Lost trails of LoTRO: Vol VI

Posted in Roleplay, Virtual Tourism on July 27, 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, and V!

Inspired by a recent return to LoTRO RP, in the humble persona of a Bree-lander, this fortnight is a Brandy Hills edition. I’ll put the western swath of the Bree-land forward as one of the most idyllic settings in Turbine’s Middle-earth, easily rivaling the beauty of Evendim and Enedwaith – with an added, picnicky air those far-off places lack.

Which makes me wonder anew: with such places near at hand, why don’t more folks get out of the damned Pony?

Brandy Hills from Ost Barandor (59.2W, 26.4S)

View from Ost Barandor

Bree-land (59.2W, 26.4S)

Ost Barandor, in the Brandywood (not to be confused with Ost Baranor in the Chetwood), is arguably one of the most striking of the Arnorian ruins in the Bree-land.

Its very location and environs call to mind legends of the Dúnedain of the North and their wars with Angmar; as you climb the steep track to the precipice on which the fortress stands, you can almost picture arrows and flaming logs raining down from above.

The view from the fortress itself is quite stunning. Without panoramic trickery, it’s quite impossible for me to capture the Brandy Hills in all its glory from that dizzying height. But this shot should serve. It’s lovely roaming these rolling green hills under the sun, with small stubs of ruins almost everywhere for rest or shelter.

Starmere Lake (58.1W, 24.6S)

Starmere Lake

Bree-land (58.1W, 24.6S)

A tad too fanciful a name for a Bree-land locale, I think, but I like it nonetheless. It only occurred to me after I left that I should have stayed until nightfall to take this shot, and see if the stars really do shine in the water. There’s a thought: what if a Bree-lander traveled as far as the Dimrill Dale, and saw the Mirrormere? Budget version right here!

There’s actually a small ruin on the far bank, but some draw distance bug prevented it from showing up in my shots. Fine place to make camp if you’re coming here for a swim or some fishing.

Girdley Island (63.5W, 27.9S)

Girdley Island

Bree-land (63.5W, 27.9S)

Those boardwalks clear any doubt. Right smack in the middle of the Brandywine, this pretty little rock exists for one reason only: fishing. And with fishing still LoTRO’s only Hobby after 8 years, I’m surprised it doesn’t see more traffic from folks who like to mix RP and leveling.

There’s nothing else here but trees and a fauna or two. Given its proximity to the Shire, this could work as a hangout for (slightly more) adventurous hobbits who get a kick out of glimpsing the country of the Big Folk.

It’s safe, right? After all, the Bounders at the Brandywine Bridge are just a short hop south… wait, do you feel the ground shaking…?

Long was the road and hard – in memoriam Hellgate London

Posted in Random Thoughts on July 24, 2015 by The Iron Dagger

Hellgate Alliance mousepad

I was thinking I should wait until Halloween to post this. In a parallel universe where Flagship Studios didn’t flagship all of us, that’d be Hellgate: London’s 8th anniversary – presupposing, of course, the staying power to outlast the first few years. Which is more food for thought.

But since pondering the commercial viability of an idealized version of a long-dead flop is odd even by my standards, I’ll just reminisce.

For I was, if only for a brief few months, one of the Hellgate Alliance – the Southeast Asian swath of the playerbase, under IAHGames. It was the first time since my days in the local Unreal Tournament league, back in the early 2000s, that I found myself a part of a gaming community suffused with that homely camaraderie you can’t find in conventional, global, online-only ones.

And damned if it wasn’t a rolling good time. To this day, a Hellgate Alliance mousepad (the one in the picture above) sits beside my PC at home. I met interesting people, and took a few of those meetings into real life. Even got to reconnect with an old friend from the army.

That was the little slice of heaven in Hellgate. But while I remember it, I cannot forget the fire and brimstone.

The game sucked

Let’s get the painfully obvious out of the way. Community aside, nothing saves a bad game. And Hellgate was beyond bad – it was unfinished.

I’m not going to waste time riffing about Hellgate’s suckage. A far superior writer already slammed that out of the park while the game still breathed: Agamemnon, of the now sadly defunct Agamemnon’s Domain. He has said that the Hellgate fiasco was only his start in blogging, but what a hell (fear teh pun) of a start! Three Months Later remains one of the best game blogs I’ve ever read for sheer entertainment value – a 16-post salvo of smart, snark-infused commentary tearing the game to pieces.

But as bad as old Ag had it, I think I had it worse. Playing on the other side of the world from him, I didn’t just endure an unpolished game plagued by random Network Errors™. Like the dimwit on the bank heist crew chosen to slow the cops down during the getaway, I had to endure the dawning realization that my Hellgate career, like the entirety of my region’s playerbase, was forsaken from the get-go.

No support but life support

If I wanted, I think I could dig up a detailed explanation of what happened, but the skinny of it is distributorship issues (or so I was led to believe). This piece from Bio Break’s Syp works well enough as a rundown.

Writing now, it’s easy to simply look back and say that with a shrug. Then, in the thick of the fight, we of the Alliance knew frustration. Days turned into weeks. Weeks became months. The post count on forum threads calling for an official response ballooned. And still we fought on without the coveted patch.

‘The patch’. That was all we knew it as. It was meant to change things. Put things right. From the day it was announced to the global community, hope sprang like… well, only hope can. It rapidly took on a Holy Grailish quality among the Asian playerbase. A content update that promised to fix all the bugs, and slap on some measure of the polish the game shipped without. Who could wait?

Yet wait we did.

Our brethren in the States and elsewhere got ‘the patch’ on schedule (and even more, afterwards). For us in Asia, it got delayed. We went on logging, leveling new alts, grinding and crafting. And checked the forums. Day after day. Nothing.

(At least, nothing that I remember seven years on. Our excellent community managers may well have been responding, promising an update as soon as it came – but if they did, it dwells not in my memory. In any case, they were as much victims as us.)

