Showing posts with label casual. Show all posts
Showing posts with label casual. Show all posts

Monday, July 21, 2025

How Hard Is Too Hard?

I really don't have anything much to talk about today, or nothing most people reading are likely to be interested in, anyway. More like actively annoyed by, I would guess. I left a comment on one of Tipa's posts the other day, to the effect that I'd rather write about AI than gaming most days and I'll add now that I'd rather write about music than either.

When I do write about games here, which I think is still easily the majority of the time, it tends not to be about MMORPGs. Belghast has a thought piece up today that goes some way towards explaining why that might be. 

The idea that MMO developers pay too much attention to the hardcore is far from new, of course. I remember discussions and arguments about it often on blogs like Spouse Aggro and Hardcore Casual, well before I had a blog of my own and I've been blogging since 2011. 

Has it gotten worse, I wonder? I'm not sure. It's easy to forget the pattern of these things.

There was a long period, measured in years, when there seemed to be more complaints within the blogosphere about MMORPGs getting easier than the other way around. The hardcore perspective back then seemed to be that they were fighting a mostly-losing battle against the dumbing-down of the genre, with filthy casuals swarming over the battlements to parade up and down the castle walls, showing off their vanity pets and fancy mounts, rather than learning their rotations and parsing their DPS like real players should.

All of that got muddled up with the Free-to-Play revolution, too, the theory being that if you let anyone in without proving they owned a credit card and were willing to use it, the whole thing would fall apart. Of course, at the same time, the exact same people were complaining bitterly that the F2P hordes were all-too-willing to whip out their credit cards to buy power and advantage in the cash shop...

None of it made much sense then and it makes even less with the benefit of hindsight. But of course, we all see things through our own lens or from the inside of our own silos. Assuming you can see anything out of a silo, that is, which would, were it true, break the metaphor.

Scopique points out in the comment thread to Belghast's post that "there’s the potential that such not-so-hardcore MMOs exist, but they aren’t on your radar for one reason or another". This is a very valid observation, one made all too rarely in my opinion, as we all tend to write as though our experience is somehow universal, something of which I'm as guilty as anyone.

Kay of Kay Talks Games, another blog I believe I picked up in last year's Blaugust (Or possibly an earlier one...) and still read with enjoyment, even though I rarely find cause to mention it here, wrote a very good piece about the problem a while ago. I've been meaning to say something about it ever since but haven't found the opportunity until today

The post is called Gaming Bubbles, which is self-explanatory and I found it particularly interesting since it comes from someone who knows of the genre but generally doesn't play many MMORPGs. I found it particularly telling that she says, of Fallout 76 and Elder Scrolls Online, "Those games have accumulated 26 million and 23 million players, respectively, yet I never really hear about them online unless it’s someone bringing up how disastrous the Fallout 76 launch was."

It's all too easy to assume everyone else is talking abut the same issues we focus on but it's long been my impression that, in what we loosely and not entirely accurately call "the West", very few self-identifying gamers would be able to name more than a handful of MMORPGs, let alone claim to have played any of them. (And if they had, it would inevitably be World of Warcraft or Final Fantasy XIV.)

If you cast the net outside the self-proclaimed "gaming community", I'd bet the question would be met with a blank stare. Both the movie and the infamous South Park episode were so long ago now, I doubt many non-gamers remember WoW exists.

In that context, whether the developers' assumed focus on the hardcore part of the audience is misguided or merely an act of increasingly desperate self-preservation becomes much harder to judge. It's very tempting to think that, were the barriers to entry lowered and the obsession with endgame abandoned, currently uninterested casual gamers would come flocking in but I suspect the result might be somewhat less heart-warming. Or commercially desirable.

There might be little or no increase in interest from the casuals but some of the disgruntled hardcore might leave. Probably for one of the gazillion games that likes to describe itself as "Souls-like". The success of Dark Souls certainly added some fuel to the hardcore argument that everyone wants challenging content as well as giving those who actually do somewhere to go to find it.

One MMORPG company that gets - often grudging - approval these days for being able to hold and serve an audience is Daybreak, particularly in relation to EverQuest, which is still objectively successful, albeit on a small scale, after more than a quarter of a century. It's also frequently cited as a benchmark for difficulty in the genre, even if it isn't anything like as difficult as it once was. 

