Off the Chest: E3 console wars, more GW2 events and Rift going F2P

otc

Summer has finally found its way to my place which is why this week was generally dedicated to sudden-heat-lethargy and watching E3 streams until late, late into the night. Morning really. And how much fun that was when my entire twitterverse was watching the big Sony reveal this last Tuesday “together” – booing (who cares about the PS Vita?), cheering and mostly snickering for good reason.

E3: Revival of the Console Wars

It wasn’t hard to leverage on Microsoft’s recent lapses in regard to their Xbox ONE policies and general marketing angle, but Sony literally crushed their direct competitor at this year’s E3 in the notable absence of a Nintendo conference, leaving out nothing and taking shameless stabs at what the vocal public conceived as MS’ greatest transgressions. Sharing and always-online DRM issues aside, MS seemed to try appeal to a surprisingly limited demography and didn’t blow anyone away hoping for at least some diversity in terms of game leads in upcoming launch titles – an oversight that led Spinks to coin the term “XBrone”. E3 female protagonist spotlights: MS: zero / Sony: two.

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Transistor, feat. Squalla Leonheart

Sony started their two-hour press conference stating how their target audience were video gamers first and foremost. From there, everything was a well-orchestrated and calculated effort of showing why the PS4 was the more appealing (and affordable) product for a wider gaming audience – men, women, casuals, hardcores, offliners, onliners, indie game lovers. And that last point makes a lot of sense; who in their right mind would leave the rising indie game market to platforms like Steam without a fight?

Sony delivered a political masterpiece at this E3, quick and not so subtle. Yet, as pointed out in this interesting article on buzzfeed, some of the fanboyism stirred by the console staredown feels gravely out of proportion. It bears reading the fine-print in Sony’s press conference. The PS4 isn’t marketed the way it is because they’re trying to win the BFF contest. In the end, we’re dealing with companies looking to maximize profits or as the article states “Sony versus Microsoft is not good versus evil. It’s money versus money”. To believe the XBox ONE is “done” at this point would be naive as we’re only standing at the beginning of a years-to-come battle for market shares. All the while, Nintendo is smiling because they’re likely going to “win” again anyway.

All that said, if I was to buy a next-generation console, it would most definitely be the PS4. As a commenter at buzzfeed observed, the PS4 is positioning itself as a diverse platform with a spirit for art and smaller projects (need I say Journey?) while being more inclusive to mature titles. Also: Square-Enix and Last Guardian hoping!

GW2 goes Dragon Bash

ArenaNet continue their ludicrous speed of releasing new mini-content and sadly also their penchant for inconsistent quality. Between wacky Halloween and a rather sobering Lost Shores event, the great Living Story and back-to-more-Karkas Darksun Cove update, I find myself presented with a lot more of the same at Dragon Bash and horribly mislead by what sounded like such an exciting new addition to the game. More mighty dragons to shoot down from the sky  – more massive outdoor content? YES please! No?

This leads me to formulate the following GW2 events formula: a ton of achievements which can be finished in one or two days, more slightly frustrating arena-based minigames, random drops of something in a box, oh and back items and weapon skins! I can barely restrain myself. Also, dragon piñatas – now where have I heard that before?

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Yeah, maybe not!

Rift entering the F2P scene

Trion have officially given their free-to-play debut this June 12th and much will yet be discussed about how well they’ve made the switch, implemented ingame shops and most importantly, just how much (or how) that changes the general direction of the game – because that was going so well before. Positive as I remain on this matter, I’d like to think that not all that much will change for Telara as we’ve also seen with other MMOs going F2P half-way through in the past (as opposed to MMOs actually designed around the concept).

Belghast is one of the first to comment on his “new” Rift experiences and a rather enthusiastic early adopter by the looks. No doubt there are right and wrong ways to realize F2P in MMOs and as someone who wants to see games like Rift survive rather than disappear from the face of the market, I hope more people will follow in his general footsteps.