Hellgate box

The beginning of the end

It was an utterly untenable situation – especially with an Asian playerbase. Many of us were Singaporean, and we’re not exactly famous for patience.

As I watched, people began to leave. Some few, their determination holding fast amid the growing gloom, started petitions. Others simply left trails of their displeasure, like snail slime, in their forum signatures with every post. And, most shockingly, those that took to the global forums to raise awareness of the Alliance’s plight got the banhammer, for ‘irrelevance’ to the US/EU community. (Another red flag up Flagship’s mainmast!)

In-game, chat channels began to fill with a mockery of the Templar battle cry For the Living. “For the Patch!!” we shouted instead, and fought on.

I shouted the words with them, but my digital voice was hollow. Mid-2008 was a lousy time. The great recession was looming, and I was in my third, fruitless month of job-hunting since finishing my mandatory two years of military service. “Just three months”, you say? Well, in this society, failing to quickly land your first, gainful, post-army employment, after a lifetime of formal education, is practically a social taboo. Even if the job market is shafted to begin with.

Hellgate, for all its flaws, had become a source of relief from the vexation. I could have left – found other games. Or, you know, figured out what was really off about the situation. But I clung on. Being part of the Hellgate Alliance meant something. I didn’t know (and still don’t know) what, really.

Then the gloom lifted. I got an offer at long last. And, rejuvenated, finally able to step back and view the game objectively, I accepted the simple truth that it was doomed, and abandoned ship. By then, the Alliance I knew was all but gone – its key influencers having long since given Flagship the finger.

For myself, as I pushed off, it wasn’t a finger I raised but a final salute. Hellgate was over for me. And while I did not regret the time I sunk there, or even the hopes, the road up out of this hell was, contrary to Milton, short and easy.

My takeaways

I’m aware I’ve been somewhat of an unreliable narrator. After all, I rely only on my own, faded memories for this telling – I have every reason to believe I misremember certain bits. But as I have not the inclination to Google-fu my way to the facts (assuming they still exist somewhere), and, in this case, what I took away is of more relevance than what exactly happened – there it is.

The first thing I gained from my time in demon-infested London was a substantial boost to my hype resistance. I had not realized how much of the “from the makers of Diablo” kool-aid I had drunk until I emerged anew into the light. Since then, I have rarely invested in any game, MMO or otherwise, without waiting and analyzing for a goodly time first. (Shroud of the Avatar, I’ve got my eye on you.)

The second thing Hellgate left me was the experience of taking online friendships into real life. They didn’t survive Hellgate’s shutdown, and I have never since repeated the experience in any other game community (indeed, I have since avoided local gaming circles, due to irreconcilable ideological differences), but all the same, it’s not something I’ll easily forget.

And the third and last: a heightened sensitivity to devs’ direction in an MMO. Before Hellgate, the game and the people therein were all that mattered. After it, I adopted the attitude of a manager parceling out bonuses for the year: watching for signs of, say, a shift in policy or the onset of maintenance mode. This served me well in LoTRO, especially when Riders of Rohan hit (who still remembers the brouhaha over the expansion pricing?).

Every time I see recruitment efforts for an Asian gaming community, I remember Hellgate: London. And I’m thankful for what Flagship taught me. But would I want to go through that hell again? No.

Well, yes if it gives me something to think (and write) about.

My return to Tamriel (Unlimited)

Posted in Random Thoughts, Virtual Tourism on July 21, 2015 by The Iron Dagger

I’m here at last. The world where it all began. Well, ‘it’ being my journey in open-world RPGs. The pronoun game makes things sound so badass.

The Elder Scrolls Online has always been something of a mixed bag for me. Its biggest draw – the Alliance War – is also its biggest meh for a body who abhors PvP. The whole class system gives me bad vibes. Then you have all the bad press about it being a mere TES-flavored themepark. But when Green Man Gaming slashed it down lately, I thought, what the heck. It’s Tamriel. Time to see Morrowind again – and I don’t mean a slice of Morrowind on some damned Nord island.

I paid homage to my maiden TES character, an Imperial with a name lifted from the pages of Ben-Hur. (I changed the name, of course.) Dragonknight seemed the best match for a soldier type, and choosing a side was a no-brainer – and I was in.

So many snowflakes!

The Coldharbour intro was underwhelming enough, but here, all the things I’d heard about the TES experience being spoiled by hordes of strangers hit home.

I mistook the first one I ran into, who was just standing around rummaging in his bag, for an NPC (which goes to show that, at least, he had a proper name!). The others were plowing on ahead, clearing the path, removing all the challenge, and all I could do was shrug and keep pushing on. Spoilage or no, I wanted out of this dreary throwback to Dawnguard’s godawful Soul Cairn.

And not a moment too soon, I was out into the world proper. In my beloved Morrowind. In a place called… huh?

Entering Stonefalls

Stonefalls? Wait just a cotton-pickin’ minute – wasn’t there a Bal Fell back in TESIII? Bal means ‘stone’. Stone Fell. Stonefalls. Wow. Doubling back on ourselves here, are we?

I pulled up the map. Deshaan? Bal Foyen? Wait, where the hell am I again?

It quickly became obvious that this wasn’t my Morrowind after all. It was too bright. Too different. And too populated. Looking at the dozens of players running around, I wrenched my mind back to reality – repeat after myself, this is not Skyrim Online – and settled into the MMO routine of finding gear.

After all, if I’m going to be a ‘Dragonknight’, I can’t run around in a prissy robe swinging a greatsword. I need a sword and shield, damnit, like a proper legionary. And some proper heavy plate on my person.

This ain’t a cakewalk

Only I was penniless. A quick inspection of the armorer drove that home. So, in true TES fashion, there was but one thing to do. Put aside the single-player conscience. This is an MMO. Just. Bloody. Steal.