I don't play much EQ these days but I do play EverQuest II and there you can see the devs trying to balance on a slack rope over a ravine as they attempt to appease the voluble and volatile hardcore, the people who presumably pay most of their bills, while trying to ameliorate the situation for the softer-core crafters, decorators and general casuals, who pay the rest. With the game almost certainly teetering on a financial knife-edge, they really can't afford to piss off any significant demographic to the point where money stops changing hands.

To a greater or lesser extent, I imagine many MMO companies are in similar situations. That explains some of the decision-making, although I also think that game devs en masse are almost bound to be more hardcore than the overwhelming majority of their potential customers. It would be hard for them not to be, really. Wilhelm makes that point in some detail in Bel's comment thread.

And, as has been demonstrated countless times, developers think the broad mass of players in their games are going to find content easier than they do. Also proved by experience is the way the cutting edge of the playerbase will always either find new content too easy or work out some way to trivialize it the developers never imagined.

As Muspel says in the same thread, multiple difficulty settings are always an option. EQII has done a great job of that by literally making every new dungeon come in several flavors, with the same content available for solo and two grades of group, if not raids too. 

That's a welcome approach that I certainly appreciate but it does tend to push players even deeper into their own, ever smaller silos. While it's true that every motorist is also a pedestrian, it's not always true that every raider is a soloist, so not everyone is going to appreciate the effort that's been made to satisfy all tastes.

I don't have a solution for any of this. I don't think anyone does. If they did, they'd presumably be running the biggest, most popular MMORPG out there right now. 

And maybe they are, at that. Looping back to the idea that we don't really look far outside our own comfort zones, I'm occasionally reminded that almost no-one I read ever blogs about some of the biggest MMOs, like Old School Runescape or whichever version of Lineage is in favor these days. For all I know, someone in one of those may be thinking of all of this as a solved problem already.

I kind of doubt it, though. I suspect it falls under the rubric “You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”. Abraham Lincoln used to get the credit for saying that, which would mean the problem has been around for quite a while, but these days it seems to be accepted that it was first said by John Lydgate, who died in 1451, so we've known about it for a lot longer.

And I fear we're probably stuck with it.

Saturday, November 18, 2017

Old Dog, New Trick : DCUO

If there's one MMO I've played longer than any other yet never given the attention it deserves it could be... well, it could be quite a few of them, now I come to think about it, but the one I had in mind was DCUO.

I've been playing on and off - mostly "off" - since beta. I always enjoy myself a lot and yet I don't play very often. There are several reasons but the main one has to be that the game - as a game - is far too difficult.

Difficult in a couple of significant ways: first, it has an extremely intense and demanding endgame. Not that I've ever come within hailing distance of it. I wouldn't even know one existed had it not been for Tipa's long series of increasingly despairing posts detailing her failing attempts to keep up with her partners in Team Spode as they scaled the game's attritional progression, a "curve" that often looked more like a cliff face.

Someone's overcompensating.

If the prospect of a never-ending gear and stat ladder wasn't enough to put me off - and it was - there's also the simple matter of player skill: I don't have any. Not, at least, when it comes to ARPG mechanics. I don't play my keyboard like a concert pianist, I fail at reading tells even when they're telegraphed with gestures that would put a mime to shame (if such a thing is possible), and I get hand-cramps and shoulder pains from too much fast mouse-clicking.

Add to that the kind of relentless forced grouping that makes FFXIV's look like an introvert's daydream and it becomes apparent that DCUO was never going to be my ideal MMO. And yet, as I said, I have always enjoyed it anyway.

Mostly I enjoyed leveling up. The first 30 levels  - theoretically the only 30 levels since level cap is 30 - may be not much more than a very extended tutorial these days but they're good levels. DCUO always had a fun leveling game - it just didn't last long enough.

I never imagined Smallville so...industrialized.

I've mostly entertained myself in short bursts over the years by making new characters and leveling them towards that low cap. I began on a PvP server at launch and did it the hard way. Then I kicked back for a while on a PvE server.

Eventually SOE came up with an elegant mechanic that let Heroes and Villains all play together without having to fight unless they chose to do so (a mechanic which it looks as though Blizzard is about to emulate almost to the letter when it removes dedicated PvP servers from WoW). Around then I moved to a different account and started over yet again.

That's the character I usually turn to on the odd occasions when I remember to log in although I also have a Level 30 character that I've never played, courtesy of one of DBG's frequent free boost handouts. Once I do get the urge the problem isn't who to play, it's what to do. Yesterday I discovered to my amazement that DBG are not only aware of that problem but that, as with the PvP dilemma, they seem to have solved it.

