Category Archives: WoW

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] Neither Progressive nor Casual enough. Or: Growing (Pains) with your Genre

It is interesting times for us MMO players. MoP has finally launched, putting an end to an excruciatingly long expansion wait time for many avid WoW players. At the same time there is GW2 now, that new MMO somewhere “between the themepark and the sandbox”. One month into its release there are finally solid gameplay experiences, allowing for more meaningful and informed discussions on more longterm and complex aspects of the game. Of course the big topic that was going to come up eventually is “endgame” and “casual vs. hardcore” and other vague definitions that are MMO blogger favorites.

My favorites too – but rather than starting at the beginning and rolling up my usual three-parts argument, I’ll jump into medias res and continue with comments I already left on other blogs dealing with the subject. Before I do that though, let there be no doubt that a) I consider conclusions on all sides to be vastly based on individual player expectations and b) I believe GW2 delivers on ANet’s promises. We haven’t all read the same previews and no doubt readers always project their own wishes into teaser articles; some were therefore completely focused on WvW, others on the continuation of GW’s story, others again were looking forward to a new approach to combat, group play or cooperation. Depending to which camp you belonged pre-launch, your one-month recap on GW2 is going to look very different.

But now let’s look at that endgame / progression “issue” GW2 supposedly has.

Why “endgame” is overrated

Syncaine is vastly disappointed in WvW so far and he’s not alone. And while he regards the “journey between lvl 1-80” in GW2 as quite great, the “endgame” after that is obviously absent and the game “therefore becomes pointless”. Needles to say, this is a very linear and progression-oriented way of looking at things in an MMO that does precisely not build up towards endgame and where leveling is more or less meaningless. The big problem I always perceived is ANet not being consequent enough about that lack of progression: while it’s a viable concept in theory, why oh why could they not just omit levels altogether and opt for a skillbased system? Why not make the world truly flat by abandoning zone levels and rather install different modes of mob difficulty overall? Right now, there’s an upsetting contradiction in the “open world feeling” they tried to create and it’s undermining a good intention.

Where I disagree with Syncaine mostly is not lack of endgame in GW2, but calling classic progression a “necessary feature” of MMOs by virtue of WoW:

“I think you’re going about the completely wrong way to prove why MMOs
supposedly need it [progression] by making comparisons to WoW of all games, which to
this day still has the biggest mass of casual gamers subscribed. Despite
WoW having endgame progression, the majority of wow players are in fact
not progression gamers. Hardcore raiders/pvpers are a very small part
of wow and always have been even if bloggers don’t realize it (most
bloggers are raiders or pvpers or have been). It’s players who are
alting, solo questing, collecting and crafting and looking forward to
pet battles, with the odd PuG run in the mix. Wow’s critical mass are
‘dwellers’ in love with Azeroth.” (Syl)

WoW is not successful in numbers because of “endgame”. Ironically, it was Syncaine’s neighbour Tobold, who recently pointed this out too: “I believe that people who read forums and blogs have a very wrong idea
how Blizzard is making money with World of Warcraft. The bread and
butter of Blizzard is not the people who rush through content, the
high-end raiding guilds, the elitist jerk theorycrafters, or the
bloggers and forum posters. Blizzard is making most of their money from
people like my wife, who was subscribed to WoW all the way through
Cataclysm, and was busy leveling alts.”

As much as raiders like to believe it, Azeroth was not built on their shoulders. WoW is absolutely fine without hardcores and progression-minded players and will be for a long time to come. By the same definition GW2 should be just fine too – but it’s still not going to be as popular as WoW for several reasons unrelated to progression (of which some but not all are included further down).

Neither progressive nor casual enough

One who is probably closer to GW2’s intended target audience, or at least at peace with the way things are in Tyria, is Bhagpuss – finally pointing out the effect of this mixed beast that is GW2 right now and some of the complexities in trying to identify the game as casual or hardcore by traditional standards. I commented as much in his latest article –

“GW2 is not the casual game some make it out to be – it has some very
hardcore features that make even fans of the grindiest grind dizzy. It
has money scarcity and difficult dungeons that are a hell to pug. This
is not casual at all.

On the other hand, GW2 can be played without
the usual partying up hubbub, obviously it’s all 5man and there is no
classic endgame or progression. So here, it’s the progression kids
complaining.
GW2 is in between the themepark and the sandbox, and
it is in between the casual and the hardcore. Casual players will find a
lot more accessibility and overall blingbling and variety of easy fun
in WoW. And hardcore kids don’t get the same chances on progressive
content and server pride than in WoW, either” (Syl)

With that in mind, what is GW2? And whom does it appeal to? I can only speculate by what I’m hearing from positive bloggers, close buddies and my own experiences. I think GW2 is casual when it comes to social dynamics but not in the sense of difficulty. It’s obviously aimed at a playerbase that is looking for changes in certain areas of the traditional MMO routine, but not in others – maybe it appeals most to fantasy MMO veterans who have made the switch from hardcore to more casual, but not trivial. I don’t think GW2 is for genre newcomers, any more than it is for raiders. Then there is the PvP focus which again appeals only to a very specific bracket. From that particular point of view, GW2 expands the variety of AAA+ MMOs you can currently choose from – and combined with its already 2mio sales success, that surely is a positive thing both for players and the market.

