“Let them come! Come on! Come on!”

Posted in Random Thoughts, Virtual Tourism on September 19, 2015 by The Iron Dagger

That’s from Ridley Scott’s Kingdom of Heaven, and the full speech is probably a mighty strong contender for Most Uninspiring Pre-Battle Pep Talk in film history – made even worse by the fact that it’s Orlando Bloom delivering.

I couldn’t resist using it to title this post. Because all I could think of was the movie’s depiction of the Siege of Jerusalem, the first time I found myself in the midst of this.

Violette Vienele and the trebuchets

There was no pretty-boy leader giving speeches, but even so, my maiden Cyrodiil jaunt proved, thankfully, much less uninspiring.

I’m not sure if it’s shone through strongly enough in my posts on this space, but PvP and I aren’t on the best of terms. Coming from a benchwarmer background in competitive FPS, and the freakshow that was The Lord of the Rings Online‘s Monster Play, I took my Breton Nightblade into the Alliance War proper with no expectations whatsoever. Beyond getting two-shotted ten feet outside the safe zone – if I was lucky.

The reason for even being there was simple. I don’t have the Imperial City DLC, but when a high-level acquaintance beckoned, I figured I wouldn’t mind just seeing its walls again for some TES4 nostalgia. Happily, she managed to pull in a couple of equally high-level friends, and off we went like veterans breaking in a privileged new recruit.

As is the way of things, we got waylaid – but by the wealth of things to do, instead of any two-shot nonsense.

Violette Vienele entertaining the troops

The first thing that struck me about Cyrodiil was that it was, as I should have expected, a giant rogues’ gallery. Memories of my time in Defiance‘s Shadow War came rushing back. There, it was ‘all cloaked swordsmen and imba DoT guns’, as I saw one disgruntled player put it. Here, it was Nightblades, Nightblades everywhere!

As my 4-man posse went about its leisurely business seeking Skyshards, destroying Dark Anchors and clearing Delves, the sneaks began to show up, attempting to sully the PvE and kill-steal us from the mobs. One unlucky Khajiit lost no less than three of his nine lives to us, in three different places, that evening – prompting me to dub our group the Dogs of War.

It was tremendous fun, and more so when we raced to join the Covenant warfighters converging on this or that keep. But with the realization that one is never truly safe in the Imperial Province came a second: I wanted to enjoy said Province, but couldn’t.

It hit me as I rode into Chorrol for the first time. I found myself, unwisely, slowing my gallop to look at the town in flyby, trying to connect it with the Chorrol I knew from TES4 – mysteriously weightless Honorblade and all. Perhaps it was the speed at which we were moving, or the distraction of constant high alert, but no such connection came. Likewise when our trip took us through the nearby Weynon Priory, that endearingly familiar first stop (yes, I used fast travel back in the day. Have at me) after emerging from the Imperial City’s dungeons.

The names from TES4 had become simply that – names. Decorative pieces on a map that now served an entirely different – and some would say, contrary – purpose.

Violette Vienele seeing the light in the Crypt of Hearts

But as I had learned to remind myself from the beginning, this is not Skyrim Online. Nor is it Oblivion Online. Hence, when the sieges began, I took them for what they were worth: transient collaborations between players who wouldn’t bother with each other otherwise.

That wasn’t a condemnation. It’s no different from any other truism – like there are no compacts between lions and men; wolves and sheep have no accord. Everyone knew what they had signed up for, and acted according to their interests within the common interest. Like any real-world war that wasn’t the American Civil War. My own interests were learning more, and experiencing more – and I got what I was after. I’ll be back as long as there are collaborations to lend a hand to.

And perhaps, somewhere between all the cross-country mobilizing and frantic dancing with cloaked swordsmen, I’ll rediscover the Cyrodiil that I seem to have lost.

On the runway lights in MMOs

Posted in Opinions on September 16, 2015 by The Iron Dagger

It took me a while to notice Guild Wars 2‘s map completion rewards.