I'd heard there was a new Chapter or Scenario or whatever they call them, this one featuring the Crime Syndicate of Earth 3 (don't bother trying to keep DC's Earth's straight - no-one can). I had a little time free so I thought I'd take a look.

I know very little about how these Episodes (that's the name!) work. Every time I've tried to get involved in one until now I've failed to work out how to join in before my energy and enthusiasm ran out. This time, though, I had read that there was an Open World element to the update and if there's one thing that motivates me beyond all else it's the chance to explore a new map.

When I logged in I found myself inside my Lair. Lairs are DCUO's version of housing and a rather good version at that. It was particularly handy finding myself at home because the game was telling me I had a batch of posters waiting for me in my Claim window.

I don't think any of those effects is from anything I'm doing.
As I was claiming them a mysterious voice began to harangue me. Something about collecting things. Then Superman chimed in to order me to Smallville, where a spaceship had crash-landed (I know! What are the chances?).

I was too busy to pay full attention because I was putting my posters up but once I was happy with the decor I saw from the UI that I was supposed to join a Duo and go to Smallville. This is how DCUO rolls. You aren't really supposed to do anything alone. You can go by twos, fours or eights but solo is no go.

Except surely not in "Open World"? Isn't that kind of what the term means? Which is how I ended up running aimlessly around The Watchtower for the umpteenth time, trying to find the Teleporter to Earth 3 Gotham, the new zone that comes with the Episode.

I have issues with The Watchtower, The Justice League's orbital base. I can never find anything there, ever. This time I only wasted a few minutes before I gave up and went to Google. And that's where I found this lengthy dev blog explaining some radical new thinking:

"We have enormous diversity in our player base - players of all types with all sorts of expectations - and in Episode 30, we wanted to have more freedom to design content specifically for more of these different kinds of players.

What does that mean? Earth 3 will have three different types or versions of content. You're used to seeing two versions - normal and elite. Additionally, this episode will also have an easier, stat-clamped version of all instances. The stat-clamped versions - essentially a Starro-sized major event - will launch alongside and in addition to the full episode, for all players over level 10, and will remain until Episode 31 launches next year....


The stat-clamped content is highly accessible (and of course open to players of any level), so it is a light, easy-going experience. The regular end-game version is more challenging, but still accessible to the majority of players...
We expect the player (or alt) who is not yet at end-game to enjoy the easy event content, the end-game player to enjoy the accessible end-game content as usual, and the elite player to rise to the challenge of the elite raids to get that improved elite gear, all while the increasing currency rewards and extended vendor discounts keep everything within reach. "

Wait? What! Everyone can play?! You don't need to be a Member - you don't even need to be at the baby "cap" of 30 let alone be an actual end-gamer? What is this? Communist Russia?

Seriously, how good an idea is this? A limited-time free-for-all after which the trainer-wheels version goes away, but gets replaced by new, equally accessible content. And, before the Welfare Epics contingent have a coronary, there are a whole set of different, playstyle-appropriate rewards too.

I'd quote all the good stuff but there's too much good stuff to fit. I just hope ANet are taking notes.

The devil is always in the detail but a quick scan of the forums suggests this is a popular move. It certainly motivates me to log in more frequently, not least because there are plenty of housing items in the mix and I'm becoming increasingly attached to my Lair.

My "partner" hovers impatiently at the zone-out while I listen to Supes and Lex yakking it up

I was so motivated I even queued up for and completed the Duo instance in Smallville. It went as well as could be expected considering I have quite literally no idea what any of my abilities do, don't have clue one as to how to play my character and am wearing gear I haven't upgraded for about ten levels.

Actually, it went better than that because my silent partner didn't yell at me even when I died for the third time. We eventually made it to the Gotham of Earth 3, where we promptly split up to do our own thing, which in my case was to skim up to the top of a skyscraper and start taking screenshots.

All of which bodes well for my continuing future in DCUO. It was always a good MMO but I do believe it just got significantly better.


Sunday, August 13, 2017

Taking It Easy : GW2

The Path of Fire demo kicked off a very interesting discussion at Endgame Viable and Why I Game. It followed on, in a way, from another conversation about GW2 that was already going on over at Aywren Sojourner. Some of the insights, explanations and observations in the various posts and comments helped to  clarify a few things I'd felt or suspected about the game but hadn't quite been able to put into words until now.

It's long puzzled me that GW2 can both have a reputation as one of the most casual mainstream MMOs, demanding a low level of player skill and little in the way of dedicated discipline and organization, while simultaneously being castigated for the unforgiving difficulty of almost all of its high-level open world content.