Mistaking genre for (inflexible) audience

I always considered the definition wars of “gamer vs. player” or what makes and breaks the “real MMO definition” completely futile. The genre is not what it was 8 years ago, and 8 years ago it was
not what it was 15 years ago when UO launched. I remember it like it was yesterday, when a not inconsiderable amount of vocal UO/EQ/DAoC veterans or so-called “MMO olschoolers”, were avidly mocking that new MMO on the block, World of Warcraft: that easily accessible, casual MMO full of loot,
easy gold and no proper punishments!

Ironically, 8 years later some of
the WoW “newschoolers” have become the “new oldschoolers”, now singing a very similar tune about GW2 because they cannot reconcile this new game with their personal idea of what MMOs are. The mocked have become the mocking and so the
cycle turneth
. Nothing new under the sun.

“Come such a long, long way.”

I loved UO for opening up the world of MMOs to me (and letting you pwn noobs while being morphed into a chicken). UO was great and
also horrible in places. Then came WoW and I loved Azeroth for a very long
time. It was also horrible in places. WoW was no MMO revolution, it was
evolution. I’m completely in love with the things that GW2 does differently today – and no doubt one year from now I will talk about the horrible things
in it, too. All that makes me is an MMO player passionate about this genre –
yesterday, today and tomorrow. And I am not done yet by a long shot.

As
Chris elaborated on so beautifully, we can make peace with the fact that our first games will never return (including all related effects) or we cannot. It took me a while too, in fact it took me the greater parts of my blogging journey up to now. Along the line though I realized that I would hate missing out on all the good this genre still has to offer, just because my eyes are looking back rather than forward. If the MMO genre is truly in decline, then at the very least let it not be due to my own blindness and negative expectations. “Home is behind, the world ahead, and there are many paths to tread!” (source).

I love to dwell in fantastic worlds. If there’s one universally defining aspect for this genre at all, it’s that MMO worlds are created to be lived in, rather than be played through. GW2 has some gamey aspects for certain but its clear lack of endgame and progression, its attempts at a “flat” gameplay experience maybe more alike to Skyrim, emphasize this very oldschool virtue. Or as commented at Azuriel’s –

“It’s bizarrely inconsistent how the same critics calling GW2 a ‘game’
rather than MMO, are also those lamenting the lack of endgame. One
popular aspect of MMOs is that they make you want to ‘live there’ rather
than ‘play through’. and by that definition GW2 IS more MMO than all
the more progressive MMOs out there which are constantly under pressure
to deliver new content just so their progression- and linearity ridden
playerbase stays hooked. In a way I am glad GW2 is such a disappointment
to all these players right away, making it very clear already at low
level that things wont change from here. That way you don’t ‘waste’ so
much time before moving on or back to WoW.” (Syl)

I’ve written about a related topic before – the vicious cycle of linear content and developers raising a playerbase of hungry cookie monsters in need to feed at ever-increasing speed. All individual challenges and inconsistencies in GW2 aside, which it has at this current early state, I am grateful to ANet for treating their player base more like grown-ups, given little guidance from the very beginning. Don’t know what to do / where to go from here? Well, figure it out yourself!

If you find nothing, maybe it’s because there is nothing. Or maybe it’s because you couldn’t find it. I leave that up to you and whether MMOs really need to ensure a linear path and constant progression rather than just a rich world with cooperative opportunities. Summa summarum, I am incredibly happy GW2 is an MMO that I only ever log on to because I truly want to – and where all paths lie before me with no obvious concept where to go next. That, among several more things, is worth having. For me. For now.

Individualism vs. Collectivism. Or: Glorified MMO misconceptions

https://i0.wp.com/www.wetcanvas.com/Community/images/23-Feb-2010/56079-230_Girl_on_a_Swing.jpg?resize=144%2C200If there is one quality in particular that I believe to be imperative for social relationships and bonds, that is the aspect of free will. Free will may be all that separates partnership from a prison, friendship from tyranny and loving care from obligation. In this life, I choose who I want to be with and for how long, and I don’t want any of my more meaningful relationships to ever be about necessity. “Yes, I do like you, maybe I even love you – but I don’t need you. My life won’t unravel if you leave and I won’t die without you.” I’d like to think that the best relationships I’ve ever established are grounded like this and I look at them as something that makes my life better – makes it a little more than it already is. And that more is very much worth having.

