Category Archives: Rants

Wildstar and why I don’t like the Explorer path

Just when I thought I was pretty much not going to play Wildstar this year, Zenimax Online dropped the bomb and announced that The Elder Scrolls Online release date would be pushed back to spring 2014, to meet the launch date of Sony and Microsoft’s next-generation consoles. That’s one of the many things this “MMOs go console”-trend is gonna do for us in the future: delay stuff. Porting to different systems, creating individual interfaces and testing everything cross-platform takes time. Well, great. If it meant that the MMO community is growing, I could probably live with that but since servers will be split between different systems, there’s not really an upside there for PC players other than that Zenimax make more money (which will hopefully go back into designing great, future content updates).

So…Wildstar. A while ago I mentioned that no doubt this is a polished game with a good shot at the World of Warcraft demography. Since then, Carbine have been pretty open about it too – yes, we’re coming for ya, Blizzard! Only, we have the updated questing system and awesome player housing, along with all the PG-rated candyland. The latter is still one of my biggest qualms with the game: I am so over the Warcraft cartoon aesthetic. I do greatly appreciate the maturity in MMOs like Age of Conan or LOTRO, Rift and GW2 too are on my good side even if slightly more to the center of that Venn diagram. Wildstar shoots the hyper-fantasy rocket into deep space where it crashes somewhere between Outland and a Pixar movie. This is certainly no sword&sorcery MMO. But I digress.

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Feeling the Explorer path

Carbine’s spin on the Bartle profiles is interesting and if I was to choose a path for myself, no doubt that would be the explorer’s. Or such would’ve been my initial reaction because y’know – wandering around at random is awesome, listening to the world, discovering secrets and taking the long road whenever possible. Only, that’s not really what exploration means every time.

It struck me that while exploration has been widely praised in GW2 (and justly so), it’s also one of the most popularly gamified activities in the entire game. Players say exploration and mean “climbing all vistas”, hitting all pre-marked (!) points, “doing all jumping puzzles”, “getting the 100% achievement”. See that there? – Not me! I couldn’t care less if my world map is complete in GW2, I’ve a feeling it’s currently somewhere around 60% and that’s with me playing since launch. When I explore I don’t set out to find every last corner of a zone, let alone doing silly jumping puzzles. Oh, how I hate them. I want to smell the flowers and go wherever chance takes me. As for “mapping the world” –

“…there’s nothing worse to me than a world that’s fully discovered, fully mapped and fully understood. The moment we draw the last line in that picture is the moment we limit our world, the moment where it becomes small and finite – when hypothesis and speculation become hard fact and there is no more ‘may be’.

To a traveler and explorer “finishing a world” is the death of his playstyle. I want to stand at the shore of the southern sea and wonder forever what may lie beyond.” [source]

What am I gonna do once I’ve mapped the entire world? Let’s not map it!

Now, seems to me Wildstar’s explorer sounds an awful lot like exploration in GW2. The shiny somewhat wishy-washy job descriptions on the official page can’t conceal what gets very obvious in this explorer showcase or devspeak: climby vista-missions and timed (!) scavenger hunts, power maps (more jumping), achievements, completionism…on the clock.

To clarify: I realize that achievements can be a great motivator for some players to go and travel the world at all, although I can’t judge how much they are actually seeing and exploring it when they’re out hunting marks. In any case, that makes me wonder about two things: a) Is this path for people who are already explorers (and therefore need no achievements as ‘incentives’) or is it just another coat of paint for the achiever? And b) What’s in it for me who finds achievement spam, event markers and countdowns obtrusive to the exploratory experience rather than helpful?

Of course that begs one more question, namely what the hell I was expecting and I guess that’s fair. Exploration being such an intrinsically motivated activity for me of almost meditative quality, there’s just no active setting up or instrumentalizing this in an MMO, the way the devs would like to. Explorers like me need a living, breathing open world first and foremost, one that doesn’t flaunt its riches and doesn’t scream at you but offers reward in terms of discovering secrets and random events. Proper scale and size matter too, extensive travel and eye candy – plenty of that. It’s especially nice if you can “do” things – leave a mark, create or change something no matter how small (how would player-created geocaching do in MMOs I wonder?). What I’d like to see too is literally drawing your own maps instead of getting world map view all the time.

I’d be up for more erring in general; it’s bizarre beyond words that designers spend years creating virtual worlds and then hand you all the maps, event/location markers and even lists of “what you can do there” (aka achievements) from the get-go. And then they wonder why it all lasted a few weeks only.

Anyway, my preferred modus operandi isn’t nearly enough for a fully fledged, gamified playstyle with tangible progression and rewards, I get it. So for now the big question of which path to pick in Wildstar is back on the table. I’ll probably have to do the usual: “force” my inner explorer on any given path. It appears Settler is quite en vogue, so maybe I should just roll Kill…err Soldier out of spite and blow up all those jumping puzzles they no doubt created.

Launch Fever Detachment

I’ve been feeling oddly detached and indifferent to all the launch mania that’s been going on these past few weeks. Defiance, Neverwinter, Firefall, Startrek Online and Wildstar keys – I feel exhausted thinking of them all. Every other week I google a new acronym to find out what MMO people are talking about this time. Someone said on twitter that it’s not about the games anymore, that he’s just “addicted to launch rush”, a restless nomad never setting up camp. Far be it from me to criticize such behavior or rain on anyone’s parade but that’s the thing really: there are no parades to rain on anymore. There’s one-night stands and short-term flings, no more falling in love or grand statements of exclusive or at least deep affection. If you told me Defiance was great yesterday, then post an article on Neverwinter today while tweeting about tomorrow’s awesome STO session, you’ve lost me at “it was so much fun”.