As soon as the first cohort of players started to trickle into Orr, five years ago, the complaints began: the mobs were too tough, there were too many of them, they didn't play fair. Orr got a good few thumps with the nerf bat and the complaints quietened down, only to return with just about every new piece of max-level content or large-scale, open world set piece event we've seen since.

Karka Queen, Molten Core, The Marionette, Tequatl, Three Headed Wurm,  Scarlet's Invasions, The Battle for Lion's Arch... you name it, it had to be nerfed then nerfed again before the mass of GW2 players would accept it. Usually then only with very bad grace. Meanwhile, even as ANet developers found themselves routinely de-fanging the content they'd just provided, the forums were filled with seemingly endless complaints that the game was "too easy", that what it needed was "more challenge".

Come round. Come round, I say! I never had this much trouble with the glider...

Out of that morass of disconnected discontent a tainted flower grew: Heart of Thorns. GW2's first expansion managed to satisfy almost no-one. It was perceived by many as being far more arduous and challenging than they either expected or wanted. The inevitable nerfs, when they arrived, served mostly to alienate the minority who found the difficulty, for once, tuned to their own more rarefied tastes.

By the time HoT had been knocked, dragged and pummeled into shape it was all but too late. Players from both camps had already left, in droves. The lasting impression was of a botched and misjudged attempt to turn a casual game into something more "hardcore". There was a change of leadership and with it a change of direction. Path of Fire will be the biggest test so far of whether that change has worked in favor of the long-term health of the game or run counter to it.

All of which is fine and dandy but how and why did GW2 in general and HoT in particular manage to acquire such a mismatched set of reputations in the first place? If you scan the current #3 thread on GW2's General Discussion forum, which looks forward to the forthcoming expansion and asks: "Has ANet Remembered the Casuals?", you'll find a wealth of comments like these:

"I took a year off too because how terrible HoT was and how I hated every minute playing in those maps".

"HoT made it clear that Anet was moving away from it’s casual base to cater to other gamer demographics"

 "Gw2 is one of the most casual friendly mmos".

"GW2 is the most casual player friendly MMORPG I ever played"

It can't be both great and terrible for casual players all at the same time, can it? Well, yes it can, not least because, as one of the most lucid and well-written comments explains, "while you may self-identify as casual, there is little agreement among all who so identify".

"Are you sure you're the Pact Commander? You look awfully small..."

Talking about whether a particular MMO is or is not "casual friendly" isn't going to get us far when we can never agree on a definition of "casual". That's always been a stumbling block to my own understanding of why it should have been that I, playing with what I would self-identify as a casual mindset, experienced Heart of Thorns as a liberating, exhilarating explorer's paradise, while others, similarly self-identifying, found it a constraining, frustrating turn-off.

UltrViolet, returning from a long sabbatical from the game to give the demo a run, found it confusing and frustrating in a whole number of ways, most of which I heartily endorse. As an advertisement for the game it has all the welcoming warmth of a poke in the eye with a sharp stick. What I found particularly interesting, however, was his description of the combat experience:
"It is a typical GW2 fight–totally chaotic, a million bad guys throwing a million AoEs and other effects at you all simultaneously."
Exactly, in other words, just what I love most about combat in GW2. It's explosive, colorful, exuberant and above all utterly chaotic. It's the kind of combat I think many of us dreamed about back when we were root-rotting treants in West Karana, standing motionless, casting a spell every thirty seconds or so then sitting down to meditate so we'd have enough mana to cast another thirty seconds later.

GW2's frenetic, rolling, dodging, mayhem, where everyone is healing herself and everyone else, where buffs last seconds and part of the gameplay relies on battle-rezzing anyone who goes down, is exactly the kind of free-rolling, liberating fun many of us could never even have dared to imagine, back when we were huddled together in the corner of a dank cave beneath the Crypt of Nadox, shaking with fear as we prayed our tank could hold agro and no roamers would wander along and add.

Okay, we're here. Now what? And remind me - who are you, again?

So why isn't everyone loving it the way I do? Jeromai can explain:
"The number one killer of people used to other MMOs – staying stationary or facetanking mobs in GW2. Every time.

You can observe this phenomenon on Twitch or if you watch newbies in the lowbie zones and so on. They lumber up and just STAND THERE because that’s what they do in other MMOs to attack. They expect a tank to deflect the aggro and a healer to take care of their health.