Wait. Hold that thought. Who’s likely to have gear ready for doling out? The Fighters Guild, of course. They’re just over there. See? I’m not entirely criminally inclined.

So I signed up with the Guild, and got kitted. And sighed.

A robed Dragonknight

By the Eight, I looked ridiculous. Why doesn’t the damned Fighters Guild stock any cuirasses to replace the prissy robe, or even pauldrons? There I was, questing as a Dragonknight, looking like some apprentice mage trying on armor for kicks. And why does my sword look like a toy in first-person view?

But all that fell behind in importance when I realized how tough solo combat could be here.

I’ve been lamenting the dumbed-down state of the MMO early-game, but TESO showed me there is still hope. Tank class or no, taking on two or more enemies at a time at low levels is seemingly not a good idea here. More than once I had to escape behind zone transitions (ah, now this is feeling more like TESIII) and rely on other players’ assistance to pull through.

That’s more like it. Now if only they would talk. Or just toss out an emote. Or something.

The necessities of life

But one can only lean on faction handouts so long. After a while, I began my criminal career in earnest. I was amazed at how easy sneaking was; either the denizens of Tamriel were much more secure in this era, or, you know, MMOs.

I filched every iron weapon and piece of armor I found, keeping good ones and deconstructing the rest for ingots, and before I knew it, I looked much more like the Dragonknight I imagined.

That is, if heavily armored warriors fight with goddamned daggers.

A dagger-wielding tankSeriously. That was the best weapon I had when this screenshot was taken. The only enchanted one. No enchanted swords, or even maces or axes. I hear you hooting – yes, yes, I named my blog after a dagger. But come on. This is a tragedy. I looked like a medieval knight making a pathetic last stand with his misericorde.

Out in the open world, in the shadow of Ash Mountain (not-Dagoth-Ur!), the player hordes dropped away and I was left to my lonesome most of the time. It still didn’t feel much like TES, but I reminded myself that was irrelevant. This was, for all practical purposes, the place I had wanted to return to for so long. Duke of O, over at Null Signifier, has summed up my own feelings quite beautifully on the subject.

I carried on questing. It didn’t escape me that the climb to level 10 was sure taking time. Another step in the right direction. In LoTRO, for instance, I would have easily breached that mark already.

And I carried on stealing.

And I got caught.

The road ahead

Damn you, Justice System!

As the guard walked off, I found myself half naked. Can’t quest like this, no sir, not at all. I hadn’t learned about fences yet, or I would have just had all my stolen gear laundered. Instead, I decided to bust out all those ingots from my forge-raiding and do some smithing. Specifically, smithing of gear that befitted my character’s concept of a washed-up army veteran.

It wasn’t quite what I imagined, but when I was done, I was pleased to be an Imperial in Imperial duds.

First view of Ebonheart

Yes, with an enchanted sword at last.

That’s Ebonheart behind me, and it’s not the Ebonheart I remember from 3E 427. Oh, well, things change. I don’t doubt I’ll continue to be surprised at the state of Tamriel in this era. What will I find beyond the borders of Morrowind? In Skyrim, and in Cyrodiil? I can’t wait to find out.

Overall, TESO hasn’t hooked me as badly as other MMOs have in the past. I’ll still play, and it’ll still take a toll on my other activities (including blogging!), but I don’t know if it’ll furnish anything more to write about here. Perhaps it would if I can find a decent RP circle to hook up with. A circle of TES fanatics who take their lore and roleplay seriously, and who can accommodate having a member from a weird timezone.

More likely, though, my return to Tamriel will be a largely solo experience. A Skyrim Online that I keep reminding myself is not. That’s not actually a bad thing either. Just a shame, replete with the reek of unrealized potential.

The mobile MMO conundrum

Posted in Opinions on July 19, 2015 by The Iron Dagger

Recently, Massively OP’s Bree wrote that she is “a little bummed” at the apparently missed opportunities in mobile gaming. The mobile bubble has burst without any true mobile MMOs having come along, a blow for the MMO scene, and all that.

Well, I’m not bummed in the least. Like Thomas Henshell, I have always been anti-casual games; as a corollary, I am anti-mobile games as well (I do not have, and have never had, a single game on my iPhone). And there’s the rub – casual.

Mobile games are designed to kill moments. MMOs are designed to kill hours. A mobile MMO seems to me like prime cut Angus deep-fried and served drenched in KFC ketchup. Shoehorning the WoW formula into an iPhone is never going to work – for anything resembling MMOs we we know them to be feasible on mobile the way mobile gaming was intended, expectations must change.

For starters, every factor in an MMO that glues the player to the screen needs to be rethought. Two ways to do it come to mind: the old-fashioned browser game method of timed moves, or customizable AI taking control while a player is away. These would also address the issue of spotty network connections.

Neither works for me. After all, they kill the in-the-moment social factor that MMOs thrive on. If I’m in a raid with 11 others, and 8 of them leave their characters on autopilot because lunch hour’s over or they’ve reached the end of the clinic queue, I’d feel the same as if they had link-dropped or just ragequit.

Speaking of raids, the whole system of dungeons needs rethinking as well. Mobile controls aren’t well suited for conventional MMO movement and combat, and neither is the conventional MMO formula of teaming up against lengthy boss challenges. But without that, what is a mobile MMO but a one-sided MOBA?

These are just a couple of surface thoughts. What it boils down to is, simply, that either MMOs need to be redefined to succeed on mobile, or mechanical concessions have to be made. Either way, this might make them not MMOs, and then what’s the point? And all this without even bringing payment models into the equation.

There are too many clashing variables to reconcile. Realistically, the commenters on that MOP post who say mobile can only support MMOs are on the right track. To me, that’s where mobile belongs – as a complement to bigger, deeper games. The drone operator app for The Division was, for a long time, my favorite example of this. A pity we’ll never see it.