Of course none of that sounds particularly romantic; as kids we believe in grand gestures of undying love, we dream of losing ourselves in someone else entirely, we need and long to be needed or “completed”. Then we grow up and come to realize, one way or another, that need is no healthy base for relationships and that giving up oneself means to truly be deserted. “I need you” sounds romantic – but that is all it usually is. Way down that fickle road of need wait co-dependence, disrespect, manipulation and maybe even abuse. I want the important relationships in my life to be about free will, not need and not necessity. That is one luxury I am grateful for.

The same conclusions can be applied to online relationships: a while ago I wrote an article on the invisibility feature in MMOs and why it’s not only wrong but detrimental to community building, to prevent players from going invisible when they choose. Quality interaction and cooperation in MMOs are no different from the real world in that they need to be based on free will. Not on pressure, dictation or necessity. The line between where enforced cooperation ends and genuine friendships blossom, can be a very fine and blurry one – as the great majority of all MMO players have come to experience at some point in their gaming careers. Likewise however, most of us have learned just how quick and absolute long established bonds and even vows of brotherhood and friendship will be forgotten, when guilds end or players leave the game until further notice. And so we ask ourselves how much of it was genuinely committed, friendly motivated interaction and how much was simply a glorified common venture, serving the mutual and temporary purpose of individuals?

Yet, should we even make such distinctions for MMO relationships? …Human interaction in general?

Collectivism vs. Individualism

The simplest definition of collectivism and individualism is that they’re socially, culturally, historically and what not else-ly influenced values, at opposing ends of the spectrum of human collaboration and cooperation. Personally, I disagree with that in so far that both collectivism and individualism actually have an essential thing common: in isolation they’re both equally bad.

Pure, ideological collectivism comes at the cost of identity; things like personal fulfillment, expression or even free choice are second to the “greater good”. Historical and everyday attempts at collectivism keep failing because in the end the rule of a few privileged people over the rest of the herd seems unavoidable. As long as our species is driven by greed, personal gain and power lust, anyway. So, for simplicities sake let’s say collectivism has its noble ends in theory, but fails horribly at performance.

Extreme individualism is where things are going in our wealthy, western world; every man for himself, grab as much as you can. There is much room for greed and destructive exploitation, again of the few privileged – only this time it’s sanctified under a credo of freedom and pursuit of one’s own happiness. Meanwhile, the big, sparkly cities of man have become conglomerates of small islands, people living anonymously side by side, often feeling quite alone.
Individualism is very much a sign of material wealth though – it is a luxury. Human beings tend to stick together and pursue common goals when they’re all equally fucked. You know, when disaster strikes, sharing and compromise suddenly sound like a good idea!

…Where am I going with this? We need to be critical of social labels and so-called values, on all ends of the spectrum. The ideal society is probably one that can balance both polarities and in MMOs too, a balance must be struck between how social interaction and cooperation are “engineered”. Well, past games have only shown us a glimpse of the beginning!

WoW & Before: When necessity breeds cooperation

The glorified days of WoW, and yes I have done it myself, are the days when players could not advance particularly well without grouping up with others – be it strangers or friends. That’s when encounters were hard (unbalanced, restrictive) and soloing was only one, much smaller part of the game than today. It’s also where MMO veterans usually draw their fondest memories from: when quests and encounters were so damn hard that you and your buddies relied on each other’s every move, when punishment was quick on the ball and victory was so much the greater for it. Oh yes, I remember that too….and romanticism has its part therein.

Back in vanilla WoW, we didn’t just group up because of some notion of social altruism, curiosity or friendliness; at first, we grouped up because we needed each other in rather existential ways. We grouped up in order to survive or to progress faster, to access better loot or more content. There’s a common purpose of many individuals come together and each of them wants something – and that isn’t even a bad thing. What it certainly is not though, is some chapter in a romantic novel on social bonding and making friends for life. In fact, the classic MMO standard is the most incentivized realization of cooperation I can think of:

    • Group up or be punished in any conceivable way
    • Group up because target XY will only become available by doing so
    • Group up with players X and Y because of their role / class
    • Group up or…..be damned

Lots of “…or ELSE!” going on there! Grouping up is completely engineered by game design, by things like overall content difficulty, pacing or setup requirements. Does that mean I didn’t make friends on the way? I did, but I don’t think that was the game’s achievement. Lasting relationships are optional; they’re what players create and follow at a later stage. Grouping requirements in MMOs do not automatically exceed the purpose of simply killing stuff together. First and foremost grouping up is a self-serving, necessary act. The way most guilds and guild mates go (QED), cooperation is in fact not an awful lot more than that and maybe that’s just something to accept.