You’re thinking, “OMG move move too much damage incoming you can’t heal that up with your self heal OMG red circle why u stand there still plz MOVE”

Couple minutes later, they fall over. RIP."
Well, no wonder. No wonder people are finding it hard. No wonder they aren't enjoying themselves. I had no idea.

After all, why would I? Here's my description of how I play, from my own comment at Why I Game:
"My tactics, if you could flatter them with such a name, are to fire off every ability on my hotbar as often as it becomes available, while moving constantly. I don’t just dodge all the time, I run about, jump on objects, strafe and generally behave like a toddler on a sugar rush who just peed up against an electric fence".
It's a slight exaggeration. I don't always do that. If the situation requires it, I can be more tactical and anyway I do have a few channeled skills that require me to stand still. In general, though, I like to keep moving.

It's not a new thing for me. I didn't just start playing like this when GW2 came along. The first MMO I remember allowing me to cast and move at the same time was Vanguard; I believe it was one of the key reasons I loved that MMO so much and still do.

Since Vanguard arrived a decade ago I have wanted, even expected, my characters to be in almost constant motion during combat. It's the MMOs that don't allow it which seem somehow off-kilter.

Don't ask me. I just got here.

Once I began to think about this I realized something. Although I shy away from "Action MMOs" that use center-screen or reticule targeting systems and rely on pounding the mouse keys for attacks, it's not the "action" part I dislike. Not at all. Yes, I really hate not having proper control of the mouse and I can't abide having to hit keys for specials, but it's the method I'm objecting to, not the intent or the outcome.

GW2 has all the flexibility, all the dynamism of that kind of set-up and yet I can play it exactly the way I prefer, using the keyboard for nothing but movement and conversation and the mouse for the purpose God intended - clicking hotbars. It feels somehow natural - right - in a way no other MMO has, probably, since Vanguard.

On a slightly different but related topic, commenter Athie said something pertinent in a thread following the post by Aywren I linked right at the start. Referring to Auric Basin, she said

"...this isn’t an RPG zone. It’s a team action game. The story of the zone is: we win or we lose... GW2 is now a grindy action game with great casual grouping and wonderful art."

That description does have a ring of truth about it. Certainly, the "story", such as it is, has less and less relevance: as Jeromai says:
"I think regular GW2 players are starting to block out the story instances out of self defence..The narrative is prosaic and not very memorable, involves some chatter with some NPC you kinda knew once and see every six months when a new story instance is released, and some fight or other. Plot? Eh, whatever, it’s just a cardboard reason to get us from point A to B".
The thing is, I never wanted a story to begin with. And while I was nervous about playing an "action" MMO, it turned out I took to the particular mechanics of GW2 like a quaggan to water. I love the dodging and running and the constant movement. I love the self-reliance and I also love the big events that demand a lot of people, organizing spontaneously, to complete.

GW2 gives me the excitement of action rpg gameplay without the annoyance of action rpg controls. It gives me the camaraderie and sense of satisfaction of raiding without the inconvenience and responsibility of raid schedules or guilds. No wonder I find the game so exceptionally casual friendly.

For a particular value of "casual", that is. One that just happens to have my number.


Friday, July 28, 2017

Busy Doing Nothing: Yonder

About a mile from where I grew up there was a hill fort. For some reason it was always known as "Up Yonder". I spent countless hours playing there, unsupervised, back in those Just William days, when parents pushed children and dogs out the door at 9 am and didn't expect to see them home again before teatime.

When I first heard of Yonder: The Cloud Catcher Chronicles, my thoughts drifted back to those happy times, not least because the game is supposedly both an "explorer's dream" and "very relaxing", two phrases that recur frequently in the very positive (Official Steam Rating) reviews I read. I imagined wandering aimlessly with no agenda across the sunlit greensward, idly lopping the heads off daisies and humming to myself.

Did I miss an Apocalypse?

I wish! After around six hours play according to Steam (really, it seems a lot more, which is revealing in itself) I would sum Yonder up very differently: a directed, intense, Achiever's agenda.

Just read the headline pitch on Steam:

"Gemea maintains the appearance of a paradise, yet an evil murk has enshrouded the land and its people in despair... As the hero of Yonder you will explore Gemea and uncover the islands secrets and mysteries within yourself".

Does that sound laid-back? Relaxing? I don't think so! It sounds like an emergency, a crisis, a problem that has to be solved. And since this isn't an MMO or even a Co-Op, there's really no-one to solve it but me.

The Moth Sanctuary. Took me two days to fix this. Moths. I ask you.