I’ll end with an anecdote. When, some months back, a small team reached out to me to write for an iPad RPG they were planning, I put aside my reservations and agreed to meet. After all, can’t say no to writing for a game, right? But there would be no second meeting.

Because less than an hour into the brainstorming, I was hearing talk of microtransactions and price points. The game was just a glint in their eyes, and already there was the cold gleam of monetization behind it. A gleam that outshone any consideration of making a game that would stick in the first place.

That’s the problem with mobile gaming, in its purest form: fleeting diversion, pendulum gaming focus, and devs milking every swing of the pendulum from the ground up. A reflection of what we have become as societies – and something I’m glad I was reminded to abjure.

What’s a Liebster? Can it be eaten?

Posted in Random Thoughts on July 17, 2015 by The Iron Dagger

Liebster award That’s what Singaporeans say when they’re told something they don’t understand. I think it’s falling out of use, though. Oh, well. Works here.

This post comes courtesy of Ravalation’s Ravanel Griffon, who is apparently an archaeologist. Or will be one. Did that sound random? Because it doesn’t to me. It seems to be the crux of the Liebster thing – personal details and all – and it sounds like one of the perfect real-life vocations for a gamer. Would that I could say I was one, or a historian or an anthropologist, instead of a, you know, business writer. And I’m using that term kind of loosely.

So here we go. Not sure why anyone would want to know about the hand holding the dagger here – I’ve been told repeatedly I’m the boringest dude alive. But anyway.

More random than facts

  • I was named after a town in England.
    No, it’s not Camelot, though I wish it was.
  • Fittingly, the only place I’ve been outside Asia is the UK.
    And that was only for less than a couple of weeks. I did not get to visit my namesake, though – just traipsed around London and drove down to Wales to climb Pen y Fan. So yeah, I’m not much of a traveler.
  • The moniker I use these days, Syrmaticus, is actually a very recent one.
    Before this year, I used a hodgepodge of other handles, including my childhood nickname, Chestnut (which a certain eminent member of the gaming blogosphere has already claimed).
  • I’m something of a pack rat.
    I have tons of stuff from the past lying around. Old scribblings, useless mementos, books I bought but never read, et cetera ad nauseum. I should probably make a will stipulating the whole lot be burned down in case I die before I get to sort it out.
  • Long before I was a (quote-unquote) business writer, I was a hobby writer.
    I began working on my first proper novel on Christmas Day of 1998. And I still don’t have anything remotely close to publishing.
  • I’m obsessed with dogs.
    I treat them like human babies. Specifically, furry/fluffy/fuzzy ones. The fatter and dumber they look, the better. Can’t help it, having lived with a perpetually stoned poochon for 18 years.
  • I’m a self-diagnosed Aspie.
    Now you know why I sometimes (what’s that? Oh, yeah, I mean frequently) say dumb things like they aren’t dumb.
  • I have some kind of geriartic inflammatory bone condition thing.
    Supposedly, it gets worse as you age, so I’m quite fine right now, but it’s probably going to 50-hit-combo me when I’m 50. We’ll see.
  • I took up the violin for three years in primary school.
    That’s grade/elementary school for you Americans. The punchline? I never learned to play beyond rote. Har har. But wait, there’s more. I didn’t know you have to loosen the strings before putting the thing in storage, so by the next time I opened the case, years later, the violin had snapped itself in two. Hardy har har.
  • I joined a HEMA society last year.
    Longsword, single-stick, rondel, spear, all the works. But I walked out after a few months due to their excessive focus on sparring and winning. Did I mention I detest PvP?
  • I once told a girl I PUG-ed with in LoTRO that she had a very sweet voice.
    No, seriously. She was the only party member on voice chat. It struck me later as weird, and I’ve never done that since.

Ravanel’s inquisition questions

1) Name one thing that would make your current favorite game better. Why?

I don’t have a current favorite game, but since I’m currently playing The Elder Scrolls Online, I could say I want more of the Elder Scrolls and less of the Online. But a million others have already said that. Why? Because.

2) How much time do you spend in MMOs standing around, not actively steering your character (for instance because you are chatting to friends) instead of doing actual gameplay?

In LoTRO? All the time – since I stopped playing the game long ago and now log in exclusively to RP. In TESO? None of the time – because I just started. So it depends on the game.

3) If you would get to pick a lightsaber, what colour crystal would be in it?

My favorite color is blue (another random fact for you) so I’d go with that. But since blue is the vanilla saber color, maybe I’ll go with white – the color of real vanilla – instead.

4) In games, do you have a preference for creating a character of a specific gender?

Nope. It depends on my character concept.

5) In games, do you have a preference for creating a character of a specific race (dwarf, elf, asura, human etc.)? If you check your characters, which race is in the majority?

My characters are overwhelmingly human. I have significantly more trouble relating to lesser non-human races. Is there a name for this kind of condition? I’d like to volunteer as a poster boy.

6) In games, do you have a preference for creating characters of a certain body type or height?

Again, I let character concepts decide. But I usually just stick to the prescribed norms.

7) Outside the realm of games: does everyone know that you game? Or do you keep it a secret for certain people?

Everyone says attitudes on gaming are changing. Are they? I’d like to find out. So I make no bones of the fact that I game. Let’s all stop treating it like a shameful habit to be ‘left at home’. There are far more shameful habits that people talk about in public.

8) What is your favourite in-game consumable and why?

Lembas, from LoTRO. Because I love the concept of it from the novels, and besides, one of my former gaming buddies had this weird idea that the lembas props from the LoTR movies were cheese sandwiches. And I really like cheese sandwiches.

9) Do you prepare that consumable in the offline world as well?

Cheese sandwiches? Hell yes. I like them grilled, and if possible, with either olive oil or salted butter.