Battle Bards – Episode #4: Lord of the Rings Online with Chance Thomas

It doesn’t happen every day that you get the opportunity to not only get together with other soundtrack geeks but such illustrious guests as Chance Thomas, composer for the official LOTRO OST and many beloved a LOTRO tune out there. It was particularly hard to come up with favorite picks for this show! Thankfully, Chance had insights and anecdotes to share in abundance (even for those tracks composed mainly by Steve DiGregorio), so it was with a sad heart that we called an end to such a wonderful session after one and a half hours. For those of you looking to read more about Chance Thomas’ work, be sure to check out his official homepage and also his fascinating Gamasutra feature I mention at the beginning of this episode.

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This Episode #4 will always have a special place in our three hosts’ hearts, I am sure – and we’ll be putting effort into presenting you with more such interesting interviews in the future! For those of you wondering what happened to our elusive fourth host Dodge (as mentioned in previous shows), the Battle Bards are happy to confirm that we’ll be remaining a “golden trio” after all! Many thanks to all of you who have been listening to and supporting this geeky project so far; we appreciate the re-tweets, iTunes ratings and reviews. Every episode is a learning process we enjoy a great deal and we’ve got plenty more goodness in store for you!

Fellow Podcasts Shout-out

Following in Syp’s footsteps, a quick shout-out to some of our fellow blogger and podcasting friends in the closer MMO blogosphere, bringing delightful geekiness to our iPods and other mobile devices week after week! Fun podcasts on our favorite topic aren’t easy to come by, so thanks and keep rolling guys!

 

Videogames, Repetition and the Subconscious Mind

Anita Sarkeesian published her second part of the Damsel in Distress trope on youtube last night and after initial hiccups (as in a bunch of her haters getting the video auto-banned thanks to spamming report buttons), I was able to watch what turns out to be the grimmest of her documentaries so far. I recommend watching it not just for the general insight however but to experience the intended repetition in this video, the repeated descriptions of tropes such as “…the X is brutally murdered and you then have to rescue your daughter” (starting at 07:40) which incidentally aren’t only a powerful tool in conveying the inherent absurdity, but touch on a greater subject so central to this discussion: repetition.

Repetition and the subconscious mind

Sarkeesian, by now used to the violent opposition and ruthless nitpicking her videos provoke on a regular basis, is including more and more clarifying (and in places toning down) final words in her recent documentaries, forestalling no doubt many of the incoming exclamations of “..but not all games/men/women are like that!” or “…just because lots of X doesn’t mean I am Y!” and erm, yeah.  I doubt it helps much but I appreciate her attempt at balancing where there is not much balance to find. Of course she grants that just because gamers keep seeing certain power constellations or violent problem solving in games over and over, that doesn’t mean we go out on a killing spree the next weekend.

What all those who think they remain unaffected by common videogame tropes and imagery should know however, is that it’s not up to them but their brain to make that call – and the brain happens to be an utterly impressionable organ when it comes to the power of repetition. There is a reason why when googling the search terms “mind control and repetition”, you will not only be presented with educational sites about effective studying methods, but surveys about psychological brain washing, scientifically researched mind conditioning and manipulation techniques employed in interrogation and warfare scenarios. For hundreds of years, repetition has been one of the simplest and yet most effective ways to influence and control human minds ever so slowly and subtly. Methods such as the well-known “drill” employed in the military but also intense sessions of repeated prayer in institutionalized religion, aka “litany”, are based on the same principles.

Our mind is highly susceptible and vulnerable to repetition on a subconscious level. This is most commonly seen in children/people who are bullied over longer periods of time, to a point where they adopt the negative image of themselves, communicated over and over by their peers. They are brainwashed. It is then the daily challenge of educators, social workers and psychologists to try and untie the harmful knots. More often than not, they do not succeed. We simply cannot unhear what we have heard a hundred times – just like we cannot unsee what has been seen too often. It leaves a powerful mental print and shapes our notion of what we are, how we look and what we should be and look like. Rationalization proves to be surprisingly ineffective here even for grownups, although one common therapy of the damaged self-image is also based on repeated, positive affirmation (“over-writing”).