Anyone with a few brain cells more than me would have picked it up right out the gate, what with all the Scout NPCs who conveniently show you where you can go next and what’s there to do there – and all of it neatly delineated on your world map. Those little golden hearts and red triangles and stuff might as well be so many checkboxes to tick, and there has to be something after ticking them all, right?

I hung around in my first zone to ensure I got every one. And then it happened. Heading into the next zone, I caught myself repeating an all too familiar routine: stopping, pulling up the map, and turning in place to orient myself towards nearby checkboxes. It helped that the game has a constant prompt on the top-right corner to lead you towards the nearest one.

In other words, I wasn’t exploring the labyrinth anymore. I was Theseus with Ariadne’s ball of thread, picking my way out inch by inch.

Many gripe about linear world & quest design in MMOs. But where so many leave most of the runway lights off, GW2 seems to have them on all the time, hand-holding players from point to point. Guidance – or pandering to completionism?

Every MMO has some sort of guidance in place to help players get un-lost in the world. ‘Signpost’ quests, in-character mails, map-marking through dialogue – even TESO’s annoying skyshard riddles. Given that I’ve encountered more than one MMO player who claimed they gave up on an MMO because they ‘had no idea what to do next’, any measure helping to refer people to new zones is probably quite necessary.

Unfortunately, the net result of such measures is, more often than not, a themepark atmosphere and mindset. Reducing player friction along the runway turns it into just a path to sprint along to reach the endgame. And what then? Cue all the age-old arguments around ‘old’ content getting devalued and neglected, and ‘new’ content never coming fast enough or thick enough or both…

But that’s the nature of any online game as a commercial venture. As has been brought up before, a large proportion of any MMO playerbase comes to a game looking for distraction – or gratification. (Usually both.) It’s far easier to bore or scare them off than to retain them. Thus, making the runway a path of least resistance becomes the only sensible thing to do from a financial standpoint. Save the resistance for the sideshows – like crafting. The leveling journey becomes just a means to an end, whether that end be raiding or PvP or fashion wars or hopping on tavern tables and soliciting the envy of the newbies and the undergeared.

Good for the devs, and not so good for the game.

I’m not asking why the runway – I’m asking why the lights. Leaving sandbox MMOs aside, your conventional MMO needs a structure for players to play through, but surely they need not be led by the nose. In GW2, for instance, I would have appreciated a toggle on the hand-holding, so I could discover new quests and locations on my own, Skyrim-style.

Perhaps not the best analogy, come to think of it, given that so many have chastised Skyrim‘s gameplay for being nothing but a giant to-do list – but there it is.

An early post-mortem: GW2’s Mordrem Invasion

Posted in Random Thoughts, Virtual Tourism on September 13, 2015 by The Iron Dagger

I was kind of stoked for Guild Wars 2‘s Mordrem Invasion. Perhaps I should have seen it coming – with a legend like the Battle for Lion’s Arch under its belt, I should’ve known ArenaNet would pull something of the sort before the game’s first-ever expansion.

As a newcomer to Tyria, it felt like a case of right time, right place.

It didn’t quite turn out that way, though. In fact, after just a couple hours of hard chewing, I could push myself back from the table and look at the pie for what it was: a preheated filling of grind mixed with hilarious frustration, wrapped in a thin crust of déjà vu.

So I made an early exit, and here I am rambling while Mordremoth’s minions continue to invade Tyria.

One of the first things that struck me about the event was the sheer amount of running. I still haven’t wrapped my head around the fact that there are no mounts in GW2, so the result is a good deal of amusingly cadenced mass cross-country. It looked more like a cosplay marathon than an army of heroes hastening to the front to repel an elder dragon’s assault.

Lady Lairyn Aurey joining the Mordrem warpathNow where have I experienced this before? Where have I run with dozens of random strangers in sight along the same route before? Oh yes. Defiance. All those hours of tyre-burning up and down the roads of post-apocalyptic San Francisco, rushing from arkfall to arkfall like the professional plunderers our characters there were. Which is what we’re doing here, innit? Just in a different context.

That was the déjà vu. Sinking my teeth past that, I tasted the grind.