It's all very well for reviewers like the writer for Rock, Paper, Shotgun to dismiss the set-up as "Blah blah shipwreck blah blah magic compass blah blah find something" and advise you to treat it as "... a giant space in which you can do the bits that interest you, when you want to do them" but the game doesn't want you to do that. Instead, it constantly encourages - you might say nags -  you to follow the storyline, do the quests, be useful.

The UI is inflexible. You can only have one quest highlighted. You must have one quest highlighted. Whichever quest you've chosen (and if you don't pick one the game will pick one for you), try to forget it as you may, you can't help but see it out of the corner of your eye. It broods there, in the upper right corner of the screen, while down in the lower left, the mini-map pings exclamation marks, points the arrow of your character in the direction the game wants you to go.

I have been attempting to ignore all this. I've been trying to skip around the gorgeous landscape, trilling "Hullo Flowers, Hullo Sky" in my best Fotherington-Thomas but it's not working.

Hello, Flowers!

There's my farm for one thing. My two farms. If I get too far away I worry I'll get lost and my Grassfox will wander off. Grassfoxes get anxious. An NPC told me they have been known to hold hands in the dark to stave off loneliness. Grassfoxes don't even have hands.

And there's the Murk. I don't know what it is but it's bad. I need sprites to clear it but I can't find any more sprites and I don't have enough. The big patch down by the water is a sixteen sprite job. I only have eight.

I haven't seen a sprite for a while but I've seen a lot of cats. There was a patch yesterday and more cats came. The patch notes said "Added surplus cats to the world". Surplus cats! Now I hear them mewing everywhere.

I could jump off cliffs all day!

Trees. There's another thing that's changed. Before yesterday's patch I was blithely chopping down trees, stump and all, then planting the seeds I found in the circles that crop up occasionally in the grass. That gave me a nice, satisfying increment to a counter for Trees Planted in the region. It felt like I was making progress. Making a difference. Doing Something Good.

Post-patch, I discover via a pop-up that each tree I cut down decrements a counter for Trees Growing in the region. It's a zero sum game! So much for progress. Now I just chop the trees and leave the stump, which apparently still counts as a Tree, but I don't get any Seeds so my planting has come to a dead stop.

Worst of all, I have no home. Oh, I have a Farm. I have two Farms. They come complete with cosy farmhouses whose windows glow cheerily through the dark nights but I can't go inside. There are no opening doors in Gemea.

I can't lie down. I can't even sit on the soft, lush grass. That's to say, it looks soft and lush but how would I know? I can't touch it. I can only reap it for Fodder.

Last night I slept in the archway outside my own home. Standing up. My animals can lie down but I can't. They have pens. They can go inside. They can lie down. Meanwhile, I can't even get into my own house. Is that fair? Is that right?

At least it's safe to sleep out. There's no Combat in Yonder. None at all. Don't take that to mean there isn't Adventure or Action, though. In my opinion there's almost too much. I've been running from place to place clearing Murk, talking to Wizards, fixing ferries and generally adventuring away like there's no tomorrow.

Excuse me? Miss! Could you stop slacking and Solve My Problem? Please?

Only there's always a tomorrow. Days flick by like minutes. Years flick past like days. I'm always On The Clock and there's no time to relax and no place to relax in. It's busy busy busy all the way.

Something about Yonder reminds me of Landmark but Landmark was zen meditation compared to this. If Landmark had had this focus perhaps we'd all still be playing it.

Inventory space: that's a major issue. There's a storage chest at each farm but I have to go to the farm to get anything out of it and there is no means of travel other than jogging everywhere at a fixed speed. There's extensive crafting but every recipe requires a range of things that have to be bought from vendors in specific villages or stations, which means a lot of jogging.

Or you can forage the raw materials and make them yourself, which takes up more inventory space and requires even more jogging. Oh, and did I mention there's no money? All trade happens by barter, which eats up still more inventory space.

Oh, I'm...off to see the wizard... Like it or not. Just look at those lighting effects though.

If it sounds as though I don't like Yonder, well that's wrong. Very wrong. I like it a lot.

It's genuinely lovely to look at. The weather and lighting effects are some of the best I've ever seen - so good you can't wait for a thunderstorm so you can watch the rain sweep in or for night to fall so you can get your lantern out and play with shadows.

The characters are delightful. I connected with mine immediately. I love the way she runs, the way she looks, the way she dresses. The animations are solid and satisfying. Chopping trees is a never-ending pleasure.

Follow me, fox. No need for us both to sleep out in the rain tonight. Sniff...