What all the oldschool MMOs (an no, I don’t count in WoW these days, but there is still the strict group setup) did in terms of cooperation, is pragmatic, social engineering at its best. Add to this, that within groups and potentially between groups, there would always be a certain degree of competition: for role spots, for spawns, for loot. Generally lots of “against each other” going on, rather than “together”.

In many ways enforced grouping like that shares aspects of social collectivism: people cooperate because they’re forced to – because they’re all equally bad off on their own. That’s no glorious and ideal state of social interaction though; it’s primal and primitive – and maybe that’s why many players take so naturally to this classic model at first. Food for thought?

GW2: Just the next evolutionary step

Much has been said about GW2’s grouping mechanics lately and if you’ve read my take, you know what I think about both the public events and cooperation in general. I also stated frequently that I find social criticism on features like FFA ressing in GW2 quite ridiculous; whether ressing comes with an EXP reward or not is a tiny, trivial thing compared to the way MMOs traditionally base their entire gameplay on incentivized cooperation.

So, what does GW2 do differently? I don’t claim it’s the big revolution, but it’s a step in the right direction – away from basic need to more balanced and well-rounded concepts of cooperation maybe. Of course you need to address the issue of engineered cooperation as an MMO developer; either that, or you better create very restricted content and unforgiving requirements (ye, those are popular). If you don’t, if you grant players a certain degree of self-sufficiency, freedom and independence, you gotta think of ways to motivate them not to solo all the time.

From my personal point of view and based on my beta experiences, I consider GW2’s grouping mechanics more open, free and more positively incentivized; instead of threatening players with what they’ll have less of, the game suggests that there is nothing to lose and often a little extra to gain from joining an ongoing group, helping another player or sharing an event (aka bonus vs. malus system). There is no loot or role competition and without formulaic grouping procedures, interaction happens more naturally and spontaneously. Rather than thinking of your small circle as questing partners, the entire server is your questing partner!

That is very much also the philosophy ANet have revealed for their multi-guild system. I personally don’t shed a tear over seeing classic appointment gaming go. I like the idea of cooperating effortlessly and without the pressure of agendas. These days, I group up for the purpose of meeting friends and then doing something together, rather than having a target-focused night of grind ahead (or failing to even have that because of teh holy trinity). “Monday is Onyxia, Thursday is Black Wing Lair” – it’s okay when playing together is all about encounters, progression and loot. Raid guilds especially are born out of the necessity to achieve all that; they’re not first and foremost about a wish to be social, although that can be added. That’s fine if it suits your playstyle.

It is just a little ironic when GW2 gets criticized for its more open, flexible approach when socially speaking, it’s years ahead of the classic MMO formula of necessity-born cooperation and glorified, artificial communities with a lifespan relative to endgame content.

Individual Collectivism

I don’t know about you, but I feel that grouping up despite being self-sufficient is a better, more transparent way of doing things. It is certainly a dang lot more enjoyable to me these days, to play without the tiring bonds of obligation in order to progress. I enjoy the random and voluntary encounters in GW2 and that my choice to interact or not is about a potential for ‘more’, rather than the ever-threatening ‘less’. Maybe we could speak of a collective individualism for GW2; a balance between being your own person but also joining up (loosely) for the sake of increased enjoyment and reaching some loftier goals. What’s wrong with giving players a real choice? And why should this choice not also come with some bonuses and rewards, like for everything else in MMOs?

There’s no doubt in my mind about the improved quality of relationships formed this way, either. No, I do not want to need you, sorry! I’d like to think that as human beings we can reach a higher state of mind than this: that cooperation DOES still happen without existential commitment or the promise of punishment. I don’t expect my online relationships to mirror the real world, but then again – why should we be stuck at this stage? I still have a little more confidence in online communities than that. Shockingly!

P.S. This post is a contribution to Stubborn’s ongoing examination of a greater topic.

Wildstar – The big hope for jaded WoW players?

A while ago I was working on a longer writeup concerning Carbine’s upcoming, and to this date still somewhat below-the-radar Wildstar MMO and how implementing Bartle playstyles (“paths”) for questing is one of the more ingenuous ideas I’ve come across in what otherwise appears to be yet another classic themepark formula. I had some nifty reviews and videos ready to elaborate on the concept – but then I lost interest along the line, not least due to the overall cartoony look of the game. As shiny and polished as Wildstar’s graphics may be, I simply don’t see myself seriously playing goofy Disney characters in candyland. That may be too harsh a judgement right now, but the developer keeps emphasizing the focus on being a “friends&family” game which, while no issue in itself, has me personally skeptical about things like gameplay or content difficulty. I have a feeling I won’t be this MMO’s target audience and that’s actually fine by me.