Not that I’ve had any big hopes for 2013. It’s been pretty clear that TESO aside (and even that remains to be seen) there won’t be surprises or smashing hits for me this year. I am happy to delve deeper into Guild Wars 2 and maybe return to Rift’s Storm Legion. Yet, I feel gloomy looking at the current trend of MMO launches, the speed of playing and the fraction within the community. Many bloggers have predicted a future of variety and niche titles for this genre. It seems we’re slowly catching up with that vision, I’m just not sure it’s quite how I pictured it. I’m searching for genuine excitement and enthusiasm around me. Even on known community websites hasty reviews read as if written by people who aren’t “feeling it” but jump at every occasion to well, write reviews for something. How wonderful. Maybe I am deluded to think it was ever different but wow, I am so not catching fire!

If we accept this as the future of MMOs, what does it mean for the social factor of the genre? How will bonds be formed within a community of game “grazers” – will they shift to other social media, without specific games retaining their own dedicated community? Or will the experience of playing with and inside an established player base simply disappear?

There have always been MMO players happy to solo, pug and mind their own business, no matter what games they play. And then there are those still looking for the social gaming experience, scrutinizing new games for grouping and guild mechanics. Only – social and cooperative game design matters very little when games can’t retain that player base which would rather be inter-railing between virtual worlds. It seems to me this issue matters a great deal more right now than social game design, great group content, guild incentives and whatnot.

Somewhere these two factors are probably connected. Maybe division doesn’t just stem from the fact that there’s more and more variety at a cheaper price; but is it a lack of social game design that creates the current community – or did the changing playstyles of an aging target audience not rather ask for game design that requires less dedication? More importantly: can niche games do anything about this or will they too be overrun by the grazing trend?

Personally, I still yearn to be dedicated. While my life and net gametime have changed, I’d still like to play that one game with that one guild or group of people. I don’t think less overall gametime must be a hindrance, as long as it’s regular and you’re playing with peers. I could see myself doing this in Guild Wars 2, LOTRO or Rift – it doesn’t even matter that much. But I’m not close to a single stable, dedicated bunch of people anymore who play together longterm. As for guilds, they are dying and dying everywhere. It seems we’re looking at a future of loose cross-platform / cross-game communities at best, spamming raptr stats or chatting via twitter. To be clear, I wouldn’t mind either in addition, but on their own they’re horribly subpar alternatives to real ingame communication.

How well will true niche titles (which NW and the likes are not) be able to carve out their unique, stable communities? And what if I never find a niche MMO that suits me?

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[GW2] Farming Arah and the ugly Face of Anonymity

For reasons not entirely transparent to myself, I’ve recently decided to set myself a goal in GW2 which is farming tokens from the Ruined City of Arah in order to acquire the only set worth a look on my female Norn Elementalist. It’s not that I require the gear statwise, as it’s identical to my current armor which also happens to look smashing – but then, GW2 endgame is all about creating your own challenges. And Arah surely is that, although not in the way I initially anticipated. While this might be one of the more challenging dungeons, its greatest annoyances come in form of skipping content and frankly obnoxious people populating pickup parties.

Here’s a confession: I hadn’t been to Arah-the-dungeon prior to my decision to farm tokens. My personal story is pending just one or two chapters before that. I have finished a story mode run more recently but my first runs ever were in complete ignorance of the place (which is usually the case when you do something for the first time) if not of Orr. That said, story mode is no preparation for exploration mode really, so what is a player to do other than to start and build up experience from there? I would also say for myself that I’m far from slow when it comes to steep learning curves.

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Yet, my first few Arah PuG runs almost made me give up completely on my set goal (and humanity). They were spent group-rushing through large packs of trash, frantically spamming cooldowns and hoping to keep up with the others because no idea where I’m going. More often than not, they were spent being one-shot by said trash which either wiped the entire party or “the unlucky one” (as I like to call him by now), then re-attempting the same leeroy act, corpse-running over and over until somehow the entire party makes it through alive. Should you happen to be the unlucky one, don’t count on much help; you then get to attempt the insanity all by yourself with the rest of the group waiting impatiently, rather than porting back to retry together and increase your chances. Because what nobody likes to admit is this: thank god it wasn’t me and I’ll be damned to go back and help anybody! I’ve actually been in parties where people were happy to stand around for 15 minutes, rather than helping the person rushing trash alone, dying over and over. This gotta be the saddest, most asocial show I have ever experienced in an MMO which pains me a great deal to admit.

Most of Arah’s trash is ridiculously overpowered and probably meant to be skipped, which doesn’t excuse shitty behavior one bit. The absurdity of the trash combined with the vast scale and multiple paths within the dungeon, make it every beginner’s nightmare. Not only do you not find your way alone, your group is too tired and annoyed by the trash to play more cooperatively. You’re supposed to know your way around or be damned. This of course leads to many more questionable situations, soon making you wonder whether you are really saving that much time by skipping mobs:

  • Groups wiping because it’s not clear if a particular trash is to be avoided or killed, ending up with three players rushing through and two pulling.
  • Everybody reluctant to be the first one / on the front-line of a rush.
  • The group deciding to continue without the unlucky one, in order to activate the next waypoint. This may include killing a next boss without the person.
  • Squishier classes getting the greatest beef. Direct quote from my last Arah run: “this is why we don’t play Elementalists”.