10) What is your top 3 favourite dinosaurs?

Very tough one, since my interest in dinosaurs didn’t outlast childhood. But I can say that I liked the ichthyosaurus, because of its terrifying appearance in Journey to the Center of the Earth. I also liked the deinonychus just for its name (‘terrible claw’), and the archaeopteryx, because who doesn’t like a big, feathered prehistoric bird?

11) And, last but not least: I’m an iguanodon. What dinosaur are you?

I’m a tyrannosaurus. How in the name of Richard Attenborough am I a goddamned T-rex? I demand a recount.

“You elected?”
“Nah. I got nominated real good.”

I’m going to be arbitrary and nominate only fellow #NBI2015 graduates for this one. Finding folks who haven’t been Liebstered before is tough!

Knife’s Edge Adventures
My fellow short blade, how could I miss thee?

Lair of the Wolf Dragon
I never get tired of looking at Faeldray’s blog.

The Rykter Scale
You guys are a team, right? Go round robin!

Randark’s Review
Old is gold, my man. Keep up the retro love.

The Balance Force
I’m long out of SWToR, but I still read Liu.

Here’s what I’d like to know about you folks:

  1. Have you ever met an NPC in an MMO that you wished to become?
  2. Do you experience any mental barriers to trying out new games or game genres?
  3. How critical is your character’s appearance to you in a game?
  4. Do you have a preferred time of day to game?
  5. Have you ever had an epiphany mid-game, on anything? What was it?
  6. Name one thing you think modern MMOs could use a lot more of.
  7. Do you wear geek on your sleeve? Describe one instance that’s worked out either positively or negatively for you.
  8. How long, on average, do you take to type up a blog post?
  9. Do you think your life would be very different if you never got into gaming?
  10. Has your gaming habit influenced your tastes in other media, such as books and movies?
  11. If you were to give up gaming tomorrow, what would you do for fun thereafter?

There we are! I’m sure y’all know how this goes.

What made you a gamer?

Posted in Random Thoughts on July 15, 2015 by The Iron Dagger

This was one of the Talkback Challenges during 2015’s Newbie Blogger Initiative. I said I might get round to addressing this after #NBI2015, but I clean forgot… so here I go now.

If I drill down into that question, like, really deep, I guess the answer would be not what but who – one of my aunts.

Game Boy

Game Boy

Because the very first computer game I ever played, if we count handhelds, was Super Mario Land on the Game Boy she got me and my brother as a random present during a visit to grandma’s. The invoice appears to be dated September 1991 (damned doctor’s handwriting there!) so that’d make me six when I first gamed.

My earliest memories of gaming are of sitting on granny’s bed grasping the clunky thing, wondering why there was sound but no picture, and my dad (a notorious technophobe) telling me the game was just ‘warming up’. The real problem turned out to be the contrast slider: nobody noticed that it was turned up to full by default. Badum tsh!

Game Boy cheat codes

I still have that Game Boy, now yellow and mildewed – with its box, manual, and many of the game cartridges too. (I don’t know if it still works.) Folded slips of notepad paper secreted in the battery compartment hold reams of cheat codes, learned from hearsay or acquaintances privileged enough to regularly afford game magazines.

The joys of the pre-Internet age!

Sega Mega Drive 2

Mega Drive 2

Continuing the tradition of family starting my gaming journey, we upgraded to consoles years later when my brother purchased a Sega Mega Drive 2. I still have it as well – along with its golden old games like Sunset Riders, Alien 3, Mortal Kombat II, and many more.

One of the last games I played on it was Mortal Kombat 3 – I even remember the year, because we went out and bought a 1995 issue of EGM that said it contained MK3 ‘tips & tricks’ (it turned out to be mere character profiling, which shook my youthful faith in game journalism!).

What I don’t remember is what I did for gaming fun between then and 1998. I suppose I ho-hummed my way along with the Mega Drive 2, the aging Game Boy, and arcades at the local country club.

It was also around this time that I discovered pen & paper gaming. Not D&D, mind you, or any commercially available PnP system – homebrews. I probably still have some, written by either myself or my childhood friends, hiding somewhere. They represent an early and important milestone in my creative career.

And then, in 1998, I took my first step into the Information Age. And once again, family led the way.

Master race blah blah

That was the year my parents got us dial-up Internet, and our very first proper PC – a HP Pavilion with a laughable 48MB HDD and, what, half an MB of RAM? And the first true PC games I ever played on it came from a surprise garage sale at our country club: Savage Warriors, Dragon Lore, Star Control 3, Wing Commander IV: The Price of Freedom, and lots more.

I’m also fortunate enough to have experienced the classics: Command & Conquer, Warcraft II, Diablo, StarCraft, and so on, but those require no introduction, so I won’t waste time touching on them.

What I will touch on is Rise & Rule of Ancient Empires, which, along with the seminal Age of Empires, did far more than entertain me as a gamer. They sparked my passion for history. This is perhaps my strongest case for the positive side of gaming: it’s a wonderful way to get people interested in subject matter they wouldn’t pay attention to otherwise!

Beyond PC gaming

The pre-MMO years also saw me introduced to Fighting Fantasy and Lone Wolf gamebooks, which led to homebrew gamebooks (I kept every one I wrote, but no, I am definitely not sharing pictures!), as well as MUDs. For a total of about four or five years, I was a member in good standing of the Legends of the Darkstone community, which left me with my fondest memories in online gaming. Magical thing, MUDs. The kind of experience no MMO can hope to replicate.

This is where I began to notice the differences between my attitudes towards gaming, and those of the folks around me. I had always delved deeply into the games I played, paying attention to their lore, their production, and other details unrelated to the actual gameplay – but no one else did. Gaming was, to my peers, a mere distraction, like a movie you stop talking about after you leave the cinema. Even the rare ones that played MUDs treated them as either ‘free games’ or combat simulators – exactly the mindset many took towards F2P MMOs years later.

