Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts
Wednesday, December 28, 2016
The State of MMORPG Gaming as 2016 Closes
This year more even than last demonstrated that MMOs are in a weird space, where the conventional aerchetype set by Everquest and then World of Warcraft (yes, and others that no one really remembers prior to WoW) has --I think-- moved from being "the only way to do it" to being both something of an oddity and also a conscious style/design decision. Today if you make a game that functions on the traditional questing/leveling/pve/pvp structure set by the industry nearly two decades ago then you are doing so because you want to actually offer up that style of game, not because it is in any way the golden apple of design (or seen as such).
We had a time when MMOs were being cranked out constantly, and in Korea at least it seems this still goes on, with a fair number getting awkward ports over to the US. But in the US, new MMORPGs need to do stuff differently, and often don't look anything like a conventional MMO used to....to the point where the line between MMO and other game is often blurred considerably. As a result, some games (like The Division, Destiny or even GTA Online) might well have a valid claim to the MMO part of the name. But despite this, I want to look at how the "tried and true" MMORPGs are doing these days.
As usual, I look at these games with the following important caveat, because I am not a normal MMO Blogger: I probably am lucky to land 50 hours in a game per year, and if an MMO gets 200 hours out of me in a year I must really, really like it, enough to devote that much of my precious time to it. When some guy comments online about how you can level to 100 in game X in a couple weeks*, remember that I am not that guy, and I have played, for example, The Elder Scrolls online continuously since it's date of release and only just hit the level twenties....albeit with like 9 characters, but you get the idea: I am the player for whom all the pre-end-game content in an MMO matters. The End Game is not for me, and I find it a time sink anyway when I do miraculously get there. When I hit level cap in WoW, for example, and wrap the current story (as much as the solo quests allow me to see) then I am done with that game; I have no time, ability or interest in the End Game raids and other nonsense.
So, with that said....here's what I followed/played over this year:
The Elder Scrolls Online
This year Elder Scrolls Online upgraded to a "One Tamriel" edition which was basically a smoothing out of the leveling experience....you can now basically go anywhere and group with anyone and the game accommodates your level accordingly. The net result was more freedom of play and a bigger focus on what you are doing now rather than where you need to go. TESO remains my favorite fantasy MMORPG on the market right now, with beautiful graphics, enough of the Elder Scrolls aesthetic to make it interesting, and for a casual MMOer like myself it's a great game to pick up and play on those odd Sundays when you have a four or five hour block of time for some serious gaming. It also remains one of the more affordable microtransaction experiences; the most expensive items remain vanity-based, but the game regularly has sales and reduced costs on its crown points which means you can make it quite cost effective if you are patient.
Verdict: will continue to play this most likely until I finally reach level cap. Someday. But sometimes I just can't get into the experience and have to put it aside for weeks at a time, only to come back to it randomly and suddenly totally dig it again. I think it's the fact that there are moments where it feels like 95% of my quests are being delivered by ghosts, about other ghosts. Why the obsession with the ghosts, Zenimax???? WHY???
Neverwinter Online
I jumped back in to this for a few weeks earlier this year and was pleased to see that it had grown quite a bit in content. I played long enough to start (not actually succeed....just start) comprehending the bizarre multi-tiered point structures of the cash shop, but ultimately grew annoyed with the whole mess once more when I took a month away from the game, came back, and found it too annoying to bother with re-learning all over again. That said, I think Neverwinter really doesn't require any purchasing for a casual MMOer to enjoy for a while, as the game feeds you pretty much the essentials as you go. Their hook is to offer you lots of cool stuff you want to buy, and hope you do exactly that. Restraint will make this a much cheaper game, since unfortunately the cost of store items remains too high for my tastes, and their sales often do little more than drag the outrageous costs down to "almost affordable but not quite."
Verdict: I really enjoyed the play of NWO once I figured it out and learned to ignore the weird currencies design to make you pay money in the cash shop. I was disappointed to see that leaving and coming back a few weeks later left me feeling a bit out annoyed with all of it again. When I feel the temerity to stab at it once more, I will.