 
Now, I’m happy to admit I still have things to learn on my class and I’ve already improved much as far as individual performance goes. It’s the whole randomness about skipping trash in Arah that gets to me. Rushes are so chaotic and hard to coordinate (with strangers), it’s often a lottery who gets through and who doesn’t. I’ve had runs where I didn’t die once and I’ve had the most horrible and frustrating runs which in fact made me ragequit once or twice – not last because of how thoughtlessly people behaved in general.

The paradoxical thing is that you can go through all this negativity before ever hitting your first boss. From my experiences from paths 1-3, there’s not one boss in Arah as frustrating as the long, to-be-avoided trash routine. I can easily survive through Lupicus by means of my own survivability skills and despite what some say about the bossfight, I don’t think it’s too hard. It’s one of the greater fights in all of GW2, one where tactics and your survival skills can truly shine.

And the whole grouping mess already shows before finding parties. Generally, players will use gw2lfg.com for lack of an ingame grouping tool in this cross-server MMO (!), then whispering random strangers for an invite. Only, that’s not how you do it, which I discovered after being ignored a couple of times. “Use self-inv” was the gracious reply I finally received one day and so I added myself to a party where quite obviously nobody was interested in who I was. Which to some degree makes sense in a setup-free game, only doesn’t if you then also have a look at popular party requests for GW2:

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Random days, random dungeons on LFG (click to enlarge)

“EXP ONLY NO NOOBS” – “LF ZERK WAR / MESMER” – “Excessive dying will not be tolerated” – “RETARDS WILL BE KICKED” – “full exotic gear, must ping gear”

Here’s the funny part: nobody can truly tell experience by looks or gear in GW2. Hardly ever do you even get asked for gear level and “proving” it is pretty useless without inspect or armory functions. More importantly, you need neither the greatest gear in the world, not a certain warrior or other class, nor years of experience to run a dungeon like Arah (or any other dungeon). All you really need is a decent group of human beings.

What exactly is the point of lines like “exp only” or “full gear” if nobody checks on you anyway as you self-invite yourself?

The ugly face of anonymity

We’ve known since WoW latest that cross-server anonymity is one of the big banes of server community. The upside of shorter queues is won by too a high a price and it’s not just the exceptional troll that makes for lousy group experiences. There’s a common dynamic of caring less about others not from your own server, caring less for your own performance because there’s little consequence, caring less for decent communication because explaining things to strangers is tedious – and why do it when they’re so easily replaced? A note about social mechanics in any human society: anything that makes people “care less” is generally a bad thing.

Furthermore, there appears to be a direct, inverted relation between downtime tolerance and the actual downtime in an MMO: GW2 is a game of few downtimes related to grouping. Not only can players cooperate without formal grouping on outdoor quests, there’s the self-invite function and lack of strict group setup requirements. You could therefore think that players are generally less in a rush and more inclined to wait for each other or explain something – but not so! Being used to little downtime results in an even lower tolerance for the same. At least people treasure their groups more in MMOs where they cannot take them for granted and where losing a member is to risk more wait time.

Do I advocate to bring back grouping barriers and artificial downtimes? No. However, for all its improvements on the social side, such as dynamic outdoor grouping with shared nodes (I know GW2 is not alone in this), res-anyone and setup freedom, GW2’s pickup dungeon experiences are as bad or worse as any other MMO’s – not least because of ANet’s concept of the global village. The entire server/world is your guild? If so, where’s the g-quit button?

GW2 removed a few dated concepts that came with their own set of issues. Unfortunately, it did fail to replace them properly. I’m thinking of more positive ways to motivate spontaneous grouping between levels 1-80 and better overall cooperation in dungeons (I would’ve expected a lot more in terms of encounter design or combo mechanics). I’m in full agreement with Psychochild here – I’ve no wish to go back to good old bad times but there’s clearly a lot more to be done about cooperation and social interaction in this genre which continues to push mega-servers, paradoxically enough for a not-so-MM experience. I wish we could go back to small or even private server communities already.

To close, an attempt at balance: yes, there are good PuGs in GW2 sometime, just like there are in any game. I’ve had few runs by now which were almost pleasant, with people I would sadly never run into again because they weren’t from my server (and friendlists are a downtime). Every now and then you’ll find “relaxed group” advocated in LFG, although that’s fairly rare. There’s a much greater issue at large here and while bad design does not excuse nasty behavior (it sure does not), it has a way of coming through and slowly affecting everyone and everything, until even the most supportive person resigns to what’s been established as the most efficient way of playing, rather than the best one. The fastest way to treasure, so we can be done playing this already.

Yeah, I did have some good groups in Arah…still, I’d rather not ask how they may have turned out had I dared to be unlucky.

P.S. A new episode of Battle Bards is up – go check it out!

[GW2] The Three-fold Cosmetics Fail

I love the Super Adventure Box in Guild Wars 2, I really do – but this needs to stop! –

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So, there are new vests available in the gemstore and I don’t even wanna know. The only emotional response I have to such announcements by now is seeing the Simpson’s infamous “See my vest, see my vest” play down before my inner eye. Besides the underwhelming variety of cosmetics in general, the ingame shop has seen no additions worth mentioning between the temporary Halloween costumes and Quaggan/Charr backpacks since the beginning in August 2012. Remember some of the GW2 “shop panic” pre-launch? Yeah, that was a waste of time!

