Off the Chest: Midlevel and Endgame Grinds no thanks, I rather have a Castle!

otc

My time is currently divided between different games, namely LOTRO, GW2 and Minecraft, which warrants this mixed topic today. While my MC enthusiasm went through a big time revival this past weekend, my LOTRO journey is somewhat stagnant as I fight (and struggle) my way through the early 40ies with the Loremaster – an interesting class I am still enjoying a great deal. As for Guild Wars 2…well, let’s say that relationship has somewhat cooled down of late.

Of midlevel grinds and music in LOTRO

I currently find myself stuck in the dilemma of preferring a musical performance in Bree over returning to my quest hub in the Misty Mountains. While progress was smooth on the Loremaster for the first 30 levels or so, things started getting sluggish in Trollshaws which is a beautiful map with wonderful music, but also features highly annoying ravines to navigate and badly paced quests. To add salt to the wound, you don’t get any swift travel to Rivendell before level 40 which pretty much cured me of caring about any of House Elrond’s or Bilbo’s riddle quests. There’s only so many times I can bear riding through the Bruinen and up those hills.

I’ve been told by LOTRO veterans that it’s the mid-levels that really get to you, so I guess that’s what’s happening at the moment. I really want to experience the Moria that Spinks is talking about though and reach the improved gameplay of Rohan which is supposedly a much better compromise between oldschool fedex grind and what we call adventuring in 2013. Still, the next 10 levels will be a drag and require numerous visits to the Prancing Pony (I have established quite a nice track list by now!) in an attempt to restore my sanity.

What needs to be pointed out again at this point: the music feature in LOTRO is the best thing ever! As the Ancient Gaming Noob justly asks, why do not all MMORPGs copy this already? Hellou? There are three great LOTRO features I expect all future games to have at release: player instruments, immersive sound effects and player housing!

My home, my castle

Coming down with the GW2 blues

I’ve mentioned being cranky about the pace at which ArenaNet are fixing some long overdue technicalities. While there is finally armor preview for the market place (and such a revolution it is), you still cannot search your own armor class there – and before you ask, NO you still can’t take screenshots in first person view! I get asked about this a lot when tweeting screenshots; what I do is make my character lie down and pick camera angles accordingly.

However, the small details aren’t really my biggest concern, annoying as they may be. Well-elaborated on by Bhagpuss, there’s a gradual change happening in GW2 that has announced itself some time ago and that’s slowly redirecting the game towards the textbook, endgame gear-grind we know by heart. For someone who was inspired by an open world, non-grind premise, someone who isn’t into farming dungeons, the crafting grind or alting, for someone like me basically, it gets increasingly difficult to find a purpose in Tyria. There is only so much exploration you can do and as I continuously fail to join lasting guilds, running dungeons or fractals with strangers isn’t something I choose to spend time on (as I would not be running them for gear primarily).

What this really shows us is that more open world games also need sandbox elements and tools in the long term – which are sadly missing completely. If ANet added only a few features that LOTRO has for example, that would make a world of difference to me personally. Alas, all I can do at this point is wait for the Living Story to continue, hoping it will evolve into the significant content Wooden Potatoes is referring to. Maybe I should consider guesting?

A Castle in Minecraft

Over a year ago, I burned myself out on Minecraft spending enormous amounts of time on learning everything there was to learn and building a huge fantasy castle up in the sky. Mostly, building that huge castle, really. And how could you not create your dream place in a game that offers that much freedom?

A ton of time and care for details went into that little project; ever since, I wanted to make a documentary of the finished thing but never got around to it. Well, now that all public voice-angst is off the table after Monday’s post, I finally put the full castle tour on youtube and here it is, including a big GEEK ALERT –

I love how much you can do with texture packs in Minecraft. As can probably be told from the video, I am a sucker for interior design; decorating and making places cosy has always been a bit of a thing for me. Back in school as a teen I wrote a paper on why I wanted to become an interior designer. I even went to interview an interior architect for it. Of course I didn’t become a designer after all but it’s still something I revel in when given the opportunity in real life or virtual. I also noticed from many other MC fanvids on youtube that the focus often lies more on the exterior – building whole towns and planning complex, large scale structures which are often somewhat empty inside. I’m exactly the other way around.

I’m happy to finally have this place immortalized for myself and those who helped me build it (mostly chopping away at the big mountain it once was). And maybe someone out there can get some creative ideas out of it after all. Minecraft really is a goldmine when it comes to tapping a player base’s creativity and the wish to spread and share ideas. If only more MMO designers adopted some of its virtues.

P.S. If you got all WoW and other game references in this video, you are just as geeky as I am!

Back to Minecraft (and my first video documentary!)

After the longest break since my first, very intense Minecraft spree over a year ago, it was decided last week, somewhat collectively out of the blue, that a revisit to Mojang’s prodigy was due. Truth be told, my absence from the game has had much to do with the unrestrained pace of my first encounter; I was completely and utterly hooked to MC for some weeks, spending nights in front of the PC exploring its depths (and creating my big ass castle dream). As a result, I burned out too quickly on what was still a limited game at the time, struggling with pre-release issues. Thus the last block of cobble stone set in my castle wall marked the ending of that first chapter.

But oh, have the times moved forward in Minecraft! With the arrival of the (approved) Spoutcraft client, Bukkit server mods, myriads of fan-written plugins and customization features, right down to some amazing and downloadable adventure maps, Minecraft has burst into what can only be described as (even more) baffling heights of community effort and player creativity. All the while, Mojang have kept improving and adding to the game, offering even more possibilities and freedoms to shape your unlimited, virtual space.