The animals are cute and cuddly but of course they are. Everything is cute and/or cuddly in Yonder. There's a great deal to love about the game. I expect to keep playing it for a good, long time. Just not for relaxation. When I step into Gemea I know there'll be work to be done and I'll be the one doing it.

Better get on with it, then, hadn't I?

Tuesday, November 1, 2016

Here's One I Didn't Make Earlier : EQ2, EverQuest

Just when I thought I was almost ready for the arrival of Kunark Ascending Niami Denmother popped up a "quick warning" that the crafting questline in the forthcoming expansion presupposes you will have completed the erstwhile "crafter's epic", Earring of the Solstice.

This celebrated and somewhat feared quest was added to the game back in February 2008 and I can't say with any certainty whether I ever did it or not. You'd think with it being such a landmark in any EQ2 player's crafting career that I'd know but after all this time it's all a bit muddled and for good reason.

The EQ2 Solstice Earring was created as a call-back to the original EverQuest crafting "epic", the magnificently-named "Protection of the Cabbage". I very definitely did that one, which didn't in fact require any crafting at all, or at least not by the player who completed it, since every one of the nine required components is tradeable. I bought all of mine apart from the ones Mrs Bhagpuss made for me.

When the quest was re-imagined for EQ2 that shortcut was partially removed. All of the equivalent items are No Trade. Since any character in EQ2 can max out only a single tradeskill that would appear to make the quest an impossibility to complete, which is where the Commission System comes in.
Everything happens at once!

The Commission System allows a crafter to make an item and have it deposited on creation directly into the inventory of another player. You both have to be in the same virtual physical space, standing next to each other, with a UI window open between you. It's the very essence of MMO gameplay, condensed down to a mechanic.

When EQ2 was a busier game than it is today it was commonplace to hear people asking  on the trading or crafting or auction channels for crafters willing to make some (or often nearly all) of the required items "on commission". My Berserker, who has also always been a max-level Weaponsmith, has taken the Bell to Mara a few times in order to knock up a quick Mistletoe Cutting Sickle for someone.

I've also helped Mrs Bhagpuss get the earring on more than one character and helped guildmates to do the same, back in the day when there were other people in our guild who still played. Consequently I'm really not sure whether I ever did the whole thing myself or not. (Edit: I checked; I didn't.)

Spoiler Alert - The Necro didn't do it.

If I did, though, it would very definitely have been on my Necromancer and once-maxed Sage on Test, not on my Berserker on Skyfire (née Freeport). I know that for certain because she's the only character I have who ever ground her way through the lengthy and tedious process of gaining the required faction with the Sarnaks of Bathezid's Watch.

Whereas the original EQ version was gated only by EQ's arduous, time-consuming and nail-bitingly tense crafting process itself, something entirely avoidable if you had sufficient platinum pieces to spray around, the EQ2 quest is a genuine Epic. It comes in five parts, all of which require a daunting amount of running around, foraging, crafting, currying favor and generally fulfilling the kind of busywork requirements that put some people off MMOs for life.

Yesterday's post touched on the predilection of MMO developers to cater to a supposed "hardcore" of players willing to put in the time and effort, making them worthy of attention. EQ2 started with very much that attitude, only to be forced to row back from it when the hardcore audience failed to show up and the casuals jumped ship en masse for what was then seen as the very much more casual-friendly World of Warcraft.

I swear I'm gonna kill that kid...

From Scott Hartsman's appearance until John Smedley's departure the story of EQ2 has been one of a game continually trying to broaden its appeal by removing barriers to entry. From F2P to quest markers on the map, the direction of travel has always pointed towards inclusivity and ease of access.

With the consolidation of new ownership under Columbus Nova and new management under Russel Shanks, that longstanding trend has not just halted, it's been thrown into reverse. The coming expansion, like the last, will eschew quest markers. It also comes, for the first time I can remember, with a basket of pre-reqs for any character hoping to complete either of the Signature questlines, Adventure or Tradeskill.

DBG has clearly abandoned all hope of attracting any significant number of new players. They've been playing the nostalgia card for a while now and the imminent return to Kunark, along with the revisiting of the Epic adventure and crafting questlines that came with the first Kunark expansion is another expression of the belief that the future of Norrath lies in its past.

At this stage it surely makes commercial sense. If there are any new players curious to try EQ2 - and there's always a trickle of those - they are beyond amply served already by the generous F2P offer and the overwhelming breadth and depth of extremely casual-friendly content it contains. Those fresh players aren't going to need or want any paid-for expansions for a good while so it's entirely understandable that the focus on selling and selling up for the three tiers of digital download coming in a couple of weeks is on the committed, experienced core.