Each zone-wide incursion lasted just half an hour, and reaping the most rewards within that window meant repelling the Mordrem twenty times throughout the zone. Wow. Having just made the connection between the Mordrem and Defiance‘s arkfalls, I immediately thought of Trion’s ‘who grinds wins’ contest.

I wouldn’t have committed to that, and neither did I feel inclined to commit to this – especially with the frustration mixed in.

Lady Lairyn Aurey arriving at the Mordrem battlefrontI’m not a fan of tab-targeting, and I was playing a melee-focused Guardian. Unlike in Defiance, where I could stand on the periphery of the big clusterbleep and pick my shots, the Mordrem incursions had me in the thick of said bleep, scooting back and forth like in a Keystone Kops movie, swiping ineffectually while Mordrem died in droves faster than I could blink.

Net result: I was introduced to that ugly gnarled stick called the scepter and its corresponding usefulness in a boss fight.

But frustration aside, resorting to ranged underscored something else for me: the tagging mechanic. I didn’t engage in it, but I certainly shook my head when I saw it surface in map chat. Back in WoW, it was ranged classes stealing mob kill credits from melee ones. Here, it was people bouncing off incursions like rabid London-in-a-day tourists, doing the bare minimum at each one to pick up credit.

That would be the dead insect in the pie, I guess. I hope there wasn’t something like this going on when Scarlet Briar invaded. Events like this are supposed to bring out the best in all the world’s citizens, not just on the game level but on the meta level as well.

Lady Lairyn Aurey facing the Mordrem

I don’t care much for the rewards, even though I could consider myself in the camp that thinks them inadequate. I also know this event is also a chance for older players to get a second shot at stuff they missed during Lion’s Arch. None of it matters to me. Looking at the Mordrem Invasion as a whole, I see only an underdone and unnecessary addition to an already sumptuous banquet table.

Good thing I didn’t get my fingers too dirty eating this pie.

More on MMO combat systems

Posted in Random Thoughts on September 10, 2015 by The Iron Dagger

Last week, I wrote about ‘mouselook combat’ systems supplanting WoW-style tab-targeting and auto-attacking as a necessity in MMOs. I thought I’d go further – especially since I’ve leapt from Tamriel into Tyria.

For me, Guild Wars 2 going F2P was the opportunity to see for myself just how wonderful this ‘paragon’ of an MMO really is. I’d be a rich panda if I had a dollar for every time I’ve seen it held up as an exemplar of MMOs done right. No holy trinity, epic PvP, the Living Story… everyone knows the drill.

What I never did pay attention to, though, was its combat system. And so I was rather dismayed to discover, in my first five seconds in the world, that I had to hold a mouse button to look around. Another minute spent in tutorial combat hammered the rest home. I felt like I was 2008 again and I was back in Azeroth – and it wasn’t the good sort of feels.

To be fair about it, combat systems like GW2’s appeal to a different sort of gamer taste. After less than an hour of play, I could see the appeal of skill auto-attacking (as opposed to ‘white damage’ auto-attacking). It adds a little hands-free to otherwise hectic fighting, and it’s not all too different from the channeled melee skills in any other MMO. In fact, treating skill auto-attacking as extended channeling makes a curious kind of sense.

When the skillbar extends past the 5 key, however, that’s when the hairiness begins. It’s not the finger-acrobatics DDR that was LoTRO’s skillbar, but still, reaching for 6 to pop a heal takes a smidgen too much time for comfort in a hairy encounter. (Yes, you can change keybinds, but this is how it shipped, no?) Plus, no mouselook means way too much tab-spam to lock onto the correct mob before unleashing a targeted skill. It feels clunky and constrained.

As for adding dodging to the playbook, while it was a good thought on ArenaNet’s part, this slow-mo diving & rolling is a far cry from the quick, slick evasion of Neverwinter’s Trickster Rogue. It’s a mechanic to simply negate damage, rather than to reposition my character to avoid said damage, and that makes all the difference.

Lady Lairyn Aurey vs the Shadow Behemoth

I wonder: given that different combat systems appeal to different player types, is there some correlation between them and their respective MMOs that I’m missing?