With great freedom comes great variety. While there are no default player classes in Minecraft, the game certainly brings out all sorts of playstyles and character types in its audience – from nutty engineers, to brave explorers, peaceful settlers and diligent carpenters. There are even MMO servers now with all the textbook MMO/RPG features you can think of, for both PVE and PVP, in a sword&sorcery, steampunk or zombie apocalypse themed world (where poisonous rain keeps falling…which you could’ve known if you actually read the tutorial).

I’ve visited a few public MMO servers and was duly impressed; after being run through a detailed starter/tutorial area, I was amazed to see item shops, teleport hubs, vendor and questgiver NPCs, PvP mini-games and more. Maybe a small detail but no less enjoyable for a soundtrack nut like myself: any designated area in Minecraft can now be attributed its own background music, hallelujah!

Public MMO servers

This is where it gets particularly interesting (and scary) because a “Minecraft MMO” can potentially offer the kind of tools and impact the current MMO market can still only dream of (known sandboxes included). It’s also where we see best how gameplay, fun and freedom trump everything else, top graphics first and foremost. The biggest woes of public MC servers right now are stability and bandwidth related, which is where big business MMO ventures will always have the upper hand.

Still, if a visit to Minecraft was highly recommended before, by now it is an absolute must! If you have any time to spare between your MMOs, RPGs and other games (and you know you do), have a look at MC! You will never install any game faster than this one.

My first omg-video documentary

Starting off on a fresh, customized server with friends, I quickly realized how behind I was on MC’s current flora and fauna, which inspired a small project called “the underwater greenhouse”. I am also still working on a much bigger scale hedge maze challenge but that’s for another time.

At completion, it struck me how I always wanted to give video commentaries with fraps another go (back when I was playing WoW my old PC was hopeless) which is how my first ever Minecraft (and for that matter first ever videogame documentary) came to be. In hindsight, I should probably have rehearsed this more…but I am a lazy person and easy to satisfy.

And yes, I am fully aware that everyone can hear my voice now. Oh noes!

Creating this video was actually so simple and fun that I am definitely doing more in the future. Maybe next time I’ll also manage to make less silly noises with my lips.

Quick Fraps how-to

Without exaggeration, making a video commentary like the one above is as easy as blogging. I was surprised how simple a tool fraps really is, with minimal setting up involved. My smartphone is more complicated than fraps! Together with a youtube account and two more, free tools, you are fully equipped to create your own gaming videologs which are lots of fun to do. And here’s how:

– Get a full version of fraps to be able to record more than 30secs videos
– Capture your ingame video (I use custom 15fps setting and record voice via headset)
Watch this guide on using Xvid and Vdub for file compression
– Upload your compressed video to your youtube channel

Works like a charm! And you can add extras like a title pane or annotations with youtube later. I love learning new things by myself, so it’s not unlikely I’ll look into Sony Vegas or similar video enhancement software soon. So I guess that’s one more way how Minecraft can boost your creativity!

Weekend Challenge: MMO Poetry Scrabble (with a prize)!

Riddles and quizzes, I love them to death. Naturally, there aren’t nearly enough about our favorite hobby-pastime-passion MMOs. I also love poetry quite a bit although I will not pretend that you’ll find anything in this post but primitive rhyme at best – and hopefully to your entertainment.

It’s been too long since my last MMO quiz challenges and it’s really getting difficult now; difficult to come up with something fresh that is genre-wide (because it’s no fun basing everything on only one MMO), interesting and most importantly: hard enough for this audience. Yep, you are just too good at guessing these! Alas, I’ll give it another try.

The Rules

This third MMO weekend challenge on MMO Gypsy is called “Poetry Scrabble”. Further down, you will find ten wildly mixed up scrabble words in no particular order which each correspond to a quick four-line rhyme. Of course your job will be the following: find the correct answer to each rhyme below and then spot your answer among the scrabble words! This means, delivered solutions in the comment section should look like this: “A2 (scrabble word), B9 (scrabble word), C6 (scrabble word) etc.” You should give the solved (arranged) scrabble word with each answer in brackets.

Some pointers: all ten rhymes refer to a key/solution word from popular mainstream MMORPGs only (no korean oddballs or the like). At first, I considered giving away the MMOs…but where’s the fun in that? Answers may range from simple names to specific game features and notorious personae. Anything goes. Also, I am totally cheating; like with the first rebus quiz, reading between the lines is required!

The Winner & Prize
(UPDATE: This quiz has already been solved. You can of course still take it for your own enjoyment but might want to ignore spoilers in the comment section.)

As always, I will not acknowledge any solutions in the comment section before the first person has guessed all ten correctly. I would therefore not advise posting an unfinished list unless you’re happy to help someone else out. The first person to guess everything correctly will be declared winner and, besides getting to call himself a true MMO scholar, be awarded a prize! That’s a first and I’m happy to add this as little give-away. Maybe the picture on the right gives you an idea on what it may be (you will need a Steam account). Now, nuff said – good luck quizzers and a happy weekend to everybody!