Now granted, the shop has been a bit more active of late; there are the SAB mini-pets and items that will finally let you redo the overall looks and hairstyle of your character. You know, what’s usually called a barber shop in other games. Oh and they added one more epic piece of gear to the store in 2013: hoodies! Yep, you heard that right. The armor designers at ANet have gone completely wild with this one –

These come in three different colors, one of which is an unidentifiable mesh of grey and brown, although why you wouldn’t re-dye is beyond me (but then, if you actually paid money on this already who knows what else you’ll do). They’re about as exciting as the riding pants which have also been added recently – not at all.

This isn’t even funny anymore. I actually love playing with looks in MMOs, so this mess is just tragic. And I just don’t get it! Let’s get this straight: we are talking about a visually stunning, fantasy MMO epic where players, myself included, generally run around looking like this:

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Yes, so much yes! And in which conceivable, parallel reality would I ever consider wearing one of those lackluster, plain boring hoodies instead of the badass royal armor composition above?? That’s not the worst of it though because TOWN CLOTHES!

Cosmetics gone wrong, Chapter #2: Introducing town clothes

My character currently possesses two pieces of town clothes which I was given via promotional code by other players. Both items are ANet “fan attire”, displaying the red dragon logo in an attempt of ingame merchandising – because you need to promote GW2 to those who have already bought it. The pieces are extremely ugly (not to mention immersion breaking) so needless to say, I never ever display them and why on earth would I? I’ve mentioned it before and it bears repeating: town clothes are the most inane and failed attempt at cosmetic gear ever! This is where you will find consensus across the board: nobody thinks it’s fun to have cosmetics you can only ever wear inside cities! A great deal of players won’t spend money on such items. Simply put, ANet is losing a big avenue of additional income by under-using their shop and also using it the wrong way. My 850 gems (which I transferred via cash, not ingame gold) have been rotting in the market tab since last year. Why does this company not want to sell me anything?

Cosmetics used to be a big deal in Guild Wars, especially considering the lack of high-level gear progression. I was probably not alone in the assumption that GW2 was going to be similar. I stand corrected and vastly surprised. ANet’s poor attempts at adding to the gemstore since launch can only be interpreted as an equal lack of enthusiasm or inspiration for the whole thing, so maybe we get lucky and they remove the town clothes feature already and let players finally go wild on their combat gear. Anything else bespeaks an ongoing lack of understanding of your customer base.

What I do wonder at this point too is this: did ANet shoot themselves in the foot by also allowing ingame gold to be converted to gems? Is this why they put no effort in offering more interesting items on the market?

Cosmetics gone wrong, Chapter #3: Introducing Transmutation

Unfortunately we’re not quite done with the cosmetics gripes. GW2 has possibly the worst approach to armor skin-transfer (of non-town clothes) I have ever seen. I’m not kidding. Anything, from WoW’s transmogging to the simplest and best of solutions, the cosmetic tabs in Rift or LOTRO, is preferable to the transmutation system in GW2. In case you missed it, transmuting items in order to give one the look of the other, always results in the loss of one involved item! If you are matching stats of item a (which would be your best combat gear for example) with the looks of item b (a new skin you received), you will irrevocably lose item a as far as looks go. Tough luck if you kinda liked them both and were only looking for a bit of diversity!

Again, this makes no sense to me. Not only is the system hurting collectors (by far not all skins are easily acquirable or cheap), it’s reducing armor variety in a game that already has very few sets to choose from compared to its predecessor. If there’s something GW2 currently could use more of it’s epic cosmetic armor and not more urban hoodies! If I wanted to dress up in street-wear in MMOs, I’d be playing The Secret World (and be much happier with my choices there)!

“Dear Armor Designers at ArenaNet”

I think you created a fantastic, visually stunning game. Not just that, it’s subscription-free and nobody is complaining about featuring an item store in a game like yours – only seems fair. When it comes to your approach to gear and cosmetics however, you are currently missing out and bigtime. Here’s why: there’s plenty of people in your player base who…

  • Care for cosmetics, like variety and would love to hang on to and collect gear
  • Are happy to pay extra money for great cosmetics
  • Would actually want to wear their cosmetics (not just in towns)

 
MMO players are incredibly imaginative and enthusiastic when it comes to making their characters look unique and different. There are countless webpages dedicated to nothing else. Many players will go to great lengths to acquire new skins, trade skins, update skins. Gear looks are a source of fun, pride and recognition value in MMOs.

And also this: beautiful, eye-catching cosmetics and Guild Wars 2 go together like chocolate and coffee. They are literally meant to be! So, can we please have some consistency here? Thank you!

The Deathbed Fallacy. Or: Spare me your Gamer’s Remorse, Thank You!

(This post is dedicated to all the happy gamers out there. And the unhappy ones.)

I have one more month to go at the current job, much to my great delight. Imagine my surprise then when today, somewhat late, I discovered a distant co-worker talking about his WoW raiding spree some years ago, when he was still a progression raider on his horde shaman. Unfortunately however, WoW had “gone wrong” sometime after WotLK (which is true of course) and so he stopped his raiding career of many years and approximately 172 days of total playtime. What a familiar story.