TESO is an open and shut case. It was designed to bring one of gaming history’s richest single-player experiences to the MMO field; thus, it makes complete sense to replicate that experience by incorporating the same pure ‘action-combat’ system. Ditto for LoTRO – I hear it was overhauled into a WoW clone late in development, which explains the identical combat system.

But what of Neverwinter, an ‘action-combat’ MMO based on a game with a hybrid turn-based system? I can probably answer my own question: cash grab. What attempts there may have been to draw on BioWare’s legacy sure sank quick beneath the tide of glitzy monetization and Asian MMOisms – making it also sensible for the game to run with a combat system that might appeal more to gamers who buy into that.

And GW2, which was designed with cooperation and community in mind? Why the 80% old 20% new blend? Were the devs, perchance, counting on the familiarity that 80% engenders to engender the best traits of earlier MMOs that use similar combat systems – with the 20% as a differentiator? Or was this done merely to follow in the footsteps of GW1?

What goes into the decision to make a combat system how it is?

Lost trails of LoTRO: Vol IX

Posted in Roleplay, Virtual Tourism on September 7, 2015 by The Iron Dagger

The lonely ride of Redwine Eardwrecca, exiled Rider of Rohan, continues. Retrace his hoofbeats from Vol I through II, III, IV, V, VI, VII, and VIII!

For this penultimate entry, I considered delving into Moria, but I don’t have to go back there to remember that the whole blessed place is a ‘lost trail’ in its own right. I figured I’d be finding something to screenshot around every other corner, and just end up stuck on which one to use. (Probably some corner of the Water-works. Always loved that place.)

So I chose three other zones I haven’t ridden through yet – none of which would involve me tramping through pitch darkness. Come to think of it, a man of the Rohirrim exploring Moria would be a delicious irony, given the lore has established that horses hate the place…

View from Saruman's front door (2.2W, 79.2S)

View from Saruman’s front door

Nan Curunír (2.2W, 79.2S)

I know – who the hell roleplays in Isengard, right? But I’m including this shot for the rainbow show alone. I figured I’d be wasting my time in Saruman’s backyard, only to find something I liked on his porch.

I’m not sure if I noticed it the first time I set foot here, but the different shades of smoke grabbed me. Clearly a reference to Saruman of Many Colors, no? Not what I was expecting from a place the novels’ author imbued with his own animosity towards industry.

The mere mention of roleplaying in Isengard reminded me of this RP initiative from some years back. Well worth a read for the contrarian element alone!

Campsite near the Bitter Stair (2.9W, 19.1S)

Campsite near the Bitter Stair

Misty Mountains (2.9W, 19.1S)

Here’s one of the vanilla LoTRO zones I never experienced, being a Premium player who happens to be exceptionally stingy with his Turbine Points. Therefore, I never experienced Helegrod either – apart from a short venture inside one of its wings during the couple of months I was an active subscriber.

Doesn’t mean I don’t acknowledge the zone’s beauty, however. It’s almost Forochel sans the foggy look, and the exterior of Helegrod itself is a thing to behold. This little camp sits in a snowy nook a short ride from the (itself dizzyingly scenic) Bitter Stair. I can easily imagine it used as a forward operating base for an assault on the Corcur, or for any RPed Helegrod raid.

You’ll have to share it with a pair of mute Dwarves, but who doesn’t prefer more company in such a cold and hostile land?

Flet near Brochos (69.3W, 17.5S)

Flet near Brochos

Lothlórien (69.3W, 17.5S)

I’ll say it: I don’t like Lothlórien. It’s no better than Mirkwood – the perpetual fairy fog and saturated look kills my attempts at decent screenshotting. I make do, though.

I’m aware that the Golden Wood is full of flets, and there seem to be a few different designs between them. This one, however, deserves special mention for its tight, train carriage-style layout (great for a small council!), as well as being unmarked on the map. A ‘lost trail’ indeed.