 

The Rhymes
A) Flying islands, guild halls,
– many names for home.
But bartenders can be found
in one alone.
B) “The king is dead,
all hail the king!”
No really – rains killed him.
(How embarrassing!)
C) Three furs of a kind,
ruled by one mind.
A few were quite smitten
before they got bitten.
D) He left the door open,
pissed his boss to the core.
When forty beat his eight,
the big house left the floor.
E) Not a hunter or warlock,
yet commander of pets.
Booksmart and ready
with stuns, blinds (no nets).
F) Some people sing to please
but not this tease.
The ban hammer never fell,
some griefing’s done too well.
G) No place for newbs
up in space. Beware –
you’ll find no mercy
and no space police there.
H) Exotic roulette;
the house will always win.
You know it and yet
you throw another one in.
I) No single player game
despite starting quite alone
in a tor and age
with a tea before.
J) A guild or kinship
by different name.
To elvaan and galka
it’s all the same.

 

The Scrabbles
     

  1. STROBILDIHR
  2. FOCANGEONA
  3. NYSFA
  4. SGBLEGRINBI
  5. ESILLNHKL
  6. RYFIMOTCSEG
  7. INEDSMONI
  8. OJRODOAMM
  9. CUNSELL
  10. ARMORTEELS

[LOTRO] Putting a Finger on the Magic

Have you ever felt like a complete fraud while playing an MMO? As if you were the world’s biggest newb, way behind and knew nothing about this longtime interest of yours? That’s a bit how I’ve felt ever since playing Lord of the Rings Online. What on earth was I thinking not playing this sooner? What’s wrong with me?? Sigh.

I can’t turn the clock back and maybe it isn’t always the worst thing to let an MMO mature before jumping in. Still, I find myself baffled at how great a game LOTRO has become while so many of us were busy playing WoW, Rift and other titles, probably thinking this Tolkien-inspired soon-free-to-play game couldn’t quite cut it. How wrong I was.

Ever since, I’ve been trying to put my finger on the magic that makes LOTRO. By now I can say it’s possibly the most atmospheric and immersive MMO world I’ve ever traveled. This isn’t hyperbole; I wish I could say WoW had been as good at selling the experience – or Final Fantasy, Age of Conan, Rift or Guild Wars 2. But even that last one cannot quite compete and it’s not about the graphics. Tyria is the most visually stunning world there is. But Turbine’s Middle-Earth does something to the senses none of the others do – so well, you are willing to ignore other undeniable shortcomings. What’s going on here?

The Sound of Magic

Simply put, it’s the sound. It’s the fabulous sound effects in LOTRO that make it that much more immersive compared to other MMOs. It actually took me playing this game to realize something fundamental about us as human beings: just how much of our processing and understanding of the world around us relies on sounds. You will raise an eyebrow now, thinking “well of course, duh” – but think about it! We’re one of the few species that value their eyesight before all else. We’ve shaped our entire world, our society and culture around the function of our “first sense”. We live in a very visual world where we constantly judge how pretty things and people are. We are untrained and crippled when it comes to our hearing capacity. The experiences and sensitivity of blind people fascinate us.

And yet our brain registers, records and categorizes sounds nonstop without us realizing. Hearing requires no conscious effort; it happens in spite of us, there’s no closing our ears. Because of that, sounds are closely linked to everything we experience in our lives, even if we don’t know it. They are a constant undercurrent, the way smells and odours can be. And like those they can trigger emotional responses and memories.

“Half of the world building in MMOs relies on us completing the picture with our own mental imagery. It’s when the real magic happens – the alchemy.”

We know how a river sounds or wind howling around a corner. We know the tune of morning birds compared to evening birds. Most importantly, we know how places sound; it is not enough to add a soundclip or two to create a virtual environment. It takes an entire orchestra to create that real sense and association with “world”.

We know how a forest sounds. A beach. A farm. There’s cracklings and rustlings, whistling and jingling, huffing and puffing, japping and blabbering all simultaneously coming from different directions and sources. Plus, that sound canvas changes constantly as we move around. Our world does not consist of static, isolated sound bites. LOTRO captures that.

The Sound of Bree

The first time I rode my horse through the town of Bree, I was delighted at the “sound” of it; the low muttering, combined with jingling harness and the merry clap-clap of hooves on cobblestone. Around us, the town added its very own tune to the melody: carts being pushed around, NPC chatter, hammering, bells, fountains, birds in the blue sky above. Different sounds and noises around every corner. It was overwhelming authenticity. And oddly soothing.

That’s when it struck me: this immense, untapped potential that is sound in most MMOs. Not ambient and background music, as much as I love those too – but intentional, planned out and distinctive sound effects and “maps”. Whenever I approach a swamp or forest in LOTRO, I am already looking forward to the multi-dimensional (or -sensual) experience. Amazingly it carries even further: thanks to the quality of sounds, I can actually smell the forest in LOTRO. That third sense, forever out of a videogame’s reach, becomes tangible. The audio and visuals create such an impact together that my mental memory of forests triggers an idea, a hint of typical forest smells. This is truly powerful stuff.

The scent of sweet bark mixed with turf. Just a hint of rotten leaves and murky water.

Landscaping Sounds

Middle-Earth is the most authentic and plausible MMO world imaginable. You could attribute that to Tolkien’s legacy, the detailed lore, yet bringing that to life in an MMO is no given. It’s just as hard as world building is for all games. And yet the answer seems simple: making use of your player base’s mental triggers and associations. Taking lessons from how we process real world and translating that into game design.

No matter if an MMO simulates real world environments or more fictional, fantastic places, developers should take LOTRO’s example to heart; game worlds are as much about distinctive sound/noise compositions as they are about landscaping, zone design or sophisticated weather effects. Make your trip as multi-dimensional as you possibly can for biggest impact.