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Accepting knowledge about how the human mind works has a sobering effect on the (videogame) tropes debate. No media that are consumed on a very regular basis and which require dedicated levels of attention, can distance themselves from shaping thoughts and behavior of their audiences. This in itself is still trivial unless we are talking about recurring and repeated scenarios, representations of reality and normality. Movies, commercials and print media have a lion’s share here but so do videogames increasingly.

Contextual chunks and you

Physical violence is an integral part of many video game genres, even more “peaceful” ones at first glance and probably always will be. While there are those who would ban shooters from the market yesterday, the overwhelming number of “peaceful gamers” out there (and observations towards the relaxing effect of shooters) speak a pretty clear language in that debate. I don’t think it should ever be silenced but I don’t believe that depictions of “just violence” in media cause the likeliest harm; violence in and out of itself isn’t a motivation and it doesn’t create content in videogames. Much rather, it is fully fleshed out, repeated stories, the finely woven and complex relationships, stereotypes and tropes that we are continuously presented with. That’s why “but we’re also not shooting everybody” doesn’t really apply as counter-argument to Sarkeesian’s points. It’s the repeated subtle messages and subtext in our daily lives that deserve the most attention and that are mirrored in the games we play.

One of the most interesting lessons I’ve taken away from a speed reading seminar few years back, is that there’s a common misconception among readers and also educators that slow reading improves contextual understanding. In truth the contrary is the case: there’s such a thing as reading too slowly (the way your teacher might have asked for back in school). The reason for this is that our brain processes and stores information best in chunks or groups of words and alternatively through images. Only in context do we understand and memorize the most, so it’s easy to see why reading text word by word rather than word chains isn’t exactly helpful. Speed reading isn’t primarily just about being faster but understanding the most in regards to time spent. It’s a skill that can be obtained.

Complex social, contextual relationships, role models, power mechanics and tropes repeatedly shown in media, especially those that combine messages with graphical elements, are the likeliest to get memorized and hence to influence us subconsciously. Personally, I believe that a big part of what our society regards as masculine and feminine traits and behavior for instance is based on the returning “stories shown and told all around us” from an early age. The same goes for our notion of beauty which has drastically changed over time. It isn’t just fashion posters but much rather fairy tales, picture books, movies and daily chatter that teach us what’s desirable or unattractive.

The tropes Sarkeesian is analyzing in her video are complex, crude as their examples might look like. The “girlfriend in the fridge” in all its portrayed variations is built on deep psychological and emotional triggers that are as socially meaningful as they appear to be accepted without question. Yet, it’s the things we are just so used to that require our critical attention. Why is there not more variety in videogame victims and heroes? And why does “flipping the script” (as mentioned towards the end of the video) seem so silly?

tropfI don’t think that videogames need to be highlighted more than any other, in the case of film or literature even more widespread media when it comes to violent, sexist tropes and questioning all their implications for a society. But videogames are a powerful tool for storytelling and therefore they too deserve scrutiny. Whether we like it or not, we are subject to harmful thematic repetitions in games (not just in regards to gender roles) that we are not naturally equipped to ignore. This isn’t some psycho-babble; valuing iteration is just what our brain is really good at. And it happens in spite of us.

That’s why this debate can’t be trivialized and it can’t be shrugged off. It isn’t just about what gamers think they can rationalize or distance themselves from because “umm fiction”; the critical analyzis of repeated violent tropes or gender roles in games and other media is one we need to take seriously because our mind cannot escape repetition. And that, to me, bears repeating.

…But F2P creates Subscribers too?

With the recent hubbub around Microsoft’s inane approach to copyright / sharing games on the XBOX One, a title that fills the greatest fanboys with dismay, there’s also been another revival of the “how free-to-play MMOs destroyeth the genre”-discussion in the blogosphere, thanks to Trion’s recent announcement. That one seems to return on a regular basis, like “casual vs. hardcore” or gamification.