Defiance
This game is getting older and older, but still has periodic new events, usually driven by cash shop sales items. It remains a fun shooter to mess around with, and ties in to the Defiance TV series, but I've never been able to really enjoy it as much as I feel I should these days, since Defiance itself delved into the "MMO shooter" genre first, laying the groundwork for much better games to come, games which knew the audience for this style of game much better than poor Trion did (The Division, GTA Online and Destiny, for example). I may give up and delete it, but not before I finish watching all the episodes of the TV show.
Verdict: I think I may be done with this one, but who knows, I thought I was last year, too.
Star Wars: The Old Republic
I honestly did not have this on my radar, but three things happened: first I got into White Star --a lot-- earlier this year which really put me in the mood for some good, pulpy Star Wars-adventure. Despite my interest, I didn't think of SWTOR as an outlet for this desire. Then a new expansion was announced, featuring a cool trailer (here) that reminded me of why Bioware is so cool. Finally Rogue One released, and I rediscovered my fluctuating, on-again, off-again love for all things Star Wars. On a lark I snagged the expansion and loaded the game.
Since then I've been hooked and it's dominated my December game time, more so than any other game except The Division. The cash shop is not annoying me like I remember when it first came out...the prices aren't spectacular, but they are more affordable on average...$40 in coins gives you enough to snag the key items and vanity crap you will no doubt want to decorate your PCs with. It's still not perfect, but the game also was overhauled with a faster, more story-focused leveling experience which has so far proven much smoother and more entertaining for the casual MMOer like me. People are bitching about this change online, I noticed.....but my guess is Bioware needs people who are playing the game and spending money, not end-gaming it and no spending money? I don't know.....but I do know I am currently quite obsessed with this game, and I honestly did not expect that I'd end the year stating that SWTOR is my darling MMORPG right now.
Verdict: I feel a strong desire to actually experience all of the story content in this game and can only assume EA and Bioware have found some form of mind control to hook me on the game. That or I'm just enjoying how even trivial quests are made entertaining with Bioware's live actors and cutscenes.
The Crew (Complete Edition)
I feel an obligation to include this game on the list, because it is absolutely an MMO and maybe even an RPG, due to the fact that you follow storylines in the game. When this first came out I was less than impressed, but several expansions later and The Crew is a pretty fulfilling and interesting experience, with some decent (but not perfect) car physics. You are totally playing online with other humans, but it is fairly easy to ignore them if you want, for most things anyway. That said.....unlike Horizon 3, where you have to choose to go online, The Crew is always online all the time. I've been enjoying touring it's rendition of the United States, which is a world filled with aggressive drivers attempting to perform ever more outrageous stunts and races with increasingly tricked out cars in various locales. The new expansion adds cops and chases in to the mix, making the overall experience feel pretty rounded.
Verdict: I'd like to play this to the "end," whatever that is for a car game but suspect Horizon 3 will beat it up and take it's stuff as that game steamrolls out more compelling content.
World of Warcraft: Legion
Legion is definitely a return to form for World of Warcraft, and I jumped back in entirely because my nostalgic love for this game was rekindled by the Warcraft movie earlier this year. I had left off somewhere in the middle of Warlords of Draenor on my alliance warrior, and enjoyed playing through WoD which I really think was a better expansion now than I previously gave it credit for. The Legion expansion is interesting....but it's the "newest" which means that once you hit the new content the leveling process slows down and the game's flaws (such as agonizingly painful quest lines, horrendous environment designs, generally dated graphics even after the recent attempts at improvement) start to stand out. Maintaing your garrison is fun, though....but I have to say, I am not sure I like the weird turn of events in Legion all that much....the weird pseudo-Norse stuff, the superhero feel with artifact level weapons and all that are just not really proving all that fun for me (yet, I's still persevering). My main gripe though is that as I play my horde warrior through Pandaria content to get to the good stuff in WoD, I am learning to REALLY HATE PANDARENS...and Pandaria...it's just so gimmicky and trite for the horde storyline so far, and the increased leveling pace makes it such a fragmented experience that I am basically just trying to find the will to level my orc warrior to get her the hell out of there as fast as possible.