Yet, there’s certainly more to say in favor of Wildstar; for example the brilliant player housing concept announced recently, brought to my attention thanks to Bhagpuss. WOW!!! I have been waiting for non-instanced player housing now since….Ultima Online probably. I crossed some guild towns in Age of Conan but those involve tremendous amounts of time and guild dedication, not to speak of an endless material and harvesting grind. No, I’m speaking of your very personal home the way we got it in Skyrim – and how awesome would that be for an MMO? This far, we kept hearing the same excuses from most developers: space issues. Can’t plant personal homes on the servers….y’know, virtual worlds have serious space limitation issues!

Riiiiiight.

Be that as it may, Carbine actually used their thinking cap and came up with a splendid solution that makes use of the endless possibilities of virtual spaces – flying islands! That’s epic WIN for you, short and sweet!

Still, my overall impression of Wildstar remains; few innovations aside, it looks the way WoW should be looking today and feels like the next evolutionary step for players who are still attached to Blizzard’s franchise and overall concept. This is especially true for the combat too which is good old, conservative holy trinity between tank, healer and DPS (rejoice ye grumpy healers!). Wildstar’s launch is currently still a secret but expected to follow either very late in 2012 or more realistically sometime in early 2013. That makes me think it may launch perfectly around a time when WoW players are feeling “done” or jaded with their first look into MoP; some of them may actually start looking for something a little shinier, with few new ideas but not too many fundamental, revolutionary changes.

Given that Blizzard will never feature a WoW “sequel” and that Titan will be vastly different, there’s definitely a market share to grab for the first developer that makes a serious attempt at Blizzard’s cake: a wide-spread target audience, conservative group setup, a shiny cartoony world, while also introducing more novel features like (semi-)active combat , questing archetypes and awesome player housing.

If I was still a vivid or even mildly interested WoW player today, I’d say Wildstar is exciting news for the current WoW crowd out there and – should MoP fail to enthrall – a silver lining on the horizon?
Either way, I’ll keep a closer eye on this title from now on, if only to see what other surprises Carbine will conjure up until next year!

[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!

pic

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!

Round-up: All the Ways that WoW changed us

It’s been an incredibly interesting blogging week for me, ever since Monday’s post on how WoW changed my preferences as an MMO player. The topic resonated with many readers who left their very personal takes on the transformations they perceive in themselves, the changes of playstyle, attitude and expectations towards future games. WoW has been the dominant player on the MMO market for at least 7 years and its impact on all of us cannot be denied, one way or another.

Commentaries didn’t stop there though; many of you went and took the topic further, contemplating on all the effects WoW had on a social and emotional level, what it left you and maybe even helped you with in your lives. This aspect was also reviewed frequently in other bloggers’ responses which I found especially fascinating reads. Indeed, there would be much more to say for me too, from how WoW taught me things about myself, about people management or online friendships, down to affecting the way I speak and vastly improving my second language skills ever since starting to play.

So, for those who have missed some of the great, personal responses that have been published over the last few days, or those just starting to read about this topic, here’s what the blogosphere had to say about how WoW (and other MMOs) changed them on a personal level, as players and people:

…and Liore commented in humorously crisp manner how WoW has basically turned her into this “huge elitist casual player”.

It’s likely I missed somebody but these were the contributions I’ve come across. It’s certainly never a finished conversation – MMOs will continue to influence us and WoW’s legacy will echo through many of the games yet to come. Whether we feel that we’ve changed for the better or worse as gamers, what all these reads have truly illustrated for me is how big a passion we all share and what positive potential lies in online gaming and communities in general. Personal player testimonies like for example that of Wapsipinicon put all the hearsay, stereotypes and bad press about MMOs out there to shame. So, thanks to all who gave this interesting topic a much wider scope, commenters and contributing bloggers alike.

A warm and sunny weekend to all of you out there – inside and outside your virtual spaces!

The problem of loot rolls and merit

Adhering to the rule of “it’s best to write while thought is still fresh”, this post is a follow-up on Syp’s poll on protocol which comes with many layers of telling subtext. To continue where I personally left off in my comments there, here’s my general opinion on the matter of rolling for boss loot in that particular situation:

“3rd one for me although I don’t disagree with your choice either. if you feel okay to roll, you’ve every right to, as you said you WERE there too for the kill. but personally, I would feel obligated to let the other clerics have first pick, out of courtesy and empathy for sticking all the way through such a (seemingly) sucky run / group. which they might have had a fair share in of course, but yeah….I don’t see boss loot as an isolated thing; often the last boss in a dungeon really is also the best one for loot and the whole reason why people run it for 30 minutes or however long. I’d feel like a freeloader because I was only there for 5mins. but that’s me and I wouldn’t berate someone in my party for choosing differently (although if they outrolled me like that I would grind my teeth).”