And I just realized how these two topics share a connection, or rather a blind spot among their most fervent critics. When it comes to the big copyright debate for digital media in this age of global sharing, the market has been divided for a while now between those who realize that piracy isn’t actually this “big deal” and that free distribution or “pay-what-you-like” models can be used to your advantage – and those who wax hysterical about hypothetically lost revenue. Usually they do so with little proof, a bit like the guys still claiming that sex sells in video games and we totally can’t have interesting female leads in games (also, female gamers are still in the stark minority!….).

So, it takes the voices of smart and insightful non-sales people with some first-hand experience, people like international best-selling author Neil Gaiman, to state the obvious: that copying and sharing does not happen at any conceivable loss to the artist / production company. And that on the contrary, it seems to drive sales up rather than down. I’ve been sharing his video for a while now as it never seems to lose significance and I heartily recommend watching it –

Gaiman’s description applies 100% to my personal experiences. An early napsterer myself (when it was still a shiny beacon of an incoming new age), all this access to free media did for me is let me discover a ton of new artists that I then went to research and order music from. For a while, it was heaven unleashed. Of course I did also download some titles that I never bought later – and never would’ve known about or bought anyway. There was never a minus, only a potential for plus – as in money going into the creative or entertainment industry. I don’t download free stuff with the intention to “steal”, although anyone is free to call it that; what I like is getting sneak peeks, demos and first impressions. Want to make me a fan that buys all your stuff? Give some of it away. I can’t help that I live in an age where I am bombarded with so many offers and choices that I don’t open my wallet right away any longer. It’s the smart companies who react to changing times.

I keep reading about how F2P games are somehow a seal for lesser quality or an admission of failure whenever MMOs go F2P or decide to be from the get-go. Yet, not once have I actually read a conclusive,objective article on why that should be. Why does Rift go from awesome game to disappointment just because it changed payment model? Will its community struggle because of the introduction of F2P – or did it not much rather struggle already and hence the new direction? What does it say about us as players if we make payment models the deciding factor?

Which inevitably brings me to GW2’s continued growth and another article I read on MMORPG.com about becoming an involuntary “F2P-convert”. Chris makes the important distinction between F2P and B2P MMOs and points out rightfully that for games like LOTRO or SWTOR, which were not designed to be free, reverting to F2P was/is a life saver. And hence also and especially for their faithful communities. I think this cannot be stressed enough, along with the fact that there are cash shops and cash shops. There are in fact very few popular MMOs out there offering anything close to a pay-to-win experience. I don’t know what games people are talking about in context with “just buy all your raid gear in the store”? I’ve yet to play such a game (and see how much it truly affects me…). In GW2 the gemstore is such a laughable matter, it might as well not exist.

What the article fails to cover in my opinion is that F2P, much like free sharing does in the piracy debate, creates easier access and therefore more opportunities for games like SWTOR or LOTRO (and certainly also new titles) to sell more subscriptions. That was the original argument pro F2P models: see what you get before you pay for it. Was that really such a bad idea? To me it seems many MMOs simply fail to implement hybrid models where both a limited F2P experience and the usual premium or sub-experience is worthwhile.

I find LOTRO a prime example of this business model. Chris mentions LOTRO in context of F2Ps forcing you to buy individual content; that’s not how I see it. What I see is a rather successful approach to compromising, establishing different ways of playing while strongly suggesting free players may subscribe sometime. That’s what happened to me exactly: I have just renewed my LOTRO sub once more. I would never have considered playing it, had it not been F2P however. Turbine has won me over by letting me play their game and then convincing me that it’s worth paying for. Just as if I had napstered LOTRO, I went to buy it later. Yeah, that surprised me too.

I really wish this aspect was highlighted more in the F2P context, that it’s not a zero-sum game. Unfortunately I haven’t been able to find data on account split for active LOTRO accounts, or more importantly on how many players have been shifting between payment models. I’m however convinced that there are many players like myself who only started to pay for (another) sub because they were able to access the MMO for free. And that to me seems wasted potential (of plus when there’s no financial minus involved) for those titles stubbornly clinging to subs only, unless they’re called World of Warcraft and can afford not to care. While I still watch Wildstar from a distance, it makes me hopeful hearing about the hybrid payment model they’re aiming for, although details remain to be seen. And why not, after all? It may convince me to subscribe to their game more than anything else would.