I would never want to miss this focus again in any MMO. Already I dread future comparisons. And yeah, LOTRO could do with better character models, a UI revamp and a complete questing and combat overhaul. But oh the sceneries, the travel and the sound effects of LOTRO are a one-of-a-kind package most other MMOs can only dream of! For those who have eyes to see. And especially ears to hear.

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!

A Cautious look at MMOs in 2013

The beginning of a new year is a good opportunity to look back at a year full of games, posts and arguments – or alternatively, to look forward and muse on things to come. I feel like doing both, but today my avantgarde self has won the upper hand. What is it I am looking forward to about the future of MMOs in 2013?

PC Gamer have published a rather great and lengthy 2013 videogame preview, going by the bold title of “The best PC games of 2013“. Every genre has its dedicated section, so it’s not just an interesting sneakpeek overall but a recommendable read for anybody (of course it’s page 5, 9 and 3 where it’s really at!).

Sooo…newbie MMOs. Dare I even pick three of you from the crowd?

My horses in the 2013 races

1. The Elder Scrolls Online

While I dislike the idea of a “Skyrim MMO” with classes, restricted skill paths and formulaic MMO style combat as much as the next person, the truth is I am going to play ES Online no matter what. I cannot not look into this franchise taking an online dip! If they get the world right, the feeling of scale, atmosphere and adventure, then it will still hold enough interest for this explorer here (and then I haven’t experienced outdoor dungeons in a long, long time). To claim that some of the already confirmed disappointments are enough to keep me from wandering a polished Tamriel is to kid myself. And then there’s of course always the unquenchable hope that things might even turn out that bit better than expected. We never learn.

2. Wildstar

I have as many strong reasons not to want to try Wildstar as the other way around. That makes it a balanced pick, I guess. The comic style of the game screams WoW, there’s the holy trinity I am not too keen on (hah) and the self-proclaimed “friends & family” label. I don’t expect Wildstar to be daring in any way or attract my kind of community (or age range). Still, of all MMOs announced for 2013, Wildstar is the one title promising package and polish more than any other. Things have looked great in that department for a long time now and Carbine is ever eager on getting player feedback on twitter. Then, there’s the unquestionably brilliant housing system, the Bartle inspired questing mode and a quirky attempt at spicing up an otherwise classic combat. Hmm.

3. EQ Next versus Neverwinter

I’ve considerable misgivings concerning both these games which is why they share third spot for 2013. As much as I want to go more oldschool or niche, both EQ Next and Neverwinter have me tap my fingers nervously on the keyboard. As if expectations towards EQ’s “true successor” weren’t big enough, with obscure rumors circling back and forth for years, SOE’s president had nothing better to do than proclaim this title “the largest sandbox MMO ever designed” – when all we’ve basically seen so far is that one same green image. Yeah, that one…So for now, all I know is that SOE aren’t short for words and we’ll see about the sand. If it even comes out!
Neverwinter on the other hand, great as diving back into the Forgotten Realms may be, manages to both intrigue and scare with smaller but no less bold words: content creation tool and player created questlines. A lot of potential. A great many potential outcomes!

Unless something most unexpected comes along this year, that’s probably it for me in terms of new MMO dabbles. I can’t say that I am super excited about any of my picks but that’s what I’d roll with to satisfy the curiosity. I am obviously a somewhat restrictive player when it comes to non-fantasy settings or panties – truth be told though, I feel so content playing LOTRO at the moment while also far from done with GW2, that between playing older MMOs and a full Steam library I’m completely okay with 2013 making no grand attempts at the genre. I feel a little tired with the speed of MMO releases every year; I’d like to play less games but play them longer. And from that point of view I place my trust in Middle-Earth and Tyria, while a return to Telara is certainly not unthinkable.

Yep, I think I’ll be just fine.

P.S. I would of course love to hear what other people’s picks are from the PC Gamer overview!

[FFXIV] The Developer that just wouldn’t give up

In August 2010 I commented briefly on the personal disappointment Square Enix’ (SE) long awaited FFXI successor FFXIV (or FF14) was quickly becoming. As it turned out not just for myself. Scores of franchise fans and die-hard FF online gamers turned away in horror over the sluggish and boring combat system, the bad pacing and endless walks, slow controls and overall slow responsiveness, badly designed UI, hindered social interaction and controversial design such as a lack of auction house or diminishing returns on XP. FFXIV didn’t just have a bad launch as some MMOs do – it had a completely premature launch paired with the highest player expectations. A recipe for disaster.

The rest of the story is well-known: as the bad reviews (the linked one being a personal favorite) were piling up, FFXIV flatlined shortly after and went temporarily free-to-play. SE announced the dismissal of a substantial part of their management and development team. Considering the game had only been out for three months that reaction was both quick and meant as a statement.

After the initial shock had ebbed down in the media, things went quiet around FFXIV. The game that was meant to appeal to a wider, more casual mainstream audience than its predecessor (still going strong and releasing expansions after 8 years) was shelved in the collective memory of the MMO market, the way Age of Conan was after a similar launch mishap in 2008. It’s hard to judge whether MMOs can ever truly recover from launch failures like that but in FFXIV’s case too this is not how the story ended.