If only it was unoccupied! Would that LoTRO could adopt TESO’s murderous ways, and you could just punt that annoying Elf off the edge…

Me and Molag Bal

Posted in Random Thoughts, Virtual Tourism on September 4, 2015 by The Iron Dagger

 Minor spoilers for the Elder Scrolls Online main story below.

I’ll say this much for TESO – call it a themepark, but it’s got the most vein-pumping, tooth-and-nail story bossfights I’ve encountered in any MMO. Tank and spank is so last decade. How about furious kiting, turning on adds for frantic self-heals, and Unreal Tournament-like spindodging and LoS-breaking?

That pretty much sums up my final showdown with Molag Bal. Uninspired QTE-style elements and scripted ‘heroic execution’ moments aside, that fight has to rank among the best I’ve had in an MMO for excitement alone. Not to mention doing battle in that sweet, sweet divine armor… (Please make it available as a cosmetic!)

Violette Vienele vs Molag Bal

But even before old Tamrielic Diablo Stone-Fire up there, I had gotten gobsmacked with my fair share of these. Septima Tharn and her Mongolian horde tactics (I actually caved and called for help on that one, in vain), Mannimarco and his wrecking-ball ghosts… it doesn’t help that I’m running a mighty squishy Breton Nightblade. Footwork and self-heals, baby, footwork and self-heals!

I thought themepark MMO bosses weren’t supposed to be like this, not outside raids at any rate. Well, I’m not complaining. Switching mindsets on the fly, quick as a weapon swap, to do all of the above and then come out tops (and on the first attempt with Molag Bal!) – now that tastes better than any in-game achievement.

A far cry from my LoTRO days, where the game just slapped some uber buff onto you so you could stand in place and just do this.

Annúnion Arantir fighting in the flamesWhich makes me think. In recent years, I’ve seen – and agreed with – a trend of players wanting more out of their MMO combat. Auto-attacks, tab-targeting, and, yes, skillbars that utilize the whole keyboard and the buttons on your tournament-class gaming mouse are increasingly considered passé. (Yet WoW has all these – and even everybody’s favorite paragon, Guild Wars 2!) So is the LoTRO style of mostly static fighting – even in solo encounters.

This is far from a recent thought. When I first gave Neverwinter a shot a couple years back (as a Trickster Rogue no less), I was so taken with its fluid, responsive combat that when I dropped another MMO – I think it was Champions Online – and was asked in the exit survey why, I answered something to the effect of “because of your outmoded combat system”.

Yeah, I know I wasn’t being fair. An engine is an engine is an engine, and I might as well have been one of those whingers who bash Turbine for not ‘modernizing’ LoTRO’s graphics. But I continue to believe, especially after playing through TESO, that giving the player direct control over the action is the way forward in MMOs.

No MMO is free from a heavy combat element. To help retain the interest of today’s gamers, that combat needs to be visceral, fast-paced, and as responsive as possible. Nothing does that like mouselook, blow-by blow, and full ranges of motion.

Violette Vienele victoriousI shudder to think what might have been if the Molag Bal battle had been LoTRO-style: a button-cycling, skill-rotating faceroll with a huge serving of linear backpedaling.

For one, I doubt I’d have found it memorable. Of all the story bosses I conquered in Turbine’s Middle-earth, I remember only Mordirith before the gates of Carn Dûm. And that was because I duoed him with my buddy, who died shouting at me in chat because I was typing in-combat RP dialogue when I should have been grabbing aggro. Whoops.

And for two, I doubt I’d have even made it that far. When I started on TESO, I mentioned that it hadn’t really grabbed me like other MMOs had. I take that back. The combat system has played a major part in seeing me up to this stage in the game, and it will likely see me a good deal further before I’m done. Had TESO not made me fight for my boss kills – and some non-boss kills too – I might have just gotten bored early.

Guess my Nightblade’s soul wasn’t the only thing I took away from Molag Bal.

My gaming space

Posted in Random Thoughts on September 1, 2015 by The Iron Dagger

Funny how I don’t seem to recall anyone posting about their gaming spaces recently, as Izlain mentioned in his own contribution here. But it struck me as something both interesting and gaming-related, so on a whim I snatched up my aging iPhone 4 and kicked mine off with this shot.