Tunes of Magic VI: Jester Tunes

joker

Art by Anry

Those who are following the Battle Bards podcast will have heard me mentioning my love for “jester tunes” several times now – a term I use to describe an intriguing subset of melodic tracks within the more spooky, playful and magical box of videogame music. While it’s almost impossible to verbalize this theme accurately, and listening to a few tracks is clearly the best way to go, I’ll make an attempt anyway at describing jester tunes and why I am so fascinated by them in particular.

Depending on whether one studies the character of the jester from a more historical or fictional viewpoint, portrayals will range from what the Royal Shakespeare Company (see also on Wikipedia) calls the “natural fool” (abuse of physically or mentally disabled men for public sport) to the “licensed” fool who was invited by nobles and kept at royal courts where he was granted free speech by decree. I say “kept” because royal fools were basically property and while they served the function of a political and social critic, sometimes acting as the people’s voice, they lived in constant danger of giving too much offense and being physically abused. To romanticize the status of jesters in either contexts would be wrong and there are those who question whether they ever indeed held positions of much importance.

The fictional, much merrier jester we know best from stories on the other hand, is a creature of many colors: a sharp-tongued trickster, a singer and teller of tales, an acrobat and performer flamboyantly clad in the brightly colored uniform of his trade – the motley. An enigmatic, almost uncanny air surrounds jesters in many a tale, where one can never be quite sure of a character so shrill and free, so unpredictable and hence mysterious. Not surprisingly some developers (see Kefka for an example in videogames), authors and movie directors have expanded on this image and turned the fool (or clown, or joker) into the stuff of nightmares: a many-faced, fearsome and demonized character. Nothing is quite as spooky as a killer with a smiling face and make-up.

I love the duality and ambivalence of jester figures that stop being a real person and much rather become creatures of legend and myth. A daredevil persona with the potential to serve both very selfish or altruistic goals, to speak scandalous truth delivered with an innocent face, unmasking evil or acting as its messenger. Fools personify chaos which is why they remain forever unmeasurable and scary. That said, I like my jesters to remain on the more harmless, non-killer side of things!

Jester tunes convey all that foolish complexity: a playfulness and frivolity combined with spooky undertones, a characteristic use of disharmonious elements adding special flavor and chaos to the music. In short: I’m having a ton of fun with these tracks, I can never quite get enough of them! I hope you enjoy!

Art by Crazywulf

 

“The Jester enters the stage, in gold and purple motley, swinging a scepter…”

  1. Chrono Trigger – Kingdom Trial
  2. FF6 – Kefka’s Theme (remastered)
  3. FF7 – It’s difficult to stand on both feet, isn’t it?
  4. FFXI Online – Sometime, Somewhere
  5. Guild Wars 2 – Halloween
  6. Fable 2 – Old Town

 

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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Battle Bards – Episodes #2 & #3: FFXI and Spooky&Magical

It’s been six busy weeks since the Battle Bards debut in April, so if you’ve missed episode #2 on Final Fantasy XI Online or have yet to listen to our brand new episode #3 on all things “Spooky and Magical”, be sure to head over to the BB’s main page for the full shows!

In this latest episode we’re back to thematic picks and to my very personal delight, I got to challenge the other bards with what’s always been my favorite sub-genre: ethereal and magical tunes, somewhere between the playful and the spooky. Danny Elfman’s score for Edward Scissorhands was one of the reasons why I started collecting movie themes many years ago and when it comes to game soundtrack too, I am always on the lookout for the especially melodic and haunting pieces. This genre of music is hard to put into words as we soon find out in this third episode, musing on the wide spectrum of picks and the general difficulty to verbalize music.