Verdict: I wish Blizzard would cough up news of a WoW 2, one which looks and feels more like the movie. Leave the original WoW as a legacy title for gamers with older rigs.....we need something genuinely new for Warcraft's future, please! For now I will probably find myself leveling my one warrior to the level cap slowly and surely while enjoying the lower level content I find more palatable...and exploring more of WoD's territory, which I think is the best since BC.
Off the Radar
I have a few games I used to love which have all but dropped off the radar. These include:
Rift: despite releasing new content this year, I never did recover from when Rift went F2P; the cash shop is too messy and expensive, and the design decisions from level 50 content onward were just no fun, with a questing approach that worked great before the F2P experience but leads to a fragmented inability for casual MMOers to figue out what the hell is going on, where to go, or why to care. Rift still remains a great experience from level 1-50, approximately, with diminishing returns beyond that point. Verdict: I am done with it.
Guild Wars 2: I gave up on this game. Much like Rift I have no idea what the hell is going on, or why it took me so long to level up back when I was invested in the game. Leveling up seems much faster now, but the purpose of one's existence in the game is constantly called in to question due to a questing structure that seemed innovative back in the day proving to be boring and pointless now. It's basically a problem I describe as "invisible progress," in which the cycling of recurring events/themes doesn't give you much direction on where to go.....if you can adjust to the "fill the hearts" thematic of GW2's exploration process, and you can accept the almost (to me) incomprehensible math behind how damage in combat works, then GW2 is probably a better game for you than it is for me. Verdict: I am keeping it installed for now, but I think not for much longer. A damned shame.....I love the original GW, and so wanted this one to be a major innovator going forward.....so my frustration at not being able to grokk it is very annoying.
DC Universe Online and Marvel Heroes 2016: The DC Heroes MMORPG and the Marvel Heroes 2016 action RPG both are fun experiences, but from very different angles. I spent a bit of time in both, and came away from the experience realizing that the best moments I experienced in both games paled in comparison to taking 2 hours to watch the latest movie or read some comics. Verdict: Deleted and moved on. I do want to thank Marvel Heroes for letting me run around as Moon Knight, though....if only you were a real game, and not a Diablo knock-off, the most ill-suited design choice for Marvel characters imaginable. And as for DC Universe.....it helped clarify just how inappropriate the MMORPG classic format is when applied to a comic book superhero universe.
*The reason I make this distinction is because of an experience I had (often) best summarized by this story: sometime around mid 2008 I was gaming in WoW with my wife and her active guild when I was treated to a fascinating conversation explaining why I was a casual gamer because I could not devote more than 30 hours a week to the game. When I pointed out that that would mean I would have to devote a minimum of 4-5 hours per night, seven nights a week to meet the minimum, I was met with a sea of "yep, absolutely" type responses from the guild, who had no problem with this concept. I took a long break from WoW after that.
Monday, November 17, 2014
Warlords of Draenor - early impressions
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What I tried playing this weekend |
That's not to say Warlords of Draenor isn't worth checking out. Rather, I'd suggest that if you are not burned out on WoW (or the concept of it) then WoD is worth your time. But if you might be on the fence, here are a few things to consider:
1. The graphic overhaul on the characters is incredibly nice and about six years overdue. This would have looked impressive in 2008 (for an MMO). The cartoony look and exaggerated environments remain, however. It's a WoW style, but if you're tired of it this is not the expansion to make it go away.
2. The talent/ability mechanics in WoW got a serious overhaul. They are now so simple and free of any real decision making that I am finding it hard to not wax nostalgic about the good old days, when I used to think WoW was ridiculously simplistic with its three unique talent trees with their own branching progression paths. I miss the odd stuff too, like weapon training, feeding your pet to improve its mood (for hunters) and other flavor elements that have been utterly purged from the game.