A Realm Reborn in more than just name

As reported by Gamespot in August 2012, the severe damage to SE’s flagship has been done but they are far from accepting defeat for FFXIV. Not only has the game undergone a drastic revamp and overhaul in many necessary areas, SE mean to re-launch the title completely – as in there be no more trace of past failures! FFXIV has not just been fixed or patched these past months, it has been turned into what the developer considers a new game. Retail partners of SE have been asked to discontinue all FFXIV sales until A Realm Reborn launches and to “destroy all remaining inventory” of the old title. How is that for faith in your own product?

“For many companies, that would be the end of it. Call it quits, burn it down, and cut its losses. But not Square Enix.[…]

And so Final Fantasy XIV lives on, but the game is almost unrecognizable. The visuals have been greatly improved, powered as they are by a new graphics engine, which Yoshida says needed to be as impressive as possible, thanks to the long life span of the MMO. The animation engine has been overhauled too, with the niggling lag that made the game feel so sluggish now eliminated. The maps have been redesigned, all-new assets have been created, and there are “hundreds” of new quests to complete, and dungeons to explore–a content quest finder will make them easier to find.  More importantly, that sprawling, confusing interface has been streamlined, and seeing the game in action, it immediately looks a lot more user-friendly. Menus have been simplified, icons have been made clearer, and the whole thing can be customized to your own preferences. And that’s just the PC version.” (Gamespot)

During my research for this article, I came across many negative forum comments along the lines of “why aren’t SE not giving up already?” and I seriously cringed inside. Yeah, why don’t they? Why not just give up on so many years of hard team labor, development, vision (financial expenditure aside)? Why not just toss a 20+ year old legacy to the wind after a mere three months of a bombed 1.0?

Is that even a serious question? ….

Obviously this is how MMOs are treated by cynical gaming audiences these days. Not only is launch time pivotal, it is not enough anymore to safely steer your ship through the calmer seas of a few 100k subscribers, the way FFXI always has done while staying profitable. But when major titles like SWTOR or even TSW face ruin so early into their life cycles, it is a horribly sad thing for everyone involved. The wonder box that could have been FFXIV was barely glimpsed.

Call me biased. As a gamer raised on classic JRPGs and used to the brilliance of FF titles, my heart goes out to this new MMO. Forever Squaresoft’s Final Fantasy series (along with other titles such as the Secret of Mana or Chrono games) have been the epitome of polish, beautiful graphics and music, unforgettable characters, interesting team combat and narrative depth. For a very long time did the RPG powerhouse not only dominate the genre on console but constantly set new standards for quality gaming experiences – not unlike Blizzard in its own niches. The only other, similarly consistent contestant during that era was Nintendo’s Zelda franchise (and we are still debating if Zelda is not an adventure game!).

So yes, I would like to see FFXIV get another chance. If SE have the resources, which seems to be the case, I fully support this developer in its unfaltering faith and endeavor to give things one more go before tossing them in the gutter for good. The shaken development team deserves as much.

A first beta for A Realm Reborn has been moved to February 2013 and an official launch ETA has yet to be revealed by SE. Late 2013 is probably the fairest estimate at this point. For my part, I want to keep an open mind. I’m very interested in the final conclusion and having moved FFXIV to my MMO to-do list anyway, I am excited to see 2.0 go live. I keep my fingers crossed for SE delivering on their promises – and convincing the rest of the MMO world out there that such a thing as second chances exist in the world of online games. In the end it’s you who decides.

It’s a new day with so much to play!

Steam sales. Yes, we have all done it over these past few days – I know you have and so have I. Steam has been rather awesome for a while but the direction the platform has taken of late is fabulous from my humble end-user perspective; easy browsing (too easy!), purchasing and gifting games to folk on your friendlist, automatic updates, trailers and demos all in one spot, public wishlists and screenshot galleries….and now with the new big picture portal I have even re-plugged a gamepad to my PC. I used to think that XBOX live showed the rest of the console world how online is done properly – the same can be said for Steam and PC gaming. As somebody who has always looked forward to multiplatform, digital gaming instead of dusty boxes piling up on my attic, I am very pleased with this new era. That doesn’t even touch on the fact that with Steam I feel more like I’m paying my money to the right people, aka developers.

What this platform does so well is what amazon, youtube and similar sharing, networking and self-publishing sites have done for a while: check out what others are playing, read your buddies’ recommendations, browse similar titles, genres and special bundles. Before you know it, you own so many games you don’t know where to start! Which brings me to the inevitable topic of excess. I guess it fits our overall lifestyle in the western world that we now increasingly “nibble” at our games, try more of them but finish less. I don’t know if this is good or bad; I remember how I saved up my allowance as a child to afford a new SNES RPG, playing it to death for weeks. Games were more expensive then, too.

Today, I might finish one game out of three. Does that mean I enjoy myself less? I am not so sure. With more choice and variety, I actually get to keep my enjoyment level fairly high. I have the flexibility to switch to something else when the same level or riddle frustrate or bore me. At the same time, avoiding frustration all the time is to avoid that feeling of epic win; of being victorious over tedious obstacles. That is an old discussion we know so well from MMO design too. Still, do we all need to play games in the same way? Do we take pleasure from the same type of “win”?