Donkey, donkey, don't you stop.


And in truth I'm in two minds about all this. I wasn't expecting to have to do pre-course reading let alone to take an exam but then I really have been meaning to do To Speak Like A Dragon for a decade now, yet I always found some excuse to dodge actually doing it. Ditto the final (so far) part of A Gathering Obsession, which I didn't have to do for Kunark Ascending but ended up doing anyway because all the prep-work put me in the right frame of mind.

My Berserker can now speak Draconic and has a pack pony that can gather rare and holiday harvests. That is undeniably satisfying and very materially contributes to his development as a character. I can't say I'm looking forward to doing the lengthy series of quests in Kunark that will eventually net him the Earing of the Solstice, but I am very sure that I'll be glad to have the earring in the end and to have the quest tucked neatly in the "Completed" chapter of my journal.

Perhaps the thing to remember is that this isn't a race. There's no timer running. The "pre" in pre-req doesn't mean pre-launch. This expansion is here to last us all a year at least. There's nothing that's needed that can't be picked away at, casually, over time.

So, my Weaponsmith will be starting out to do the crafting epic he probably should have finished years ago but he's going to take his time about it. First he has to finish the Greenmist Heritage Quest and that's going to take a while. One thing is for certain - I'm not about to find myself short of things to do this Autumn.

I guess, when you come down to it, there's a little hardcore in us all. It just takes more bringing out in some than others.

Monday, October 31, 2016

I Know When I'm Not Welcome : AQ3D

I haven't played much AdventureQuest 3D since it went into Open Beta. Indeed, I haven't played much AQ3D at all so far, just dabbled. Any impressions I have of the game come from the first three levels, although it should be emphasized that this an MMO where Level 13 apparently counts as "end game".

As I've attempted to explain in previous posts, the cheerful, child-friendly cartoon visuals belie the steep leveling curve and unforgiving difficulty setting of this decidely un-casual MMO. It wasn't until I read this post on Artix Entertainment's website today, however, that I realized just exactly what kind of a truly elitist, hardcore game AQ3D is setting out to be.

In getting on for two decades of playing MMOs I can't recall ever seeing any developer talk down to all but their hardcore players in such an un-nuanced way. I thought Yoshi P from Square Enix was a tough customer but he's a pussycat compared to this.


Indeed, the last time I can recall anything even approaching this level of passive-aggressive disdain directed at the customer would be when Abashi (or was it Absor?) repeatedly referred to players who pushed back against the EQ grind as "bottom-feeders".

The linked post has to be read in full to appreciate just how dismissive the underlying ethos appears to be towards the more casual or, perhaps, just less obsessive player but here are a few choice quotes:

They are jumping in and trying to coast on the coat tails of their stronger team members

 They are taking up a valuable seat on the team that could be filled by someone level and gear appropriate


You might think it's not fair to only allow top level players access to the hard to earn gear. You're wrong.

The higher level players have worked hard, gotten to or near the level cap and played through much of the game's content that is still waiting for you lower level players
This, bear in mind, is in the context of players of a game in Open Beta, who are trying to see and enjoy a limited-duration Halloween event. Granted it's only one part of that event, a dungeon wing "balanced for five level +13 plus members to tackle with some difficulty" but even so the solution is harshly exclusive rather than warmly inclusive.


Where most modern MMOs would use scaling, mentoring, smart loot or one of the many non-divisive methods developed over the past two decades to allow friends to play with friends regardless of the level of their characters or time in the game, Artix Entertainment has found a much simpler method of dealing with those pesky coat-tail grabbers. Level-lock them out.

As I think I said before, if you're one of those bitter vets, yearning for the days when it was uphill to the dungeon both ways in the snow, when low-levels knew their place was watching you strut around the bank in your high-level gear, well, there's no need to wait for Brad McQuaid to bring back the good old days - AQ3D is ready for you right now.

None of which suggests AQ3D is going to be a bad game or even a bad MMO. It just isn't going to be the MMO I thought it might be. And probably not one for me.

Maybe it's time to write this one off. Leave it for the hardcore. The players who have "worked hard" at playing a video game. Perhaps I should just get out of their way and go somewhere I might feel more welcome. I might take another look at Villagers and Heroes for that elusive cross-platform MMO fix.

Passive aggressive? Me? Well, who started it?



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