3. The fights just feel stale and there's no drama: you're either gonna clobber your foe (99% of the time) or you know you need an extra buddy or a couple more levels. Whatever skill used to be involved....it's gone now. Example: my son can play the game and manage to both stay alive and level somehow. He is not quite 3 years old, and his priorities include swimming wherever he can take his character, hiding in odd places and smashing spiders (not big spiders; tiny imaginary ones in bushes and on walls0....and he's somehow able to stay alive and advance.**
I think playing too much Elder Scrolls Online has screwed up my ability to enjoy older classic-style target and click MMO mechanics...especially the WoW style of this genre.
4. The new storyline is dropped on you without enough preamble (in my opinion). Not least of which is why current-era game world is being invaded by the orcs of pre-Outland era Draenor from 35 years earlier. It is possible that I did not play some raid/group endgame content I should know about, but that said, this seems like an important detail that bears explanation. Also note that it's not the time travel issue that concerns me....WoW already has had time travel events (Caves of Time). Rather, it's the lack of any sort of explanation....even somebody like Khadgar telling me, "This is very weird and we need to find out why this is happening" would be nice. Maybe he says it later on....I only got about as far as building the fort when I developed this gnawing feeling that I'd rather jam hot pokers into my eyes than play anymore.
5. Although this expansion pumps a lot into trying to make it all feel very serious (in a summer action blockbuster sort of way) which is appreciated after the shoddy joke so much of the revised world post-Cataclysm turned in to....it's still got that sort of super-cartoony "Saturday Morning Cartoon Logic" thing going for much of the storytelling. Again....I think I've maybe been too spoiled by other MMOs that actually took themselves seriously (cough Elder Scrolls cough). The idea of going back to wasting time on a game that perceives itself as a joke narrative with moments of semi-seriousness is hard to conceive of.
Anyway....I'll play for a few weeks until my sub runs out, see how much time I can spend leveling up and exploring it before interest wanes. Or maybe I'll just keep playing Elder Scrolls Online, which after it's fifth update is shaping up to be a very tight game. Speaking of which, I was really surprised to see that Elder Scrolls' weekend population did not dip perceptibly despite the WoD release this week. (Yeah, yeah....I actually played more ESO this weekend than WoW. Says a lot about how much WoD grabbed me.)
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What I actually played this weekend |
*According to some of my old WoW cohorts (around BC era) I was a "casual" since I played less than 30 hours per week. Dumbasses.
**There's a whole different article worth exploring that points out which games have control schemes or operate in such easily-grasped/identified conceptual space that a three year old can play. The game my son is "good" at as he approaches age 3 are really interesting.....and WoW is one of them (fyi Sunset Overdrive is another). Yes, at the rate he's going his Tauren will be level 5 by the time he turns 5, too....but it's letting him learn how to maneuver with a mouse, which is really interesting seeing him learn to do.
Thursday, January 9, 2014
State of the MMO Nation
2013 was a weak year for MMOs in my household. My wife, who plays MMOs almost exclusively, began to migrate to other titles with her online gang such as Borderlands 2, Saint's Row III and IV and even League of Legends. I played a few on and off....here's a recap:
Defiance
For me the highlight of 2013 was Defiance, which despite being a game you'd think I would love (open-world third-person SF themed shooter with MMO design) I didn't play nearly enough of. The fact that Trion Worlds seems to have forgotten about it (only one of the five promised expansion packs was released in 2013, a bad sign if I ever saw one) doesn't help. I will continue to play Defiance at my usual measured pace, but suggest to future developers working on shooter/MMO hybrids that they consider carefully what the audience of both games might expect out of such a merger. Defiance could use something....I'm not sure what, entirely, but something....more diversity in explorable areas, maybe, and a better hub setup for people who just want to jump into the action? I will defer to Warframe as an excellent way of handling a multiplayer shooter experience online. Defiance, with it's MMO trappings, is still a different beast, though. I expect it to hang on until Destiny arrives and squashes the competition like a tiny bug.