My gaming space

My gaming rig is also my all-purpose rig, if that isn’t obvious. I’m terrible with models and technical specs, so don’t look for me to tell you what’s in it. All I know is that it’s a few years old now, and starting to show its age, what with all the random freezes and blue screens. (And it struggled with Crysis 3 on max graphics, if that’s any indication.) I think I might have to cobble a new one together by Christmas.

As for why it’s standing on a pair of Tom Clancy novels, well, the nut who assembled it for me added a fan on the bottom of the chassis for some reason. Have to keep it off the table – and those were the only books I had at the time that were thick enough. I haven’t even read them yet!

Peripherals are a ratty old A4 Tech keyboard and a much newer Logitech M100: hand-me-downs from the IT company I worked at some years ago. I’ve never owned gaming peripherals, and I doubt I ever will. Run-of-the-mill stuff like this works well enough for me, especially since I don’t do competitive play where tools do matter.

That shapeless black thing hiding behind the monitor is my now dead and disconnected Epson Stylus T10. It’s practically a relic by now. Good thing I have no real need for a printer at home.

The monitor itself is perhaps the most interesting thing on my desk. It’s actually a TV – a 19″ Akira model with baked-in DVD player and speakers. My late father, a technophobe who hated messing with wires, found it somewhere – and accustomed to hooking up external players as we were, he was amused to no end at the fact that you could just slide a disc straight into the thing and play!

Last but not least, I must give due credit to that can of Baygon – itself an essential complement to my gaming. Because nothing kills the fun (and puts my characters in danger in a fight!) like a cockroach or beetle or wasp or what have you buzzing around my room, and nothing kills those like a well-aimed burst of insecticide (to the tune of this). If only they were smart enough to land on my monitor screen – the one move that might gain them a few more seconds of their miserable lives under an interrupted gamer’s wrath.

So yeah, it’s not much, but this is what I’ve gamed at from MUDs to MMOs. I guess this is the part where I wax lyrical about how it’s my desk and my little man cave and I never want it to change.

But who the hell am I kidding? There’s not much of a choice between nostalgia and a chair that doesn’t bloody give me backache.

A foray into ‘practical roleplaying’

Posted in Random Thoughts, Virtual Tourism on August 30, 2015 by The Iron Dagger

RP continues to be rare as white crows on TESO, so, on a whim, I thought I’d dip my toes back into LoTRO roleplay. But given the still-thick coat of rust on my MMO RP skills (that Bree-lander I rolled a while back didn’t get far), I thought of getting into the spirit of it by practicing alone first.

A weird thought struck me then: if I’m RPing by myself, why not be of practical use to somebody while I’m at it?

I slowed, and let the idea blossom. I’d have to pick a place low-level characters quest in, and I’d have to… oh, snap. Be a healer.

As a rule of thumb, I play only DPS classes in MMOs. Not since I stopped playing LoTRO proper (some years ago now) have I had the time to invest in tank classes, with their attendant responsibilities and learning curves. And I shun healers. My first Great Barrow run as a Minstrel was enough to convince me that scrutinizing health bars like a Wall Street trader is not my ideal way to play a game.

Which is why, apart from said Minstrel, I have only one other character in my LoTRO menagerie that can heal: a Captain, who I originally rolled to do righteous DPS.

But, serendipitously, I had also conceived him as an itinerant Gondorian scholar with a keen interest in the ruins of the northern Dúnedain. There he was on my menu – all decked out in the Snow-Dusted Traveling set I had painstakingly earned for him during 2012’s Yule Festival. So it was off to the Midgewater Marshes with him and a hotbar slotted with heals only.

A traveller from an antique land

The Marshwater Fort was the ideal spot, I thought. Lowbies were bound to pass through on the Epic Quest, and face the spider queen, who they might need help with. (Come on, doesn’t everybody want their Undying title?)

So I explored the ruins at a leisurely walk, often stopping to study the Dúnedain altar outside, awaiting beneficiaries in a vaguely hilarious predatory inversion.