A Trip back to Middle-Earth

After thoroughly enjoying the new Hobbit movie in cinema, hands down the biggest fun I’ve had over the Christmas holidays (during which I was ill with a nasty flu, yay) was with Lego Lord of the Rings. Yeah, that surprised me too! Being my first Lego title due to popular bias, the huge care, love for detail and humor that has gone into bringing the movie trilogy to life with Lego characters is simply stunning. Lego LOTR is straightforward gameplay fun, sticking very closely to the beautiful settings and script of Peter Jackson’s films, while surprising you with creative ideas and funny details around every corner. I finished the whole storyline in about 15 hours, after which I had discovered only 30% of the entire world and open world mode got unlocked. The fully explorable map of Middle-Earth is packed with more secrets, puzzles and playable characters to recruit (75 in total!). That last one was a neat flashback of the fun I’ve had with an old RPG called Genso Suikoden. What else can I say, if you’re at all into Tolkien’s world and the LOTR movies, forget your lego bias and give this game a try!

As if that wasn’t enough Tolkien for a week, I finally decided to put my money where my mouth is and give Lord of the Rings Online a try. It’s one of maybe three MMOs I’ve been meaning to play forever (together with Vanguard and FF14) but different issues kept me from it. One of them was probably timing; when LOTRO came out I was still deeply into WoW. Way too much about this new title looked similar to WoW’s approach at first sight, for example the questing system. I am also not actually a die-hard Tolkien fan. Anyways, by now I can say that no MMO I’ve ever tried was actually “just like WoW” (the way some people claim): Allods is not like WoW, Rift is not WoW and LOTRO too is not WoW. They just share basic features like all MMOs have to.

After a few hours of gameplay (and rerolling on Laurelin EU RP server), I decided to upgrade my account to VIP status for three months and give this game a fair chance. I am still taking in newbie impressions, so suffice to say that LOTRO already managed to surprise me. I am loving the oldschool feel of this MMO both in setting and gameplay approach. I struggle with the combat quite a bit and have a feeling this isn’t the game’s strong suit. Questing is very linear and a rather uneventful fetch&delivery routine so far. The world on the other hand is absolutely massive (travel gets a new meaning) and lives from its community – which is really what I’m interested in with LOTRO. There is something very soothing about playing my Loremaster, dabbling at crafts and hobbies, stopping at inns and listening to music being played by real players. At this point I should also apologize for having called this game ugly in the past: I don’t know what Turbine have done since launch but on my current PC with max settings LOTRO, dated as it may be, is still a beautiful game with lots of nice details for today’s standards (click image to expand!) –

As you can tell from above screenshot, I am currently parked in Bree and undecided where to go next. So far all general chat on my server is very quiet. I don’t know if Kinships are a must in LOTRO from the get-go (tips welcome) or whether I am missing something. Hopefully I will find more chances to interact soon. I look forward to explore more of this world. LOTRO is not exactly the most self-explanatory or beginner friendly of MMOs in many respects (which does not have to be a bad thing).

Musings on 2013

Looking at my full Steam library and having recently resigned from a job that has drained all my energy, creativity and joy in life for the past few months, my wishes for 2013 are very humble: to do more of what I enjoy, to be more me again. Odd how that always seems to be such a difficult task.
I hope to find a more fulfilling (or at least less soul-destroying) work place soon and I look forward to having more time for writing again, gaming and other new projects – one of which may very well be a collaborative gaming&geek culture blog in the German speaking hemisphere (something that is still very under-represented compared to English sites and communities).

I have always wished to turn my different passions into a living, at least a part time gig, and I feel geek culture deserves more serious voices here in the heart of Europe. You may think mainstream media are conservative over in the UK or US still but when it comes to gaming, art and entertainment, both younger and older audiences around here don’t have many places to turn to and platforms to share in, unless they speak English. It’s something I’ve been thinking about for a while anyway and tackling blogging in my mother tongue would assist me in professionalizing it where I’m living. I’ve had people tell me about monetizing and different options before, but so far I never felt this was the way to go for this little blog here.

This turned out to be a very editorial post, which I guess is warranted after a quiet December and in presence of the new year that is 2013. These artificial boundaries we create for time have their upside in symbolism. I like a blank page before me, I always have. And with that I wish all of you a belated, very happy new year, filled with time and opportunity to be yourself and do the things that matter to you most. Now I have some catching up to do on my blogroll!

P.S. If nothing else, you should absolutely check out the current, amazing indie bundle up on Steam! It doesn’t get much better than this!

[GW2] Of Lost Shores and Found Hopes

In 2001 when I was still for the most part playing console games, I became enamored with a so-called social simulation game called Animal Crossing on Nintendo’s Gamecube. It was the first of its kind for me and slightly ahead of a time of many more social sim, build-your-house farmville-whatnot type of games to come – even if not necessarily on console. AC was offline and it was mostly a game about building your own little animal town and community, planting different types of plants, collecting bugs and butterflies and digging up fossils for your personal museum. It was typical in triggering collector’s drive but rather evolutionary and unique on several other accounts which kept me playing with a passion. I am not one for pure Sims games; I love decorating my house in Skyrim as much as the next person but I won’t spend weeks doing that same thing in any game.