Status for 2014: I will continue to play it casually and hope we see some of the promised future content.
Rift
2013 was the year Rift went free to play, and in doing so it changed the core feel of the game from the comfortable subscription model I enjoyed to a typical overpriced freemium model which I have now abandoned. Despite getting an enormous number of in game credits for my lengthy subscription time I was disenchanted with the way they structured the game and how they priced the "subscription equivalent" option to continue to get leveling perks (there was no longer a discount for buying in volume, basically). Moreover, after buying all sorts of cool looking armor with my given points I realized I had once again made a serious error in my play style: I now had blinged out characters who had done nothing in-game to earn the gear. For someone like myself who plays for the story and experience this is an unforgivable tresspass.
Of second note is the Storm Legion expansion content, which suffered greatly for casuals like myself who found the story hard to follow, the quests insanely grindy, and the overall experience just plain tedious. The magic of Storm Legion shortly after launch did not stick, unfortunately.
Status for 2014: Rift is now on hiatus until further notice. I have even deleted it from my computer. I may return if the itch grabs me. This is a real shame as I loved this game a great deal pre-F2P.
Guild Wars 2
I have hardly played this one at all, and I don't know why. For reasons I can't explain at all GW2 did not grab me as consistently as I expected, or as it honestly should; non-MMO open world titles sort of stole the show in 2013 for me, so games like Sleeping Dogs and Saint's Row III dominated my time, and as a side effect structured and ironically "less involved" worlds offered by MMOs like GW2 were simply less intriguing as a result. For a sharply contrasting example on GW2 see here, though.
Status for 2014: I will continue to periodically fire it up and see if I can get motivated. Meanwhile I will continue to be enamored by much more interesting open-exploration titles like GTA V. Saint's Row IV and Skyrim. One approach I am going to take is to follow Zubion's advice on how to hit GW2 for an hour a day and still feel like you're making progress/doing something. Zubion seriously loves GW2, and I'd love to be into this game in the same way.
World of Warcraft
I reloaded it late in November, finally purchased Mists of Pandaria (like two days before it went on sale) and enjoyed it immensely for about a week before experiencing severe WoW fatigue again. I really want to have some characters ready to go at level cap for the forthcoming Warlords of Draenor, which on the surface appears to get WoW back to its roots somewhat while finally offering a graphical overhaul to the geriatric character models of the original races. But....I just can't muster enough interest to devote the time. It is a "been there, done that, can't stomach doing it for hundreds of hours again" problem. Sorry WoW.
Status for 2014: we'll see if Warlords of Draenor motivates me to slog through the game to get ready. I....think this may be the end of my relationship with WoW, however.
Neverwinter Online
Something about the whole Neverwinter experience is just off. It's got some fun gameplay, but the game keeps you on such a tight rail that the freedom of choice in character design it offers is purely illusion, the characters will all suffer from the same narrow pool of gear choices in terms of looks unless you pony up to the store, and Perfect World's method of handling freemium means you'll have to navigate a treacherous web of purchasing confusion on numerous levels. I am very done with Perfect World managed games, and even though I enjoy the gameplay....they're just too greedy for my tastes.
Status for 2014: I may try it again if they magically manage to add several more classes into the game.
Dungeons & Dragons Online
My burnout on DDO know know limits. The ability to reach the high level content where all their new expansion modules can be found is an onerous and soul wrenching task for one such as myself. I have given up on DDO entirely, the grind was just too much.
DC Universe Online
The surprise end-of-year discovery was DC Universe Online. I recall playing this a bit shortly after it went F2P and my wife and I were more into Champions then so we ignored it. When I got the PS4 I noticed DCUO was available on it, so I downloaded it. This game was meant to be played with a controller, for one thing. It's got very smooth, fluid and fun gameplay. My recent resurgence of interest in DC Comics has helped keep me interested in DCUO as well. I bought the expansion packs on sale over the holidays and have been enjoying leveling up my small gang of oddball characters, including Doc Futurity, Doctor Tachyon, Bowman Thirteen, Ladybot Moxietron and the Smouldering Demon.