“On further consideration, I think you made a legit choice within a system that is inherently flawed. the fact that raid guilds replace the whole rolls system with DKP, which pays a lot more tribute to meritocracy, is proof of that people don’t get rewarded for just showing up* but spending time. one could apply this to the much shorter dungeon runs too but for obvious reasons of time and missing authority, one cannot establish such ground rules for pugs.” [*as in showing up just for one boss]

I hold to that, although I think it needs some clarification. I will repeat too that I think Syp was 100% in his right to make that choice which is in accord with the system that Trion installed in the game. I would however argue that it’s not a very good system which is proven by situations such as this one – and that there’s still such a thing as individual choice.

So why is the system so bad?

It honestly shocked me a little to find so many comments along the lines of “if you killed the boss it means you deserved to roll for loot, period” – particularly because I think “deserving” has the least to do with anything. Does the system justify the roll? Yes. Does merit justify the roll? Absolutely not.

I think every last MMO player knows that dungeons consist of a great deal more than just bosses (unless they’re called Trial of the Grand Crusader); why else are there dungeons in the first place instead of loot piñatas lined up for us to plow through? Of course the entire journey through a dungeon, the trash packs, the little traps and annoyances along the way that make up 80-90% of the duration, are how players earn the rite of passage to bosses and loot. And therefore too, bosses and boss loot are not isolated events but rather the result and reward for beating the whole dungeon. Sure, for beating boss mechanics too – but if you’ve ever been to harder dungeons or heroics, you know that everything that comes before and in between bosses is often just as tough or even tougher than many of them. And it’s certainly more numerous.

Add to this, that in many dungeons the final boss is also the boss with the best loot – not necessarily because he is the hardest, but because it took friggin’ AGES to get there! I’d like to name good old WoW Scholomance, just to name one example: even in its 5man version, Scholomance was absolutely huge and a group could easily spend ~2 hours in there (certainly a PuG). The very last boss in Scholo was Gandling who, in comparison to the onerous 2 hours before him, wasn’t all that hard – but he dropped the important dungeon set one headpieces that everyone wanted.

Now, had you joined my party right before Gandling (which is the boss I had to farm the most in vanilla WoW due to loot luck from hell) and then outrolled me on the drop, you can bet I would’ve been absolutely devastated and furious. Did you have “a right to”? As long as no other rules were established – I guess. Equally, I would’ve had every right to grind my teeth though. Just because you can do something or have the right to do it, doesn’t mean it’s particularly thoughtful or “deserving”. If people always got what they deserved…well, what a beautiful world that would be.

To make a long story short, my main critique addresses the reasoning that such rolls are deserved – which I believe Syp asked about, partly also because he did have second thoughts. There’s a reason why the moment raidguilds start out, many replace the need/greed-roll system with their own version of DKP (or something similar) and it’s not just because raiding is a generally more time-consuming undertaking than PuGs: while DKP harmonizes loot spread for a guild for example, it also comes with the notion of being meritocratic – players get rewards due to the time they spend raiding overall, not just for showing up for one single boss. DKP is nothing but the attempt to make a currency out of merit and while it isn’t perfect on all accounts, it’s worlds better than random rolls.

To use WoW again as example: just because you killed Arthas once with your new guild doesn’t mean you have any right to his loot – I’m fairly certain that a vast majority of the guilds out there would agree with me. And why? Because the time you spent on getting him down is nowhere close to what other guild members spent. That’s what DKP is about, it doesn’t matter that the raid instance is bigger (the loot is therefore better too) – it’s the same basic question of time/effort spent vs. reward earned.

For obvious reasons you cannot use a meritocratic system like DKP in a PuG. There’s the issue of time, lack of organization and authority and erm…..in the end how big a deal is a dungeon drop, anyway? I realize many players probably don’t care so much either way (which is fine). I think I have made my point though. The rolls-system is flawed and while that isn’t your fault, you still have a choice. It scares me a little when we stop questioning our own choices just because we’re living in a system that tells us what is okay and what isn’t. No system is perfect.

But then…

…. I am not quite finished! There’s in fact another valid question I could bring up in favor of rolling: why should Syp be penalized by entering a party that has already advanced as far into the dungeon (which he had no way of knowing)? In some MMOs this even means being saved to the instance with no chance of re-running it the same day. Why shouldn’t he roll on the item when he actually joined to help and made killing the boss possible in the first place? What if he spent 30 minutes in a queue and this is his only chance at a group for the day?

Now that would be, in my humble opinion, a much better justification. If you choose to go with this reasoning, I would not only say he had every right to roll – but he actually deserved to. If PuGs are a deal of “you give some, you gain some”, this strikes me as better “payment” or contribution on his part than pushing a couple of spells for five minutes. If we take all circumstances into account, his contribution consisted of more than merely five minutes.