What AC did in remarkable ways however was introducing a sense of real time to a classic console audience grown with offline and limited session gameplay. Not just that, AC had unqiue (!) events, impact and a sense of punishment that was completely unknown in that time and space continuum. It blew my mind at the time with its merciless “internal clock”. Just few examples of what would regularly happen to you in AC:

    • Numerous seasonal events to be celebrated with the town folk. The events were announced in advance, either on the town board or by gossip you needed to overhear. The events were entirely restricted to a specific date and time frame synched to your console’s system clock.
    • Unpredictable one-time (or very rare) offers of certain NPCs such as the mayor, to re-arrange roads or bridges for you. Appointments where you were ordered to be “at the beach at 5pm next Tuesday evening”.
    • When neglected for too long, your town would be overtaken by wild plant life, your house needed cleaning from vermin and the townspeople would move away for good (sending you angry goodbye letters or rant at you for having been away and never call). AC’s NPCs had the uncanniest AI in general; they would build different types of relationships with you depending on what you did, how you spoke to them or what “you ONCE promised me!”.
    • If trying to trick “game progress” by resetting the console without saving your game, you would be visited by “Mr. Resetti” at your doorstep. While this angry mole would let you off with a very long speech about integrity and morals the first time around, punishment for such behaviour would increase drastically with every consecutive reset. (He actually once repainted my house in puke green!)

…While this might sound trivial by today’s standards, it was absolutely HUGE in 2001, given its platform. I actually put down a note in my school agenda back then so I wouldn’t miss meeting erm, “my town mayor at the beach next Tuesday evening”. Within two weeks I had my room mates thoroughly hooked to AC (and how glad I was the town had room for four player houses).

Today, I think back very fondly on this particular sim title. It introduced a sense of time and impact in a way that only few games did with such limited means. And that gets me to the core of this slowly unfolding argument, on why things like unpredictable or rare events are exciting in games and why MMO players keep talking about missing impact or punishment all the time. The common denominator behind all these features – impact, consequence, punishment, you-name-it – is time. It’s a sense of time passing and progressing. It is what gives things meaning, not just in games but actually in our short-span lives too. All these different features are mere consequences and side-effects of a notion of time flowing; “impact and punishment” are always after-effects. They cannot exist without introducing progressive time in an MMO. They cannot exist in limbo.

Time adds meaning to things because it creates a before and after. This is fundamental for any game world that is designed to simulate, feel alive and authentic. A world where randomness, consequence and lasting effect exist. A world where memorable stuff happens, events happen.

The amazing Mr. Resetti

On the Lost Shores event

I’ll not bore my regular readers by pointing out again how much I applaud ArenaNet for daring to be different and sticking to one-time events after this Halloween. Apparently the outcry after last night has been significant once more but it’s my very personal hope that three time’s going to be a charm and these loud players will have given up after Christmas, moving on to other MMOs catering to their every wish and personal real-life agenda. One more thing I love about a subscription-less MMOs in that context: not feeling the same pressure to constantly “appease the irritated”, turning game design and direction into loudest-whiner-whack-a-mole.

On to the Lost Shores, I was actually there for the full thing. Mixed is a very mild way of calling an experience that I would otherwise describe as two thirds horribly boring, repetitive grind and one third epic encounter. Now, I don’t know how many players ANet had in mind when they designed their one-time scenario, but I happened to be on an overflow with about 40 more players in that same spot. And for a good 2.5 hours it was painful drudgery, as we slowly escorted Mother Karka across a map swarming with the same bunch of normal, veteran and champion bugs coming at us over and over, wave after wave after wave, while the world’s slowest progress bar mocked us in the right-hand corner of our screens. 50% of the time players were ressing each other, which is one of the remarkable things that keep happening without fail in GW2 – players paying attention to one another. Other than that though, there was wayyy too much of the same…and after two hours it started showing. The “raid” lost focus and got increasingly chaotic. Some players quit, no doubt finding a good night’s sleep (Sunday night too) more appealing than another wave of one hundred karka. I have to admit I was tempted to leave myself but stubbornness to see this through got the better of me (hardcore raider remnant, no doubt).

Silithus – I did not ever wish to see thee again! The Lost Shores came awfully close to those bug nightmares of yore. While I cannot complain about lag like some other players did, I am once more marveling at some of the design choices ANet made in preparation for this event. How many players out there would seriously find several hours of more or less the same bug-slaying remotely appealing or at least epic? Was the event actually designed with smaller groups in mind, banned to overflow servers? Could there not have been (better) ways to address group size and pacing issues?

Like with GW2’s dungeons (on which I have my personal observations to share soon), I am cringing at the discrepancy that is “a good idea vs. execution” in some of ANet’s gameplay and design choices. I am starting to wonder if this company actually still believes in the old fashioned virtue of suffering? Already the badly designed Clock Tower event for Halloween showed this ambiguity between what constitutes difficulty in games vs. what is actually just bad, lazy or broken design (even if it results in some particularly torture-proof players feeling horribly challenged and thus rewarded after attempt 501).

And I get it: mass events and zergs can be lots of fun and certainly feel epic in scale. I’ve no issue with such events in GW2, in fact I find them quite enjoyable. I could’ve lived with one part of the Lost Shores event being a zerg against the same few bugs, but there was nothing epic in that as the night stretched before me and all I could think of was to “get this done with”. Maybe I just put my expectations too high?

On the bright side (yeah there was some of that) our little troupe of the persistent found back to a hysterical sense of humor in zone chat, which is always one of the nicer social side-effects in MMOs – that “bonding through pain” effect when things look dire or simply beyond reason. There were some great laughs later into the night although I doubt the developers would’ve shared any of it. There were also some parts of the battle that were more challenging and fun (such as the veteran karka “steamroll”) and for those who actually made it past the final battle there was – wait for it – some nice loot! I couldn’t believe my eyes when the chest dropped several exotic armor pieces, a 20-slot bag and exotic accessory upgrade!