It didn’t affect my self-identity as a gamer. We all played games, after all. But it did push me to develop my self-identity as a discerning gamer, for which I am grateful.

The end of the beginning

On the PC gaming front, it was all smooth sailing from the early 2000s on. One rig to another, one game to the next, dabbling in e-sports (Unreal Tournament) and browser games (Utopia, Grendel’s Cave, and the like), and then eventually MMOs – Hellgate: London, WoW, LoTRO, what have you. And so here I am, one among many.

What made me a gamer? I did.

But what made me the gamer I am? The (somewhat) unwitting support of family. And the unwillingness to conform.

Lost trails of LoTRO: Vol V

Posted in Roleplay, Virtual Tourism on July 13, 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, and IV!

For this fortnight’s shots, I decided to attempt the dreariest regions in Turbine’s Middle-earth: Angmar and Forochel. My memory begged me not to, but I blew it off in the name of photojournalism and vaulted into the saddle… and, hours later, clip-clopped back to the stable covering my ears against its tut-tutting.

Until we see Harad, these two will have to qualify as LoTRO’s deserts. And serves me right for taking them on.

I may return at some point, search harder, and revenge myself upon my own memory. But for now, here’s the bounty of my latest tour.

Ruined elf-dome in Haudh Lin (91.8W, 19.9S)

Ruined elf-dome in Haudh Lin

Ered Luin (91.8W, 19.9S)

Not really a dome, but oh well. I haven’t the foggiest why this would be here. Maybe it’s linked to the nearby Talath Ondren, which itself has some nice Elvish ruins.

It’s a neat little setup for a wilderness rendezvous, or a staging ground for an infiltration of Kheledûl.

This is not the only dome in Ered Luin: the first one I found was at 92.0W, 18.5S, but it contained a rather talkative NPC, so go with this one if you need solitude. There might even be more that I missed.

Foggy pool outside Rath Teraig (94.2W, 23.2S)

Foggy pool outside Rath Teraig

Ered Luin (94.2W, 23.2S)

I don’t know if the fog is a result of weather, or if the zone is always like that. But I’m calling it as I see it.

The look of the land immediately surrounding the pool gives it a certain pastoral feel I didn’t expect to find much of outside the Shire. If not for it being so damned close to a huge goblin nest, this would be a nice place for Duillond-dwellers to chill.

Fort of Fumes in Duvuinen (27.3W, 2.0N)

Fort of Fumes in Duvuinen

Angmar (27.3W, 2.0N)

Hardly a ‘fort’, but the half-moon arrangement of those… vents?… around a large central one certainly has a defensible ring to it. (No, you can’t jump into the pool. That’s Redwine trying to up there.)

After concluding that outside of the Rift, Angmar has nothing to snap for this series, I doubled back to the easiest place on the eyes in this boring old zone: Duvuinen. The lake itself is probably worth an entry too – out in the center, with nothing in sight in all directions, you can just lie down in the shallow water and contemplate the starry skies.

Or at least you could, before Turbine plunked down a goddamn Roving Threat nearby…

Should we ignore character classes in roleplay?

Posted in Opinions, Roleplay on July 11, 2015 by The Iron Dagger

Since my first steps into the MMO RP scene, every primer and best practices guide I’ve read, and every reputable roleplayer I’ve talked to, has espoused that character classes are non gratae in RP.

I’ve heard the reasons. They’re an unnecessary limitation. They’re a gameplay mechanic. They just ‘don’t jive’ with the lore. (Nowhere is the latter more evident than in LoTRO, thanks to the much-maligned Rune-keepers!)

For the most part, these are true. Classes are games’ way of making sense of players’ roles in the scripted world, while roleplay is all about the unscripted. But I wonder: could their inclusion in roleplay actually do something?

There are, after all, MMOs where classes are tightly bound up with ingame lore – take FFXIV, or any D&D title such as DDO and Neverwinter. These are settings where people identify themselves as this class or that the way we would say “I’m an engineer” or “I’m an accountant with a Fortune 500 company”.

RPing in such worlds, it would be perfectly normal to style oneself as a Dragoon opposing the machinations of Bahamut, or a Cleric of Amaunator bringing the sun god’s light to the masses. So what about worlds where classes are just that – classes?

The perfect case study for that would, I think, be LoTRO. Rune-keepers aside, I personally saw hostility towards novice RPers who identified themselves as Wardens or Champions or Burglars, et cetera, in conversation. “Your class is just a class. You don’t make it part of your RP.”

Part of the blame lies with Turbine, for their loose and – I would argue – obligatory linking of classes to the lore. Wardens, with their Spartans-from-300 moves and exotic-looking shields straight out of Troy, based on a background character from the novels (who had neither) identified as a ‘marchwarden’? Really? I bought that about as much as I did their pitch for Lore-masters. (Budget Istari. Based on Elrond, indeed!)

Invoking such classes in-character calls for certain liberties in creative interpretation. In the above case, it has been pointed out that the Warden concept more closely resembles that of the Rangers of the North than anything else. Thus: we would be roleplaying such classes in spirit, rather than adhering to the minutiae the game determines. As in, “I’m a Warden, I take it upon myself to keep the folk of the Bree-land safe”, not “I’m a Warden, I can bear a message from Esteldín to Rivendell swifter than any rider”.

In other games, using classes in roleplay would necessitate the Final Fantasy treatment – treating them as jobs or vocations. This doesn’t have to clash with the profession we have chosen for our character (blacksmith, barmaid, town drunk, what have you).

In fact, the dichotomy this could create makes things all the more interesting. It’s not that much of a stretch of the imagination to have a paladin also be a smith – Diablo II veterans should remember Fara from Lut Gholein. Now what if we had a paladin that was also a homeless drunk? What could have led to this? If he still has his armor and sword, why hasn’t he pawned them away for more drink yet? Possibilities.