Rivaldir Arthion in the Marshwater Fort

They came soon enough. Sporting their often unintelligible names and mishmash raiment, questing with the Aspergerish focus of veterans’ alts. Time to make myself useful.

I strode after the first one, a Lore-master, clicked on him, and stood by as he and his bird engaged the spider queen. My finger hovered over the key for Words of Courage. I would hit it as soon as he hit 50%, I decided.

Except he didn’t. The damned thing was no match for him at all. 75% was probably the lowest his health bar fell to before he finished up and sped through the nearby door to continue the Epic Quest. I could not follow, of course, so it was back to the altar. Next time, I thought.

Only there was no next time. The others blew past like so much tumbleweed – some were even overleveled and facerolling the spiders for deeds.

I sighed. So this is what the game’s become: so damned easy that nobody needs a heal around these parts anymore. Maybe I should set myself up at Baugarch, I thought – and that brought another scary canine boss to mind, which brought Haudh Iarchith to mind.

These lifeless things

Surely someone would set out to dare the place more or less on-level? And it was, with some stretching of the imagination, still within my Captain’s roleplaying ambit.

Off I went, and since there is no reasonable way to RP studying in a fetid pool swarming with walking dead, I perched most conspicuously atop the barrow’s entrance instead, listening to the crickets chirp.

Rivaldir Arthion outside Haudh Iarchith

And along came the tumbleweeds. One brought a high-level friend to power him through. Another went in and stood just inside the entrance, and when I offered assistance, simply ignored me and recalled out.

That was all. Wandering the Southern Barrow-downs didn’t help either. The one low-level character I saw, a Hunter taking on the corrupted Huorns in the southern forest, inexplicably stopped in the middle of nowhere and logged out upon noticing I was following and providing heals.

I had to chuckle at that. Had I just been taken for a creepy stalker? That’s a first.

The lone and level sands

I can take a hint when I want to. My Captain is back in the stable – and secure in the knowledge that his realm will be spared the Great Turbine Sunset. A stay of execution, as it probably is.

But when I reflected on this experience, limited as it was, I realized I had only one conclusion to draw: nothing’s changed. The very first time I reached out to another player in the open world, back in 2010, I got silence. The very first time I ran an instance without my friends, I was tripping over myself to catch up with the robots spearheading the charge.

Business as usual. And the joke’s on me, I guess.

My picks for MMOGames’s Blogger Bonanza

Posted in Random Thoughts on August 28, 2015 by The Iron Dagger

This will likely be my shortest post ever. Like, Seth Godin short. For context, look here.

I was going to do this a while back, but it got away during all the job transition hullabaloo. Sorry, Murf.

On MMO ‘jobification’

I like this one, but nearly three months after writing it, I still wonder at why it spearheads the Top Posts widget there on the right. I guess the whole concept of MMOs as busywork time sinks is pretty attention-grabbing. Would be interesting to compare how many read that last paragraph as an assertion versus how many read it as a question.

On backing MMO raiders and PvPers

I was pretty invested in this one. Devs don’t do nearly enough to reinforce the ‘rest of the playerbase’. And why not, when it could help curb MMO tourism?

On game difficulty and the concept of ‘challenge’

I think this counts as my most contentious post so far. I imagined the whole ‘playing on higher difficulties is nothing to brag about’ line would net me a holy smackdown, but instead, the comments that came along were so eloquent and well-put, I remember putting my workday lunch on hold just to reply from my phone.

How Skyrim let its lineage down

I would be remiss to exclude this: perhaps my oldest post, and one I’ve put enough time into to match any five others. Skyrim’s Dragonborn DLC was such a letdown, it took days to bang this together from all the discombobulated thoughts I took away from it.

The devolution of Diablo

My first and so far only guest post, written for The JK Vision. Like the Skyrim one, this was a very old post from the earlier incarnation of this blog. I guess I really liked to rant about and nitpick on popular games back then. (Actually, I still do.)