Bottom line: I don’t think this would change my own choice of action, but it’s a more acceptable reasoning to me personally. Considering it took writing a blog post (plus checking spelling!), I don’t like anyone’s chances to garner equal sympathy or argumentative effort from a random PuG-member though. What it shows me is one (more) reason why I never liked PuGs much in WoW or Rift and why I prefer reward systems à la GW2 these days. You might not have time to agree on complex loot rules in a PuG, but the game can most certainly come up with a better designed, in-built system for you.

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!]

[GW2] Asura: The most badass "MMO shorties" ever?

Gibberlings / Gnomes / Taru-Taru

Most traditional MMORPGs with a classic race palette feature them – just as much as they struggle with them, too: short folk. Put in to create racial and character diversity which is usually lacking in customization menus (you cannot create seriously short characters yourself), many MMOs still fall horribly short (!) with their portrayal of short races. In fact, heavy cliches will often overpower the whole purpose behind racial diversity, completely.

Let’s take Allods’ Gibberlings as a first example. One of the most original attempts ever made in an MMO, namely to make the player character appear as a group of three with individual customization and name for each, falls flat on its nose by serving every conceivable stereotype associated with short and therefore less intimidating people. Or as the Allods Wiki describes them:

The Gibberlings are creatures from a destroyed part of Sarnaut. Due to their curiosity, peacefulness and friendliness, they quickly adjusted to the new conditions. They are trusted, reliable friends for their allies and a dangerous foe for those that don’t take them seriously. However, unlike other races, they have no ambitions for this world. Their greatest desire is to return to the times of Isa, when the whole world was open to them for exploration. Will the Gibberlings find a way to be as happy as they were before, or will they think of something new?

The only bone thrown towards the Gibberlings’ prowess is that they’re “a dangerous foe for those that don’t take them seriously”. Oh, wicked! That aside, they are everything you can expect from a friendly, inherently good and physically weak civilization: they have no ambitions, are great pals and wanna explore the world in peace. Ahem…too bad you’re also supposed to pick them for your alter ego in a game mostly revolving around war and combat! Who feels like picking the Gibberlings for battle when they also happen to be all furry cuteness, big eyed with a goofy gait? Don’t get me wrong, I think they’re adorable but that’s about it.

Next up, World of Warcraft’s gnomes. While directly ripped off the awesome gnomish races of engineers established in classic D&D storytelling, I’ve never been a fan of the presentation of gnomes in WoW – despite the odd crazed and power hungry NPC persona among them. Gnomes are no doubt cunning and smart a people, but they’re also awfully cute; freaky hairstyles and colors aside, they come with the classic baby-face effect, a-sexual bodies and childish voices. They appear as infantilized humans when they should be an original race in their own right.

To complete a trio, let’s consider the Taru-Taru of Final Fantasy XI online. A race of powerful magic users, Tarus live in a peaceful and lush Forrest town, deeply devoted to their studies. Unlike other races, they are unable to age physically, they look and move like children, come with a cute button nose and have been referred to posses “chipmunk-like” attributes.

…I think we are getting the picture. No need to continue with Hobbits or other races from the classic fantasy genre. Obviously we are dealing with a stereotype that could be called positive racism – at least as far as the magical or intellectual capabilities of all these races go. And while we do get a degree of stereotyping for most races in classic MMOs, I still need to ask why in fictional, magical worlds especially, small statures must equal a cute, friendly and nerdy personality?

Enter Guild Wars 2: Asura

To follow up my question, I am not opposed to cute or peace-loving characters in MMOs (paradox as it may seem in places…), or even entire races/cultures. What I do object to however, is that the great majority of these characters are also short folk. Surely in a world of powerful magic, body size is not exactly a limiting factor? And how come that traits like being nice and cute are automatically associated with being little? If you follow that train of thought, you’ll end up at the underlying suggestion that having a tall, athletic physique leads to aggressive or evil behavior, whereas a lack thereof takes that choice away and somehow forces short people to be friendly people.

Can the MMO genre not outgrow the idea of small folk as human children already? Add to this that in most games, the short race is always on the good/alliance side if such exists (in WoW too goblins were a neutral faction a long time before getting added to the horde). Why should short races not be inherently evil? Badass, scary and intimidating? Aggressive and combative even? Well, a first and second look at Guild Wars’ Asura has me filled with hope in this department. Already briefly featured in GW1, many players like myself currently waiting for GW2 will not have encountered this unique race before. By no means innovative on every account, a few aspects stood out to me when checking beta reviews and footage. The Asura do come with the same associated knack for technology and study as gnomes in WoW, but that’s where the similarities end.