The advantage of this approach is being able to fully utilize what the game engine gives us – and in any mechanically and sensorially pre-defined world, that is always a plus. Of course, ‘what the engine gives us’ usually means skills and spells – combat-oriented stuff – so this may not apply for RPers who don’t believe in plumbing that side of the game. But I find that it helps with immersion, when called for. (Not a fan of narrative combat in MMOs myself.)

And, naturally, all this presupposes roleplayers don’t set out to break the universe, like using a WoW Death Knight to RP an ‘ordinary civilian’. Worst. Infiltrator. Ever.

Ultimately, I think of character classes as so many tools an MMO gives us roleplayers. Novice RPers shouldn’t be shot down for presenting themselves as whatever they chose to be on the chargen screen. With some adjustment, they can be perfectly viable – and a perfectly viable entry point into the wider world of MMO roleplay.

Game idea: the Brotherhood of the Horse in Warlords of Draenor

Posted in Lore, Random Thoughts on July 8, 2015 by The Iron Dagger

Fittingly, I discovered my last post while writing this one. So this could be considered inspired by that – plus my all-time favorite Warcraft line: Admiral Proudmoore’s last stand on Theramore.

So Patch 6.2 is coming. Well, WoW may be a long-closed chapter of my gaming past, but I still keep up with the lore of each new expansion. And when Warlords of Draenor first took the stage, trucking more nostalgia than Instagram’s entire history of #throwbackthursdays, I was stoked to no end.

It also blew on the embers of an old idea I had – to bring a certain group from Warcraft’s misty past back to life and into the limelight.

The Brotherhood of the Horse: a great lore element, and a great missed opportunity.

Preamble

From all I’ve seen at this point, the time-travel angle is not unknown to those from the main timeline. Surely, even among the modern, progressive Alliance, there must be some who see in this an opportunity for vengeance – vengeance for crimes not yet committed.

And who better to embody this tragic, blinkered militancy than the ones who suffered the most by those crimes?

The Brotherhood of the Horse has been, so far, a footnote in Warcraft lore: relegated, I fear, to the bin where Blizzard dumps ideas deemed unworthy or no longer relevant. Theirs was a terrible lot. They lost their lives, they lost their kingdom – and then they lost even the simple right to rest in peace when Gul’dan raised the first Death Knights from their remains.

Were the order to be reconstituted, and probably officered by descendants of Lothar’s original knights, it would be a prime candidate for a (carefully concealed) hotbed of hardliner sentiment.

Friends to foes

I picture the Alliance welcoming them back into the fold at first, and directing their prowess and resources against the Iron Horde. The interesting part comes when their extremism becomes evident – and disruptive to the war effort.

Perhaps they begin massacring Iron Horde prisoners, and their Armsman publicly runs through a high-ranking Alliance official who protests. Or perhaps they break ranks to pursue one of Grommash’s warlords in a pivotal battle, riding down Draenei troops in their way and costing the Alliance the field. This prompts a concerned King Varian to order them to stand down.

A charged confrontation ensues, full of chronological debate and hate-fueled rhetoric, at the end of which the Armsman denounces Varian as a traitor to the House of Wrynn, his father’s memory, and all of humanity. Thus the Brotherhood is revealed as a rogue faction, hell-bent on exacting blind justice upon the orc leaders of the First War – after which, they will turn on the ‘traitorous’ Alliance and Vol’jin’s Horde as well.

Bad news for everybody. And so the race to stop the renegade knights begins.

In-game presence

By this time, the Scarlet Crusade/Onslaught parallels will have become too strong to ignore. Harking back to those guys a moment, they got a fine helping of airtime, didn’t they? Quest lines both low and high in level, a whole multi-winged instance, even a central role in what is arguably vanilla WoW’s single most well-written story.

The Brotherhood deserves no less. I expect they’d begin featuring in Alliance quests from the word go, to fill players in on the order’s backstory and heritage. They’d come off as this bunch of unstoppable badasses, each knight practically a raid boss. Players should want to join these guys; be swept along by their righteous fury.

Until the time comes to face that fury head-on in their own fastness. I have no thoughts on where on AU Draenor the order should have its base – there’s nothing that shouts out at me from its lore. No, it’s back on Azeroth that we should expect to find the Brotherhood’s seat of power.

The final raid

Karazhan. It was theirs before it was Medivh’s, anyway (some say that’s fanon, but I like the idea).

I’m not sure how it stands lore-wise as of now, but if it is still the haunted ruin I remember, perhaps the order could mount an offensive to evict the Violet Eye occupiers and reclaim it. To avoid rehashing the Kara instance itself, and to deal with the problem of the locked door (aren’t the player characters the only one with the key?), the Brotherhood raid could be set in their camp outside the tower’s walls.

Of course, the bosses and other NPCs would spout different lines to different factions. Where Alliance raiders might hear “Ride the traitors down!”, Horde ones might hear some rendition of Admiral Proudmoore’s epic “Death to the blackbloods!”.

And for the climax, I’m picturing something like this (warning: Game of Thrones Season 5 material!): an open-field defensive action against waves of mounted, highly mobile knights. With their Armsman’s death, the Brotherhood of the Horse meets its second, ignoble end, and the leaders of both Alliance and Horde are left to contemplate the cracks torn open by its reckless hatred.

But this is just my dream. The Iron Horde’s leadership has already been decimated. Blackhand the Destroyer – the great enemy of the first Warcraft game – lies dead. And the focus is back on the Burning Legion as the bad guys.

This ship has long since sailed. But that’s what roleplay and roleplaying guilds are for, right?

Karazhan and the Brotherhood of the Horse

Posted in Lore on July 7, 2015 by The Iron Dagger

Who knows what evil lurks in the hearts of hard drives? I did when I came across this old article on mine – written for Loregy back in Dec 2012. As it never saw the light of day, and Loregy seems to be defunct, I’m putting it up here with minor edits.