However, my initial fuzzy surge of ex-raider fellowship was short-lived; three minutes into the conversation, the topic shifted to what an utter waste of time it had been to play as much WoW as he had. How could anyone in his right mind spend that much time on games? And with nothing to show for after such a long time? Never ever would he do anything like it again.

Of course! I can never be that lucky….after all this workplace just sucks in all respects!

From there this guy went to explain how he’s rather playing online poker these days and earn some money – because that activity at least has some financial upside (and hence must be utterly worthwhile compared to playing silly fantasy games). Of course my mind was reeling from all the familiar, hollow argumentation at that point, but what struck me the most about this person was the way his enthusiastic flashback of past WoW days turned into such a fundamental condemnation of the once cherished pastime. His eyes had been shining brightly thinking back on his raiding career. There was grim pride in his words when he clarified he’d been one of the “real raiders” on a popular German progression server. Not to mistake with one of the casual crowd! He had killed Arthas on 25man and more. He had “had everything”.

And quite obvious to me, he had enjoyed that greatly. To such a point, a distant shadow of that past glory was still surfacing on his now frowning face. And yet, somewhere along the line that same mind convinced itself that it had all been worthless. An odd ambiguity bespeaking a battle between feelings and reason.
I was just waiting for him to say it: how none of us wish we had played more videogames on our deathbed. At least he spared me that particular cringe.

What none of us wish

Besides the obvious thing, that there’s an awful lot of things we won’t be wishing for when facing death one day, no matter how much we have done them, the truth is most of us will never ever find ourselves on that proverbial death bed. You know, that peaceful and solemn end-of-days contemplation as we feel the last flicker of life leaving our body. That perfectly timed moment of retrospective. And even if by some chance we did, we wouldn’t be thinking of having played too many videogames; in fact I have this wild hunch we wouldn’t think about games at all. This entire analogy isn’t even a thing, it’s nonsensical and construed. Anyway.

Sometimes I still wonder, in a brief moment of desperate frustration, how long is it gonna take? How much more established do videogames need to become in contemporary, western culture to be regarded just as any other hobby out there that isn’t necessarily making “financial profit”(?) That isn’t productive on a first-glance or physically tangible level (tangible on many other levels though). Heck, some hobbies are actually downright detrimental to your health and wellbeing and even those are more accepted than gaming. It’s nuts.

Not to mention of course all the upsides and benefits of videogaming as a hobby / passion. So often documented by gamers out there. Again and again. I’ve talked about it myself, At least twice. I don’t feel the need to revisit this topic. By now there’s a multitude of studies and hard facts out there on all the things that gamers are better at, from hand-eye coordination to abstract thinking, from organizational to certain social skills. And then, in case you missed it in 2012, there’s pieces like this one that actually deal, literally, with the deathbed fallacy in context of videogaming. Yeah, it’s McGonigal again – she’s an enthusiast. And she has a point.

So, in case you still detect yourself in that thought process sometimes, privately maybe as you ponder how much “greater you could’ve been without videogames”, how games stifled your growth and progress in other areas when they’ve really just been an excuse from yourself, saving you from self-doubt and the realization that maybe you’re not going to be a big world changer, internationally acclaimed author, scientist or designer after all – here’s a short transcription from McGonigal’s 2012 TED talk:

“Hospice workers, the people who take care of us at the end of our
lives, recently issued a report on the most frequently expressed regrets
that people say when they are literally on their deathbeds. And that’s
what I wanna share with you today, the top five regrets of the dying:

  • Number 1: I wish I hadn’t worked so hard.
  • Number 2: I wish I’d stayed in touch with my friends.
  • Number 3: I wish I had let myself be happier.
  • Number 4: I wish I had the courage to express my true self.
  • Number 5: I wish I’d lived a life true to my dreams instead of what others expected of me.” [source]

Now, I don’t think I need to further comment this list. I only wish you do yourself a favor: take it to heart. And while we’re at it: do me a favor and spare me from your goddamn gamer’s remorse.
If you feel the gaming blues sometime (I have), take some time off! If you aren’t enjoying games anymore, don’t play them! If you feel you’re spending too much time on games, play less games! If you feel you’re using games as an unhealthy outlet, ask for help.

….but spare me and the rest of the happily ever after gaming crowd. Spare me the underachiever complex and lamentation of failed grandeur which you so graciously bestow on everyone around you in one sweeping, condescending blow of rotten hindsight wisdom. I think videogames are fucking great – they have been for the past 28 years of my life! That’s for how long I’ve been playing them, so I think I too know a thing or two about the subject.

Just….SPARE ME. Thanks!

[GW2] Tired of Trinity Whining. Or: As if!

So, the third and final GW2 beta weekend has ended and we could all be talking about how wonderfully achieved a race the Asura are, how Metrica Province or Rata Sum rock as zones or alternatively, how the Sylvari despite many initial misgivings, succeed at being a little more than just another translation of elf. I know – I was shocked too.

….Or we could do none of that. Instead, we could go on and whine about the missing roles and damned trinity in Guild Wars 2. Yeah we could keep bringing that up, again and again and again, like an obnoxious guest asking for burgers in an Italian restaurant. Some days I honestly feel with game designers and it’s not like I haven’t been an ardent critic of MMOs myself over the years. Three public betas past, I keep reading the same ignorant moping and fallacies by a vocal crowd of circus clowns on ANet’s official forums. The fact that many of them are drawing comparisons to WoW of all games, makes the whole thing all the more amusing, complete eyeroll that it is otherwise!