Status for 2014: I expect to play a lot of DCUO as a place holder until Elder Scrolls Online arrives.
That's it for the 2013 wrap-up on MMOs and the projection for 2014....see you in the game!
Monday, January 28, 2013
MMOnday: The Grind Problem

It's been a few weeks since I talked MMOs, but since I need something for Monday...why not!
In the world of MMO land I've found a nebulous stand-off in my personal interest between Rift and ...of all things!... World of Warcraft. I recently fell back off the wagon, caving in and buying my wife a collector's edition copy of Mists of Pandaria and resubbing for a month myself. I didn't snag MoP for my account....I left my human warrior at level 82 and my horde warrior at 83, with the former stuck in the fishbowl world of Vasj'ir and the latter at the tail end of Mount Hyjal's never-ending quest chain. I'd love to see what an actual 3D topographical map of Azeroth looks like now....it must be rather ominously deep and tall in two distinct regions.
That said, I've apparently been playing Rift for so long that in a weird turnabout, WoW actually feels a bit "weird" to me. It also hammers home the subtle but persistent change in play style and feel over time in WoW, something made sharp in contrast with Rift, which for all its innovations still rests squarely in an older style of play....an older, slightly more brutal style which demands just a bit more of its players. Even when Rift shifts toward more "friendly" mechanics (or lack thereof) it still maintains a slightly more dangerous, sometimes grindy approach to play, something WoW only really embraces at the endgame level now.
When (probably a certainty) I do get Mists of Pandaria, it may be with the intent of powering through the newer game content once all of the grindy elements have been lifted by Blizzard in the wake of a new expansion. I've noticed that its with an absolute certainty that Blizzard will revamp the leveling pace of the previous expansion to accomodate getting people more quickly to the next new thing on the horizon. A person like me, who hates grinding and maximizes rest state health, finds it almost punishing to buy into a new expansion on day one, where the leveling process becomes a tedious lesson in slogging through what should be fun content, but instead is tainted by the need to pad it as much as possible. The irony of this padding process to slow players is it never, ever seems to work. There's always that French guy and his guild doing it in 24 hours, or my wife, who usually does it in one week (and even with a child to slow her down probably pulls it off in two).
Rift's Storm Legion expansion has the same problem, but lacks a certainty that Trion will, like Blizzard, eventually make the leveling process quicker. They actually did something akin to this prior to Storm Legion's release: they ramped up world events and instant adventures tied to the Storm Legion invasion, which in turn provided insane levels of XP, allowing for a fairly quick progression for most through level 30 at least.....probably beyond, although by then it was too mind numbing for me to want to keep up with. It's a tough issue for MMOs, where they can have plenty of great content that's fun and interesting, but is subsequently ruined by its own level and pacing mechanics.
I experienced a level of frustration of an entirely different sort in Champions Online Sunday morning as well. First, something I knew was a bad idea and still tried to attempt due to the eagerness of my wife to get me involved: a run through the Serpent Lantern Adventure Packs. My highest level character in Champions is 15th, because my experience with Champions is broad (12 characters) but shallow (all level 10-15ish). Champions is a lot of fun for me, but after a point it's combat mechanics and style start to feel weirdly button-mashing. There's a strategy and approach to it, I am aware....but the jargon and style of the game turns me off, becoming an impenetrable wash of gobbledigook mixed with quests that contain some of the most insultingly (albeit amusingly) retarded nonsense you'll ever see in an MMO.
Ummm....anyway, so the point was this:
1. Don't try to run an instance with a 14 month old in the house, especially one who's primary fascination right now is with Taking Things From Dad.