Much of the conjecturing here is obsolete, of course, but it’s a nice look back at a time when WoW yet held some mystery for me.

The Brotherhood of the Horse, also the Knights of Stormwind or the – my personal favorite – Knights of Azeroth (ah, the days when that was not a planet but a mere kingdom!), though now but a footnote in the extensive annals of contemporary Warcraft lore, has long been one of my favorite elements of the game universe. There’s a certain romance about the concept of a valiant, doomed knighthood that also happens to be the first we ever saw within the world of Warcraft.

The Tides of Darkness game manual states that they were wiped out during the First War and that Gul’dan raised their rotting corpses into Teron Gorefiend and his ilk. A fine story, even though my inner fan of all things knightly never liked this ending.

Then came Burning Crusade, and Karazhan, and the lore surrounding it led me to an immediate connection – which I’m reminded of now with the long overdue Dark Riders graphic novel less than half a year away.

To recap some of the prevalent beliefs regarding the Ivory Tower and the true nature of the alleged ‘Nazgûl ripoffs’:

1. The Dark Riders of Deadwind Pass are 1G death knights who somehow survived or were not involved in the Second War.

Given the origins of the said death knights, this theory alone is a strong link to the Brotherhood.

2. Attumen the Huntsman shares his model with the Ghostriders of Karabor, who (according to Gorefiend himself) are also 1G death knights; ergo, he is one of their number.

Ergo, his presence in the tower is another Brotherhood link. Except that we don’t know for certain what the Ghostriders really are since Gorefiend was exposed as a liar at the Altar of Shadows.

But, going by the old adage that all lies contain a grain of truth, the possibility exists that he was at least partly honest about their origins – or it could be that Blizzard was just rehashing models here and there is no link at all.

3. The horse motifs in the tower, as well as the presence of a stable, indicate that the Brotherhood once occupied Karazhan.

My initial stance that the idea of the realm’s greatest wizard letting an order of knights use his mystic tower as a base didn’t really fly. Nor could the motifs and stable have been added after Medivh’s death, as Stormwind was losing the First War by that time.

Until I made a leap of logic which I will go into below.

Let’s look at point three. Supposedly, Metzen cooked up the horse motifs during a design meeting in just a few minutes. (Since he also talked about them progressing up the tower to eagle heads and then lion heads, could we see a Brotherhood of the Eagle and a Brotherhood of the Lion – divisions of King Llane’s knightly retinue – retconned into existence in future Warcraft lore?)

The reason for this snap decision: Lothar belonged to a group named for horses.

Why the mention of Lothar? Why the connection between the greatest knight in human history and a wizard’s tower?  

The answer is simple. Karazhan was always a Brotherhood base.

We still don’t know who built it. When we first see it, it was already a wizard’s tower, in the Orcs & Humans mission to slay Medivh. But the above makes it quite plausible that this episode of its history does exist, albeit overlooked or forgotten in-universe: the Brotherhood of the Horse were tenants of Karazhan in the time before Medivh awakened from his twenty-year coma.

Perhaps they were evicted by royal edict to allow him to take up residence there as Guardian of Tirisfal. That would explain the motifs and stable (added during the knights’ tenure as the Ivory Tower’s occupants), which Medivh mightn’t have bothered removing when he moved in.

Now to point one.

If the Riders are indeed remnants of the original Horde DKs, it is oddly appropriate to have them – orc warlocks’ spirits though they may be – congregate where their borrowed mortal coils once did. To take this a step further, the fact that the site of Karazhan is known as a ley line nexus of great arcane power lends credence to another speculation concerning a possible association between them and the Legion.

Do they serve Prince Malchezaar, whose possession of Gorehowl in his loot table leads to the surmise that he is using them to hunt down artifacts of power like it and the Scythe of Elune?

The warlocks of the Shadow Council were beholden to the Legion. The corpses their spirits inhabited were those of Brotherhood knights, based out of Karazhan. Hence, if the Dark Riders are really Gorefiend’s first-gen colleagues, it would make a poetic sort of sense to have them serve a demon prince who has seized control of the tower.

Parallel to this, there is another line of thought, a disturbing one, that bugs me.

If the motifs and stable were there before Medivh, could the Brotherhood actually have been Karazhan’s very builders (or in some way involved in its original construction)? If so, why that particular site? Did they know of the weakened fabric of reality there, and seek to exploit it somehow?

What of David Wayne, the former Sons of Lothar blacksmith turned hermit, who exhibits knowledge of demonic spells when he crafts you an Illidari-Bane blade? Not the sort of thing a smith, even one as evidently talented as he, would be expected to know. We know now he’s not the second Mograine son, or the one to reforge the Ashbringer. So what is he?

An ex-Brotherhood member who was taught said knowledge within Karazhan, and then, surviving the First War and coming to Outland, forsook what he saw as deep-buried corruption in the ranks of the Alliance’s elite so as to become part of ‘something larger’?

And what if those few Brotherhood knights who, along with their last Armsman, had survived the fall of Stormwind, had been integrated into the Lordaeron knighthood? What might they have brought with them from the depths of Karazhan into the realm of King Terenas?

Anyone who has read conspiracy theories concerning the real-world Knights Templar will be familiar with the conjectures of them surviving as a secret society into modern times, but I dare not hope that the Knights of Azeroth will ever return similarly as a force of good. It seems more in line with Blizzard’s style to resurrect them from the moldy pages of the old game manuals as the exact opposite.

If the Brotherhood of the Horse was indeed involved in matters of arcane or even demonic import during their occupation of the Ivory Tower, we should not be surprised to see the Dark Riders expanded in the lore to connect these two groups in the future.

And I looked, and behold, a pale horse.

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