So, just for shits and giggles and because I feel like whining about whiners today, let’s have a look at some of the most missing-the-point, lalala-pink-pokémon-glasses and I-just-like-to-complain-about-something arguments! Here’s what the broken pro-trinity record has to say about GW2’s gameplay, roughly summarized:

a) No holy trinity means there is no cooperation anymore! *GASP*
b) No holy trinity means people do not coordinate / communicate in groups!
c) No holy trinity means zerg-mode and needing no strategy!
d) No holy trinity means there can’t be difficult combat!

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There’s variations of the above, but it’s what whiners basically claim while glorifying WoW and prophesying the doom of GW2…already. Of course the holy trinity in itself has no direct bearing on any of the criticized points, however to realize that one needs to have a hard look at WoW – which is what I will do since people insist on bringing it up as role model. Note too, the big majority of whiny commenters refer to overall combat/cooperation in GW2, meaning questing and the FFA dynamic events. Precious few can currently claim group play experience beyond that or more in-depth knowledge about coordination in dungeons (especially exploration mode) or organized PvP. Here’s my reply to the popular arguments, since “wait and see?” didn’t really go far these previous betas –

As IF!

First off, as IF people communicated or cooperated much during questing in WoW! Where have you been the past 8 years? You can’t be referring to the WoW I have played. Some well-known, honest facts:

  • 95% of all WoW players either solo quests or take their friends/guildies along. You don’t need any type of “strategy” to beat quests together, joining up is more about the social factor. There aren’t even many elite outdoor quests anymore or bosses that would require a group to beat. People don’t need to communicate and there’s nothing to coordinate when everyone already knows what their role is. Oh, and people don’t coordinate, let alone communicate in most LFG 5man runs either – but then you knew that already.
  • If “actively creating the party”, which usually comes down to clicking an invite button and waiting for the other side to accept it, equals good communication among strangers…well, you’re an easy one to satisfy!
  • You can progress with ease in WoW pushing the same 3-4 buttons, just in case anyone feels like bringing this up against GW2. Not that the “amount of buttons” is a great or very telling argument for or against anything, really…
  • If “zerging” equals “rushing into combat without the need for communication or coordination”, then zerging is what’s constantly being done in WoW, during questing and even 5man runs. Just because tanks tank, healers heal and DPS deal damage, doesn’t mean people are actively cooperating (or need wait on the tank for example) – rather, I would call it playing side by side, each role knowing their motions. There are synergies and there’s timing, both exist in GW2 as well. The holy trinity sees to that; it creates a basic order so players won’t have to think about assigning jobs or tactics much (outside raids) themselves. That’s hardly active cooperation or communication though – it’s a script! In fact the opposite, a free and versatile setup, requires strangers to coordinate and talk more if at all!

But hey, I’ll give you that – due to the lack of pre-defined roles, the combat in GW2 feels more chaotic, certainly is for quests and events. But errr…so what? Already I cooperate more in GW2 than I ever did in WoW: thanks to the FFA, auto-join events I have joined and helped out more strangers than I ever did while questing in WoW. I’ve had a chat with a few who shared a quest spot with me and several whom I rezzed or rezzed me in return (fat chance on that in WoW). I don’t claim any of this was particularly coordinated or difficult (maybe the events aren’t supposed to be particularly difficult, anyone?), but at least it’s a change from the usual silent, solo routine I used to have in WoW. Plus, where more people group up there’s always an unpredictable element. It’s a little cynical to criticize auto-join grouping or lack of roles when the opposite did nothing at all to improve matters in the past. As for kill stealing, mob camping and loot rolling – needless to say I haven’t missed them one second! That’s when having less communication is actually a good thing (/ninja /doom /ragequit).

The real strategic and demanding encounters aren’t out there in quests or trivial group content – not in WoW and not in GW2. Quests and events are simply not very hard right now and things like cooperation and coordination live and grow under duress. I would claim that GW2 requires teamwork and strategy where it matters, just like WoW does too; in harder/heroic dungeon modes and in big scale raids or PvP/WvW. If you think it’s all a zerg there you are mistaken. You need strategy and communication to bring the trophy home, to win against opposing teams or survive tough encounters. Teamwork is very much alive even if it works differently in GW2. Plus, the game adds other tactical components, such as the whole dodge/positioning mechanics and making use of the environment. I’ve beat several tougher challenges myself only because of active movement and tactical positioning which is rather great considering I play a caster in GW2 (typical feet-of-stone classes in other MMOs).

Getting facts and questions straight

Now, this post is no attempt to discourage any well-founded critique in favor of the holy trinity (ya rly); in fact, there are a few very interesting questions one could ask about GW2 in this context. For example how different group mechanics will truly be in a well-organized party, during a difficult run that requires a lot of communication. Once players assign roles/tasks in order to succeed and hence end up specializing, would we have to admit to a “soft trinity” in GW2? And where are the differences then to let’s say WoW or Rift? I can see a few but it’s definitely a valid overall question. So would be the question about how well control mechanics are realized in the game and if they make for enough encounter variety, in lieu of things like classic threat and mitigation mechanics.

Then, there’s simply those players who love to tank or heal and I certainly empathize with that – after all I used to love to heal myself! If you miss the holy trinity on that note, I have neither reproach nor consolation to offer because GW2 is a different game. And just like the F2P vs. subscription horse can be kicked to death, what it really comes down to here is preferences and target audience.