This must have been the first time in GW2 when I actually got a useful reward for doing something special – especially hard or long or painful. So just maybe ANet are learning their lessons step by step as we go along and sooner or later we’ll not only get to see epic scale, one-time events with good loot, but also enjoyable combat with great stories to tell on top? As long as things are going somewhere, one can always hope!

Experiencing Events, Impact and Player Mindset

From many of my previous ramblings it’s probably become apparent that I’m the explorer type who thrives on open adventure in MMOs; the unpredictable, surprises and taking the long road rather than shortcuts. I put less value on completionism, things like achievements, social firsts or best-in-slots. I’m in for the journey and the immersion in virtuality. Therefore too, there’s nothing worse to me than a world that’s fully discovered, fully mapped and fully understood. The moment we draw the last line in that picture is the moment we limit our world, the moment where it becomes small and finite – when hypothesis and speculation become hard fact and there is no more ‘may be’.

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

I’ve talked about dynamic events in GW2 recently and why I am at peace with one-time events of greater significance (even if it means I miss them sometime). However, the very diverging opinions on this currently hot topic have reminded me once more just how important it is to consider player profiles and preferences in MMO design discussions. There are areas where we will simply never agree and much of that is ingrained; we might as well discuss what tastes better, apples or oranges.

Still, I think there’s something to be said in favor of (well constructed) one-time events in MMOs that exceeds just lasting impact or significance. If more global events are realized in a way that allows for different playstyle approach, “missing a unique event” is not as horrible as it sounds at first. In fact, it is impossible to truly miss it. Let me try and explain why.

Immediate vs. Retrospective Experience

In the following image I (painstakingly..) attempted to depict a small scene of cataclysmic proportions. In case it’s not clear what you’re looking at, that’s A) a comet about to hit your world, and B) you curiously gaping down the crater the comet left behind. Yeah, you’re still alive – be grateful!

Event A / Event B

Now, ask yourself the following question: would you rather be:

A) The player who witnesses the comet’s impact, including all the excitement and epic/traumatic immediate effect that goes with this event.

-OR-

B) The player who chances upon the crater later on, presented with the full scale devastation, wondering what may or may not have happened here.

The two experiences are mutually exclusive. If you have witnessed the immediate event, there is no question of what happened; you know. You are not going to wonder, speculate or investigate further to find out how the crater came to be. Most likely, you’re also not going to spend as much time on site “post cataclysm” analyzing the devastation.

Player B is presented with a different event entirely, yet an event no less. For him, the story unfolds in retrospective – in his imagination, in clues, in reports of NPCs or other players. Is that the lesser experience? Did he actually miss the event – or did he not much rather experience it from a different angle, a different point in time? The thought came to me when standing at the shattered fountain in Lion’s Arch last Sunday night, considering the damage done to this so iconic place in the game –

As always, click to enlarge!

Here’s a little secret: I still haven’t watched the one-time Halloween event on youtube. I didn’t go and check how the Mad King emerged. And I decided I won’t. Nothing can beat the scenario I have envisioned in my mind at this point. I have this epic idea of what happened and I want no youtube movie to take away from my imagination. The Mad King’s appearance in Lion’s Arch will forever be the stuff of legend to me, mysterious, notorious!

I like it that way. Maybe you do not. I’m sure many players would agree that the “main event” of  my little scenario above
is the comet falling down from the sky. If an MMO introduced this, they would want to be there just when it happens. However, the important part is that neither outlook is wrong, just like there are no wrong playstyles. There are different ways to experience events and different things to take away from them. Arguing the point would be as fruitful as arguing whether movies are better than books: some people prefer movies for their more guided experience (the camera is your focus), their concrete visuals and sound. Others rather stick to books that rely more on suggestion and imaginary effort, allowing you to stray. Both media have a purpose, a time and place.


Types of Events, Types of Meaning

Unique events in MMOs work especially well if developers invest on all stages of a scenario, the pre- and -post phases as much as the immediate event. Global changes lose much of their weight if there’s no aftermath for players to experience, no tangible impact on the world. Interestingly enough, while developers improve on creating events with (some) impact these days, pre-stage remains one of the most neglected areas. The only example that comes to my mind is the minor earthquakes pre-Cataclysm patch in WoW, with some NPCs commenting on them. I’d like MMO devs and storywriters to invest more time in foreboding details such as this…any better examples?

Naturally, not all events in MMOs can have monumental impact or narrative significance. Not all of them are designed to be collective experiences, either. Small-scale
events are usually created for individuals and may be repeatable without any “dramatic loss”. Group and raid events too with reset timers,
are very much of more self-defined and social significance. It’s players who attribute value to server firsts, second and third kills. It’s up to guilds which events are important content to them or not.

While events make up a large part of the content in today’s MMOs, they still differ in type and purpose. I personally agree that many should be repeatable in regular intervals – after all, why bother to design content and then not make full use of it? Still, there are events I consider special and where I believe it serves the “dramatic script” and narrative of the world we play in, that they be more unique. That’s part of the simulation – a world that has an ongoing story and therefore feels alive (opposed to groundhog’s day).

I’d like to see more of this in future MMOs, maybe delivered in frequent mini-patches. If designed and implemented well, there is no easy way for players to miss such scenarios – whether they happened at “one time” or not. So maybe event design, setup and finalization, are really the things we should look at, rather than asking for everything in MMOs to always be “repeatable”. If you find yourself in a brilliant field of snow one morning, blinking and breathing the cold air, how much does it matter that you missed the event of the snow falling?