On the lack of historical MMOs

Posted in Random Thoughts on August 27, 2015 by The Iron Dagger

So many new MMOs are hitting the scene these days, I’m finding it a tad difficult to keep up. Some glide past like leaves in autumn. Others the crowd carries up to me and throws in my face like a giant prank pie. And then there are those I chase, grab and shake out of disbelief.

Land of Britain falls into that last.

My history with modern MMOs has been somewhat… I can’t decide on the right word for it. Sketchy? For one, I missed many of the mainstream titles, like Dark Age of Camelot, whose lore draws from the same source as LoB’s – a source I am quite fond of. Post-Roman Britain is a place bursting with such opportunity for epic adventure.

I had Albion Online chucked in my face not too long ago, and wiped it off with indifference. Aside from the half of the name that grabbed my attention, its cartoony look and fantasy-lite feel holds zero appeal for me. With that in mind, I went into LoB’s website half-hoping for something better. Something to buck the trend, however lightly. And of course, I started with the Lore tab.

I got a story of magical kingdoms and a great dragon and folklore races and what looks like a promise of knights vs proto-Vikings.

It’a quite excellently written and presented. But what I was secretly wishing for – and know full well won’t fly in today’s MMOscape – was something ‘closer to the ground’, as it were. An MMO set in a Britannia – or at most a lightly fictionalized version thereof – where fae and fay play a distant second fiddle to the earthy mystique of what really happened (or might have happened).

Lately, playing on Storium, I’ve noticed the same… well, I don’t know if trend or phenomenon is the better word. ‘Straight history’ settings seem to gain very little traction in a collaborative writing game where any paying user can spin up their own settings – thus, be a ‘dev’. In the words of a writer I’ve made the acquaintance of there:

It seems like most of the players at Storium want either fantasy or steampunk, or their sense of history is so vague that they insist on anachronisms. “I want to be a female grenadier!” “Will there be flying steam dreadnoughts at the Battle of the Nile?” “Can I play a cuirassier who’s also a fire mage?”

Not that I have a problem with those – quite the opposite, I’m pretty partial to historical fantasy myself. What I do like, however, is more of the historical and less of the fantasy.

Why do MMO devs shun historical fidelity? The obvious answer is that it appeals to far too niche a crowd to be commercially viable in a game. There was Roma Victor, which died an ignoble death, Pirates of the Burning Sea, which is both somewhat anachronistic and geared towards nautical enthusiasts, and now Life is Feudal, the long-term success of which remains to be seen. Far too few.

I used to hold up Kingdom Come: Deliverance as a shining exemplar of a counter-argument. Heck, even the Assassin’s Creed games weren’t quite on the same level of historical accuracy – but they flew because people loved the gameplay and the storytelling.

But I neglected to consider that these are single-player titles. MMOs are a whole different bag of features and mechanics, as The Elder Scrolls Online has more than adequately proven. People came to it because of TES (many because of TESV), some are staying largely for that, and it hasn’t been enough to propel the game to the top. In a solo experience, where there is considerably more room for innovation without cracking heads over balance and network performance and monetization and what have you, a game’s setting can and should stand apart from its other features.

In the jaded, flighty MMO market, not only is pulling that off tough, it’s also a risk few devs can afford. I can fully empathize. Save any ventures into breaking new ground for the gameplay front, which is where the majority of the playerbase dwells anyway, and fall back on the familiar and the proven in everything else.

It’s a supply & demand thing, for which there is no compromise-free solution. Could this be where private servers shine? I’m thinking of a couple of players I once encountered on LoTRO years ago, who talked about their modded Mount & Blade private server and how much they enjoyed Viking roleplay with the small crowd there. A niche answer to a niche question – with hardly any profits to be made.

Maybe I’m wrong. Maybe, in this age of crowdfunded MMOs and novelties, someone is already daring that untrodden middle ground. Maybe it’s even set in the ‘real’ Arthurian period, or close to it. (I’d love to play a Roman during the last, chaotic years of the Western Empire.) What would it take for more such games to emerge? Straight history reaping big at the box office, like Gladiator did 15 years ago? A historical reprise of the Game of Thrones phenomenon? Or just a dev willing to take the plunge?

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