2. Don't try to run Serpent's Lantern unless you're unemployed and have no life. We were three hours in, I was getting ready to fake a D/C and tell my wife my computer had croaked...anything!...to get out of this endless grindy attack on a jungle base run by the incrdibly inept and near-sighted Venom organization when one of her guildies informed me that we were at the half way mark and maybe we should call it, restart again next week. "Restart?" one of the other players who, like me, may have been unwittingly suckered into this experience asked. "We can't pick up where we left off? How much is left?" We were just at the halfway mark, he was informed....and nope, the instance resets itself. No progress on this one.
Egads!
So I'm feeling a bit annoyed with Champions right now. Such a lovely character generator attached to such a weird and awkward game engine. Still, I've enjoyed it more than poor dead City of Heroes.
But back to Rift and WoW! I've been enjoying my return to WoW, but who knows for how long. It seems like they've cleaned up the graphics a bit more recently. Still ass-ugly an cartoony, but at least now it looks like an ugly ass in hi-def 1080p. Playing WoW made me realize just how much Blizzard keeps the older content on "speed run" mode, to both get players up in level as quickly as they can, and also I imagine to cater to the endless wave of slow casuals like myself who spend 95% of their play experience below level cap.
It has made me appreciate Rift (pre level 50 Rift, anyway) all the more. It has also made me wish Rift didn't employ the same grindy slow-pacing level process in its expansion. Here's some advice I learned, though: if you are in Storm Legion, avoid Pelladane unless grouping is your thing. Cape Jules is much friendlier to the solo player, I discovered.
Meanwhile, The Secret World languishes in its own darkness, a game with fascinating levels of content that do not belong in an MMO shell, thus delegating it to the backburner once more. Likewise with Guild Wars 2, which for all of its innovation and impressive graphics still feels to me like a game about running around and filling up hearts on maps.
Anyway.....more later....
Friday, December 28, 2012
2012 RoC MMO Year in Review
Green Armadillo at Player vs. Developer did a sort of cost-analysis/overview of his 2012 MMO expenditures and time, and I thought it would be fun to do something similar, with more of a focus on my "year of MMOs" and what they amounted to (if anything). So, here goes...

Star Wars: The Old Republic
TOR may have come out in December 2011, but I didn't get my copy until late January. My wife played this game continually for close to a year, but it seems that her interest (and that of her highly dedicated RP guild) waned dramatically after the game went F2P, at least partially due to the over monetization of the game going forward (paying for content previously announced as free, for example, and the souring of the community due to the flood of F2P gamers who are sight-seers and gawkers, and presumably not very RP-friendly).
For my own purposes, TOR has a great single player experience wrapped in a world of MMO suck. It has padded regions (Coruscant, for example) that drag on and on, and feel very tedious and grindy to someone like me who approaches this game less as a new Star Wars MMO and more as the KOTOR 3 single player experience we really wanted. Still, the free to play option opened it back up to me, and I find that being able to jump in and play occasionally is making the game more accessible and fun, now that I don't have to worry about a monthly fee. If Bioware/EA could just realize that a person like me would prefer to pay for a couple extra character slots and not have to subscribe, then we'd all be a bit happier.
Conclusion: SWTOR moving F2P was a smart move for certain types of players, but the game still has problems. That said, it's a casual friendly MMO if you can avoid falling asleep during the long slog through boring padded areas like Coruscant.
Tera
Tera was billed for its action MMO combat and its unique revision to an otherwise very Korean style setting. The game was pretty compelling, initially....but some odd hiccups left me cold in the end. A major problem was its early billing snafus; I signed up for six months on a deal when it first came out, but after four weeks I realized this wasn't a game I was going to care for in six months, so I tried to cancel the subscription. Surprise....they didn't provide for a way to cancel! I did get my money back, and in a twist of irony that changed my opinion of the matter from "they are sleazy con artists" to "they or their billing service are merely incompetent" I still got my six months of play time. Which I barely used until the tail end, in a bid to revisit and see if my feelings had changed. They did not.