If you were however, like the individuals I addressed further up, to move the holy trinity on a pedestal for all the wrong, uninformed reasons, drawing faulty comparisons and even faultier conclusions about GW’s and MMO combat in general, then you have me for a very impatient and frankly ill-tempered commenter these days. I am really sick and tired of half-assed, destructive discourse that is so easy to refute it’s an intellectual insult. My biggest, returning gripe is mixing up role restrictions with things like encounter difficulty or pacing. Or in other words: if role restrictions are the one thing that makes your fights “hard” (likely because you already can’t find the right group composition…/sarcasm) that is sad news indeed!

The holy trinity creates no more or less demanding encounters than a non-trinity model would; all it does is enable patterns and offer mechanics to utilize in (boss-)encounters. And it tells players what their role is right away (hence the often referred to “crutch”). You can like that or not, that’s your prerogative – but the trinity does absolutely not just magically create better, active cooperation, coordination or communication…or alternatively other random words that start with “C”. And where one player sees ordered combat thanks to the trinity, I see boring same-ish strategies and synchronized swimming! Preferences – pros and cons, ya feel me?

To close, and so I can return to more pleasant topics tomorrow (with pictures!), let’s say it once more with feeling: The holy trinity does not a cooperation make. The holy trinity does not a communication make. The holy trinity does not a coordination make. The holy trinity does not an encounter’s difficulty make. If ever in doubt – go play World of Warcraft. Thanks!

All the ways that WoW changed me

In a recent conversation on what types of reward GW2 may offer players at max level and whether it will be enough to satisfy more reward-driven players, it dawned on me how much I’ve changed my outlook or rather my expectations towards certain aspects of MMOs – since WoW. Now, overall I certainly haven’t changed my mind, I still love the genre for the same reasons: a vast world, beautiful fantasy settings, secrets to explore, character development and real people to meet on the way. Yet there are aspects I’ve fundamentally changed my opinion on or rather my wishes in; maybe I should say that they’ve been satisfied to a point where I no longer appreciate them. And WoW has certainly much to do with it.

I’ve never been a particularly reward-driven player, or rather I would say I’ve never cared so much for items. Items and reward are not the same thing although they usually coincide, especially in MMOs as item-centric as WoW. I play for challenge, for that feeling of accomplishment first and I play for the team; shinies are nice in addition but they lose all value if there are no requirements and restrictions. That’s when I feel “rewarded”, when I overcame an obstacle with others – these are the things we take with us. I would argue that there are actually a lot more players playing for the reward of challenge than realize it – but then, I guess it’s a valid point that if GW2 offered nothing for all the collectors and achievers, that would hurt its popularity. Item drops are of course not the only way to satisfy in this department: I expect them to come up with special dyes, lots of cosmetic items and things like titles or rare pets. If that creates enough opportunities to “show off” in the game I can’t tell, but whoever expects to collect tier/pvp sets and weapons in abundance will get disappointed in GW2.

Personally I couldn’t care less. Whatever value I might ever have put in rare gear or upgrades has been completely and utterly smashed by WoW. To say that I got tired and sick of loot wouldn’t do matters justice. Mind, I still like cosmetics and GW2 offers plenty of that plus the great dye system; but whether I own anything special, expensive or best-in-slot is the least concern in my mind. I loved how my bags hardly ever filled up last beta (and yes…I know about that ‘deposit collectible’ feature….now), give me less loot ArenaNet!

So, that’s my number one for the list of “things that WoW changed for me”. Of course there’s more –

1) Item / gear rewards; 
See reasons explained above.

2) Raids and endgame; 
Raiding was a big motivator for me to play WoW. I did little else in vanilla and never stopped raiding until Cataclysm. WoW was obviously very focused on its raiding endgame by design, but I simply loved the big scale raids, coordinating so many people, the teamwork, the whole guild effort involved.

The present: These days I loathe the idea of raiding – the whole organisation, the downtimes due to numbers, the headache that is recruitment. I want a close-knit team of a few good men ready to roll in a few minutes. I want content to be accessible for a small group of quality rather than a big ass raid.

3) Roles and healing;
There’s never been a more passionate priest or healing coordinator than myself in WoW. That is the one thing I can say with confidence. I’ve played my holy priest through 6 years of WoW and countless raids that I coordinated. I loved being a healer, being needed support, having that sort of responsibility.

The present: I haven’t played a healer, not even a support class ever since WoW – not in Rift or any other game I dabbled at since. I love my aggressive pyromancer in GW2 and if anyone’s ever going to ask me to join their group just for healing rains, they can drop dead! Oh sweet, sweet mob-centric gameplay, oh sweet not carrying anybody! As for the holy trinity in general, I doubt I need to repeat here how great I think it’s missing in GW2. I prefer to be recruited for playing well rather than for being a role. So far I’ve seen zero indication that GW2 enforces any type of stricter group or spec setup. People have been asking a lot of things in general chat this beta but they haven’t asked for tanks and healers. Healing, control and ressing is everybody’s job or nobody’s.

4) Specs;
I’ve spent unimaginable amounts of time writing guides on raid specs, reading up on stats and talent builds during my time as a raider and coordinator. There wasn’t much freedom there for me; the WoW endgame raid scene was big on things like cookie cutters, optimization and meters.