Thanks for tuning in, tweeting us or sending us your feedback via mail (battlebards@mail.com) or on iTunes sometime! While I’m not allowed to reveal a thing, I can say that we have some hot shows ahead in June and July with surprises you definitely don’t want to miss – so keep your eyes open for episode #4, folks!

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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:

arah02

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!

Picture of the Day

Thanks to the wonderful Tesh, my mug collection (yeah I have one) got two shiny Battle Bards mugs added to it today. Naturally, I had to take a quick picture with the family. Sometimes you plan everything out carefully and then the cat is being awesome, so here’s the result:

sia

A happy weekend to all of you, with hopefully less rain than over here!

Three Indie games, three ways of handling story

Last week I wrote on storytelling in MMORPGs and why I think there should be less telling going on in this genre in particular. Judging from the passionate discussions this topic sparked in my comment section as much as on other blogs (such as over at Nils, Bhagpuss, Rowan, Tesh,  Soresu or Eri), it’s  become apparent that many of us feel strongly about this subject and how MMOs should deal with it. It’s probably a fair guess too that most of us actually want stories, so the games we play need to allow and in some cases (such as lore) prepare for them. Interestingly enough, the debates also showed a wide consensus insofar as that many of today’s MMORPGs (which feature heavy exposition) fail in this regard and don’t sufficiently challenge player imagination. I find this rather noteworthy.

On the weekend I’ve played through another indie game, called Proteus. I hadn’t heard about this title previously and went into the whole experience, a term which certainly applies here, unbiased and without expectations. It so happens that Proteus is another antithesis to how story is delivered in many of today’s games, making a perfect addition to a follow-up I’ve been meaning to write on indie games which handle story a little differently. If you find yourself generally curious about different narrative approaches in videogames and are looking to delve further into this subject, I can highly recommend playing these and I will attempt to summarize for you in which way each game tackles story and includes the player in the narrative process (if at all).

Before I get to this though, it’s important to briefly cover my bases as far as definitions go. There is always some wiggling room for interpretation in terminology, but generally when I refer to lore, story or story-telling, my meaning is this:

  • Lore: lore is the unspoken framework of the world. It’s its past and history and is (or should be ) all around you. In the real world lore shows itself via culture, language, architecture, art etc. The same applies to plausible virtual worlds. There is much more to lore than reading books or hearing a story told by elders.
  • Story/Narrative: while a story can be “told” (or narrated), the most engaging stories are the ones that are not explained but developed, discovered, unearthed and experienced step by step. Story happens inside the recipient’s mind and can be achieved in many different ways, to different effect. In games, the player should be part of an experience rather than just a reader.
  • Story-telling: the most direct way to communicate story is via spelling it out for someone, in written or spoken text. This applies to random stories as much as lore and is rarely the best way (and certainly the least engaging or immersive way) to include the player (=/ players are not “audience”).

 
With that out of the way, let’s continue with the way each of the games below handles story. I vow to keep this on a conceptual level and to steer clear of big, bad spoilers as much as possible.

A) “Journey”

journey

Journey is a game of no words, featuring incidental but non-verbal player interaction. While the player is set on an unknown (but essentially linear) path through a visually stunning, limited open world of soft pastels, the only rough guidance comes in the form of paintings on ancient ruin walls, occasional riddles/triggers or NPC presence. Gameplay mechanics are limited to few commands. The player is an errant wanderer, the goal is unclear.

How story is created in Journey: Journey is all about lore. While linear in essence, the game offers more or less opportunities to marvel at details found in the environment and speculate on what appear to be remnants of ancient civilization. Between “zones”, the player’s journey is recapped in form of animated mural artwork. There is a beautiful conclusion (or interpretation) to Journey although it is as much a beginning as an end.

Do I feel like a part of Journey’s story? – Yes. Do I feel as if I am driving the narrative? – Yes.

B) “Dear Esther”

esther

Without intending to make a quality statement, Dear Esther is a title I would call more book than game. It’s visualized story-telling in which the player gets to travel strange landscapes of the mind or memory, with narrated monologues by someone else (or maybe not). The player’s path is therefore limited and gameplay in the traditional sense is virtually non-existent. The vistas you travel are tied to the information given as the story moves along.