For one thing, the Asura are not your standard aww-inspiring staple shorties; there is something very uncanny, almost creepy about their facial physiognomy. Indeed, the Asura are about as cute to me as the tooth fairies in the Hellboy movie. It is remarkable character design that evokes such feelings despite the small stature, big eyes and floppy ears. The pointy teeth undoubtedly play a part and then there’s many arrogant looking or grumpy stares to be found in their character creation. I don’t know about you, but I don’t feel like pinching an Asura’s cheek!

Spot the cute Asura!

Naturally, there will still be some cute asuran faces, especially for the females (shocker) which is why I included one in the above picture. However, these appear to be a minority. It gets very obvious that cuddliness is not the standard overall theme for this race. Many Asura look angry, superior or plain ugly – and unlike some players have commented on GW2 Guru, I happen to love it!

I also welcomed the information in an article on Talk Tyria (which beat me to this topic!) that introduces Asura as a very competitive culture, haughty and dismissive towards everyone else to the point of plain racist. There exist dark ambitions within special factions among them (called Inquest), displaying amoral and cruel behavior. The entire article is a very interesting read, especially if you happen to love your lore and roleplay. I also quite enjoyed reading ANet’s developer commentary where Heron Prior talks about the challenge of creating a less boring and fresh look for their shortest race – and how difficult a task this was considering the overall more realistic character design of GW2.

He also mentions that the Asura were given a clumsier movement style to counter their arrogance with an overall “more endearing” feel. I can understand how this choice is unpopular with some GW1 players. From their point of view, the original Asura have been softened down or goofed up to appeal to a wider audience in GW2. Having not played GW1 myself however, they are still one of the most refreshing races in the game, the most badass short race I’ve personally come across and at the very least, the most well-balanced one compared to other games!

For the very first time ever in an MMO am I actually considering playing a shorty; they’re a very close second to my already announced Norn crush. I will definitely spend some time on creating an Asura alt when GW2 finally launches, they are pure win!

Is ArenaNet suffering from Blizzard angst?

It’s an old tale that MMO developers will constantly eye their competition with worry where release dates are concerned and that they withhold or adjust new launches depending on who else is in the race the same year. Frequently, it’s been Blizzard that’s been accused of stalling the entire industry; the reason why Age of Conan did so badly, the reason why Rift was delayed, the reason why SWTOR took so long…..et cetera. You can find a forum discussion for them all. No matter what, somehow there’s a WoW expansion or other Blizzard culprit behind it.

…Or isn’t there?

I generally eye such claims with much skepticism. However, the whole argument was revived for me when reading this insistent comment by Doone the other day:

I’m holding out hope for Arenanet, but they’re even more vulnerable than ever: their lack of reliable release date lies in their fear of Blizzard making plans to absolutely crush them by releasing something from their stock simultaneously. I’ve also written recently on this point too: Blizzard is releasing every game IP they own THIS YEAR. You think that’s coincidence? Arenet is being held by the neck because of this. They want to be sure they can drop their game when it’s not competing with a Blizzard title, and this is even more true because their game doesn’t profit from subscriptions. It only has a chance in hell of making money if players are playing (item shop). The stakes are too high for them”

Now, I don’t doubt that game companies would engage in market analysis and politics when potential multi-million profits are involved; but just how realistic is it to “blame” Diablo III or MoP for ArenaNet’s current release date hesitation? Is it really wise to attribute that much power to a single factor or aren’t we entering the realm of conspiratorial speculation at this point? For what its worth, here’s ArenaNet’s more recent, official statement on the matter:

No, we won’t. It’s not like we have a secret release date and we’re not telling you. We meant what we said: we’ll release the game when it’s ready. And beta testing is where we find out if it’s ready.”

That’s pretty much the reply we’ve heard for a year now. It’s ready when it’s ready – an applaudable approach too. One we can still believe though?

I’m not an MMO developer or publisher, so I cannot make judgements on why/if ArenaNet would be under severe Blizzard angst right now, any more than the other way around. What we probably can say is that GW2 looks very ready and its launch seems imminent. Nobody is under the illusion that the pre-purchase betas are going to serve much testing purposes. It’s safe to say too, that it might prove tricky to find a perfect “launch gap” when trying to dodge major releases this year. But aren’t there many more factors at play and stake when it comes to finalizing MMO release dates? You know, on the development (final polish) or administrative side (servers, retails, community management etc.) of such a great undertaking? And how much power does truly lie in such launch timing, anyway? Maybe ArenaNet are simply looking to push the hype on for a few more weeks? This too would seem plausible to me.

I’d really like to hear more opinions on the matter. When do you think GW2 will be released and is there any close connection to Diablo III (due May 15th) or Mists of Pandaria which coincidentally is still missing a release date too? Personally, I still believe we are looking at late June to July for Guild Wars 2, fingers crossed.