The present in frank: I don’t give a shit what spec is best and I choose my traits as I go. In fact, I love experimenting and I’ll play whatever is the most FUN and efficient to ME. I won’t ever respec again for anyone but myself.

5) Mounts;
I always liked the idea of a mount, that loyal companion carrying me through the world. I’m fairly traditional in that I prefer horses plain and simple (alternatively a ferocious tiger is okay too), stuff like giant turtles, spiders and erm….green polar bears with shades just seems weird. When WoW introduced flying mounts I was in heaven……at first.

The present: I don’t miss a ground mount in GW2 and I certainly never want to play a classic MMO again with flying mounts. I’ve missed being on foot in WoW, that sense of distance and all the chance encounters. And yes, I could’ve walked through Azeroth and yes occasionally I used a waypoint in GW2 – still, grouping and raiding as much as I did in WoW, getting everyone to wait for me wasn’t an option. It’s also simply a different feeling if the game leaves you no option but to be on foot. As for flying mounts, they were so fast and so convenient, one must wonder what the whole zone design and all the mobs below were designed for. To be rushed through once while leveling and never return?

These are mainly the things I came up with when thinking about all the ways WoW changed my preferences. One can certainly argue that some of the change is due to the effect of time; I’ve been there done that for a very long time, I moved on to wanting different. And while that may play a part, I still don’t think it’s the main factor but rather the way how these aspects were designed and realized in WoW: I might not feel so sick of loot today if WoW hadn’t pledged itself to putting every candy-store out there out of business. I might be less tired of big raids if….literally everything in terms of grouping, recruitment and social control hadn’t gone down the drain ever since WotLK and LFG. I might still enjoy healing had there not been such a rigid focus on roles that left healers with nothing much to do but staring at healthbars and getting most of the blame by lolkids. I might still be interested in what an ideal spec is if I wasn’t so full of spite for anything resembling a cookie-cutter. And I might still find joy in mounts had not every player in WoW run around with one million gazillion mounts to choose from that would all run, fly, crawl, hover and whatever else at five-hundred percent LUDICROUS SPEED (or however much it is by now).

Yes…..I actually might!

Time for some questions!

It would be most intriguing to hear how other longterm ex-WoW players think about the effects WoW had on them (or alternatively another MMO you’ve played a lot), how it might have changed their outlook or wishes for MMOs to come. So, what about you?

Do you think WoW has changed you as a player? In what ways?
Do you think extreme experiences (burnout) have to do with it or is it just boreout / want for new?
How much of the ‘blame’ would you attribute to game design, how much to your personal playstyle choices?
Have your expectations towards a new game changed due to WoW or another MMO you’ve played?
Do you wish for different things in GW2 than you used to wish for?

I realize in retrospective that this could be an excellent meta-topic to share and debate among a wider circle of bloggers, to examine all the dis-/similarities and get a more universal look at the impact WoW has had on the current MMO player base. Ever since the WoW era, many have moved on to blogging about different games but WoW is still a common denominator among us. Well, maybe someone else will take up these questions sometime.

[UPDATE: Since there’s already been few reactions by other bloggers asking to write their own take on this topic (which is awesome), I will definitely make a follow-up post with a list of all responses in a couple of days. Let me know in the comments / on twitter if you’re writing your own post (if you haven’t already), I’d loathe to miss somebody. Thanks – I look forward to some great posts and/or comments!]

Could we please NOT have targeting highlights!

I hated them in every MMO I’ve ever played. Still hate them bigtime whenever I’m playing Rift.
I mean, just look at this!

Can you see me NAO?

What is it with the white frame all around my target? I have eyes and a target window popping up – I can already see what I got targeted! It doesn’t matter if they are white, green or any other shade; full-body target highlights are obtrusive, ugly and unnecessary!

I am extremely bugged by this type of visual aid in MMOs. I already have a UI with floating symbols, bars and buttons overlaying my illusion; do I really need the immersion destroyed further by bright highlights all over targets, myself included? Am I dealing with people, NPCs and mobs or RTS style units?

There are a few games that handle this more delicately, with a faint shadow or ring on the ground, maybe a brighter name-tag. It’s obviously a big deal for PvP especially, although one could argue that players should just learn to tell opponents or aggressive mobs apart themselves without a visual crutch. Brave adventurers that we all are, we can’t seem to go anywhere without our GPS, quest markers and target highlights…..

Why am I bringing this up now? Because I really do hope Guild Wars 2 will let you switch it off! There’s not just a target ring on the ground and a floating arrow above, but apparently also full scale highlights in different colors for targeting/mouse-hover:

Yikes! A target window is all I need. Add a shadow if you have to – but enough with the highlight disco already! I guess this is the perfect time to name my top 5 UI gripes in MMOs:

  • Bright and colorful target highlights
  • Sparkling quest objects or areas
  • Quest/event markers and paths on the map
  • White/yellow/green/red NPC state indicators
  • Chat bubbles (eugh)

…and pretty much every flavor of not so subtle hints and themepark rails. I know, this ain’t the real thing, I know I’m not really a fire mage but please – please let me delude myself as far as choosing my own path and knowing my own targets will go, thanks!

Calling on the Old Crowd; Musings on MMO friendships

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

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

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

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

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

Calling on the old crowd – Today

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

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

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

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

Break the silence.

GW2 – Waypoint woes and the repair system

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

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

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

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

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

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

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

The repair system

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

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

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

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

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

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

Who cares how the system works?