How story is created in Dear Esther: despite being narrated, Dear Esther presents the player with more questions than answers. The story is hard to follow, text consists of non-expository, ambiguous and often unclear snippets which need to be puzzled together and leave much room for interpretation. While Dear Esther is all about the narration, it leaves much guesswork to the player. The conclusion is a riddle in itself, leaving the player wondering how much of a part he truly had in what’s been told.

Do I feel like a part of Dear Esther’s story? – I’m still figuring this one out. Do I feel as if I am driving the narrative? – Not really.

C) “Proteus”

proteus

Proteus is both a game of very limited gameplay as well as minimalistic graphics, putting emphasis on music and sound effects. Cast away on a strange small island, the player gets to move around freely in an attempt to map and explore the natural habitat, including few mysterious ruins scattered across the place. Acknowledgement of player existence is given through sound effects and some NPC reactions. Other than that, there is nothing to be “learned”, no particular path to be taken nor any other action possible in order to “move things forward”. Proteus is literally about (patiently) experiencing the flow of time and its impact on the environment.

How story is created in Proteus: as there’s neither narration nor lore worth mentioning, Proteus is an extreme example of leaving gaps in story. The experience is literally about being there and biding one’s time. While player action or presence seems insignificant, there is still change happening in the world which can be detected and interpreted. Ultimately, Proteus delivers a conclusion similar to Journey’s although much more timidly so. Story in this game is whatever you choose to tell yourself.

Do I feel like a part of Proteus’ story? – No. Do I feel as if I am driving the narrative? – No.

My personal conclusion

Of the three games, Proteus proved to be my greatest challenge. It’s bewildering to “play” a game which hardly acknowledges your presence and generally offers no way of participation. The same could be said for Dear Esther, yet there purpose gets clear from the beginning and the game still offers the player a weak sense of driving chapters forward, if not the actual story. Proteus on the other hand comes with a sense of open world and seems to follow its own timer; while the world changes around you, there’s a feeling of helplessness or lack of understanding that I personally found unnerving. To me it felt like shouting into a well with no echo. I had a very hard time engaging myself where there was so little to engage yourself with (and the island is too small to explore for a long time). I cannot say that I found any story worth telling despite there being a final “conclusion”.

No doubt there are players who would disagree with me on Proteus and whose experiences differs greatly. Maybe players who also dig the musical aspect of the game which I found annoying after a while. This is the interesting part though: the way we experience games tells much about ourselves. Proteus strained my patience and frustrated my impulses for activity. It showed that just wandering a world influenced by time is not enough for me and won’t satisfy my wish for story in games. To be fair, the game is stripped of almost everything. At the very least it could do with some more lore but that’s my opinion.

That experience also confirmed I need some traditional gameplay and means of interaction to enjoy myself; in Proteus, the concept of the “player” is reduced to a point where I found it difficult to feel emotion or attachment (can there be such a thing if the “self” is removed?). This is not just due to the lack of visible avatar (which is the case in Dear Esther too); the game makes a point of how unimportant you are as an entity. You might as well be a hovering, maneuverable camera taking wildlife shots. No thanks – but it sure was an experience.

Journey remains my favorite for overall accomplishment and story – although I would pay for more games coming forward and expanding on Dear Esther’s concept. Journey achieves a stunning balance between player inclusion and leaving gaps, showing story rather than telling it. It features enough gameplay to retain a sense of driving things forward while the player remains a wonderer, wanderer and puzzler within a much greater tale. It’s the game I therefore also found the most immersive and the only one I have replayed. Unfortunately Journey remains PS3-only (worth borrowing the console if you don’t own it!). Both Dear Esther and Proteus can be acquired on Steam.

I recommend all of them if you’re looking to blow your narrative mind sometime and also to test the limits of your very personal notions of what constitutes game. You never know what you may discover.