actually bothered to log into the game to have a look around myself yet. And I’m not sure I want to now, it sounds as underwhelming as the Gnomeregan pre-quests were, titles and achievements thrown after you like candy at Halloween really kills the whole idea for me personally. I can’t say any of it feels epic.

The Arena Season 9 sets all look exactly the way I thought they would, maybe with exception of the hunter set – now that eyepatch makes no sense whatsoever but hey, it looks good!
The priest set is properly horrid, but no shock there. The Chakra changes were to be expected too even if it feels somewhat weird that they removed Renew from the equation. I’m ready for more surprises before taking on an update on Chakra again in Cataclysm.

One less for the hardware graveyard

I love the fact that Cataclysm is available for download and I am definitely going for that instead of the retail version. I have always been in favor of losing the wasteful hardware aspect of gaming as much as possible, it always felt wrong to buy games only to hold them in my hands for 5 minutes to get the key and install done and then throw the boxes in some dark corner for the dust to settle on forever. I can’t collect game packages anymore even if some of them look lovely, I simply lack space. Buying a box with several CDs makes no sense whatsoever if all you’re looking for is a key.

That’s what I love about XBOX live so much too: all the easy down-loadable games and demos are just awesome. And with MMOs especially, what is there to “own” anyway? The only thing we own about WoW is our experiences. If Blizzard shut their servers down tomorrow that would be the end of things. And I’m fairly certain anti-piracy campaigns welcome the change from paying for hardware to paying for downloads and subscriptions. Personally I do not mind this at all, I already know that as a gamer I am paying for something immaterial.

Speaking of which, I’m currently playing Dragon Age Origins which is an absolutely fantastic experience, a stunning game and must-play for anyone into RPGs! The Witcher is next in line, I have been shamefully negligent of both these great titles in the past (/blush) and on top of that Fable 3 just arrived in the mail today. So I guess there’s something good about having to wait for Cataclysm – another month is all I have in me though!

Fighting your inner demon. Or: Take a Ferris Bueller Day in WoW

“Life moves pretty fast. If you don’t stop and look around once in a while, you could miss it.”

Every generation has a movie or two they grew up with and that was particularly influential to them as kids or teenagers, echoing the vibe of their time, inspiring them to adventure and pushing the boundaries of the society they live in. For the 60ies it was The Graduate, for the 70ies it was films like Grease. I’m not sure what it was for today’s generation of teens, but if I am to believe my students, it’s movies like American Pie or Clueless…them poor souls! 

The 80ies were good times: we had films like Stand by Me, The Goonies or Ferris Bueller’s Day Off in 1986, to kindle our impressionable imagination. If you’ve never watched Ferris Bueller, then I really suggest you do – it’s not only a great laugh and 80ies flashback with memorable acting and quotes, but a hyperbolic metaphor on getting more out of life if only you dare to “stop and look around every once in a while“. Ferris is one of the big movie cult figures of the 80ies generation because of this.

Taking a day off from the race

Looking back on several topics and bottom lines players are currently drawing for WoW, while turning their eyes on Cataclysm, I feel a little gloomy about the rushed pace the game’s been taking since its latest installment. There’s been an increased pressure to optimize and increase gaming “efficiency” in WoW which has been documented and discussed over many a blog. Tesh struggles with his inner demon, driving him to catch up and optimize in one of his latest blog posts, where he forces himself to take it easy because “efficiency is a natural enemy of exploration and experimentation”. Shintar has written a very thoughtful comparison between applying for a WoW guild and going to a job interview. And there’s been various other posts discussing cookie cutter specs in WoW and the pressure all players feel to min/max and optimize, debating various solutions.

Personally I doubt this trend of efficiency will stop in Cataclysm and I think it’s going to be very hard to stay away from it, even for the more laid-back players. Blizzard’s continued endeavor to make everything as transparent as possible in the game, via combat data, armory or achievements, is furthering the obsession to perfect and optimize every aspect in the game – for no better reason than because you can.
And whether you like it or not, you will find yourself facing situations in pugging as much as guild raiding, where you will be measured by these standards and hence feel pressured to meet them. It’s impossible to turn back the wheel of time.

My new expansion’s resolution: the Ferris Bueller Way

I know that in Cataclysm I don’t want to play the game like that. I want to stop worrying about optimization and explore my own way through the new expansion, making the “newbie feeling” last as long as possible. I want to experiment with gear and specs without reading up beforehand. I won’t join groups or raids that require me to cookie-cut everything or show my achievements. A game shouldn’t feel like a job – it should be an escapism. I don’t want to feel pressured to follow the dogma of efficiency in a game that doesn’t actually require you to optimize in order to experience 98% of its content.

I will take off a Ferris Bueller day, only I’ll make it weeks. I will skip school and create my own adventure, generate my own quests and challenges, exploring at my own leisure and enjoying the little secrets that make a game so much more special.

I know it will take a lot of mental effort and all of my inner Zen to achieve this – I am a very perfectionist, driven and calculating person. It’s been the only way of playing WoW for me the past 5 years. But I do refuse to enter the competition this time around: yes, I will quench my inner demon! When Cataclysm hits, I will ignore everyone and everything around me (lalala!), take a deep breath and do exactly this: play the game like a game. I hope I’ll succeed.