Conclusion: Tera is a weird action MMO that is fun to play but it has some unfortunately disturbing undertones, a bit too much of the Korean Cutesy for my tastes, an excess of BDSM inspired armor and for all it does offer it just doesn't seem to feel as satisfying as other, better games out there (among which I would include Rift, GW2 and TOR). And their crappy billing issues soured me from ever letting En Masse have credit card or paypal info again, period.
Guild Wars 2
Guild Wars 2 was heavily anticipated and I was ready for it on its first week or so of release. It's timing was atrocious, however (for me, at least), as I had gotten sucked into Rift and so found my precious game time seriously divided. GW2 is a fantastic game, but thanks to its Buy-to-Play model I have been able to safely play it just a bit, and othewrwise set it aside for now while I concentrate on the two other games worthy of my attention.
Conclusion: all MMOs should look at GW2 in the future, for both the payment model and for ideas on how to innovate. Not too closely...a future full of GW2 clones would be sad.

World of Warcraft
Blizzard sent me a 10 day "please come back" trial to Mists of Pandaria. I logged on, tried a pandaren monk, then jumped to the original Kalitherios who was still stuck in that god awful fhsibowl undersea region, was reminded why I left WoW during Catalyclysm and deleted the game, again.
Conclusion: WoW is getting very long in the tooth, and the only way to appreciate it these days is to be stuck with a low end PC, or otherwise avoid other games entirely.

Dungeons & Dragons Online
I was a HUGE proponent for DDO when it went F2P, and it was the first F2P game I also decided to invest in. I rationalized that if I spent $15 a month for a year, I'd have spent $180 in that time, and if I spent that (or less) on in-game purchases over time, then I'd be ahead.
In the end, I spent more than that (and in fact bought about $50 of turbine points plus the expansion pack at half off on a Steam sale this year) but I also played it heavily for more than two years, and only in the last year did I lag badly. DDO has a huge disadvantage over other MMOs, that outweighs (for me) it's advantages: it has a major grind component, and it's XP is (except for slayer/explorer missions) tethered to mission completion. You can spend a long time leveling in this game if you play in the way I do, which is slowly, mostly solo, and with a methodical pace in mind. I have friends who can blast through this game from level 1 to 20 in weeks. I envy them, because they have a system. The system necessary to earn XP at the fastest rate in DDO is beyond my time frame or network of friends, unfortunately.
Conclusion: DDO is still great, but my love for it has been replaced by Rift. Still, I like to revisit on occasion, even if I've given up hope of ever getting to max level.
The Secret World
The Secret World is everything I want in an MMORPG with a modern horror theme, short of it being a single player experience. It has immersive, thoughtful storylines (with key stories fully voiced), a mature theme that's not just "adult" (although it delves in that direction occasionally, too) and a smart world that really meshes well with the modern urban horror/fantasy trend in fiction these days. However, it was subscription based for a while, and so like GW2 it was something I didn't feel I had time for with my Rift obsession.
Now, of course, that has all changed and TSW moved to a Buy to Play model just like GW2. This was a very smart move, and it has revitalized my interest in the game....more so even than for GW2, because while GW2 is an innovative drwarf-and-elf free fantasy MMO, TSW is a modern horror MMO that ditches the Tolkienesque fantasy entirely.
Conclusion: I'll be playing a lot of TSW in the future and plan to focus my money on their planned future content.
Age of Conan
I've tried to get back into AoC a couple times. Unfortunately their cash shop was pricey, the play mechanics felt clunky if you stayed away too long, and the game can't survive its main crippling issue (one that TSW fixed) which was that 90% of its primo A game content was front-loaded in the first 20 or so levels, and everything after that right up to level 80 suffered from a "rushed to finish" conclusion. I recently tried it--again--in the wake of some changes that opened up previously gated instances to F2Pers and I was shocked at how empty the game was (okay not really) and how it just doesn't hold up to today's crop of games.
Conclusion: AoC is a game I want to play, badly. Just not the one that actually exists.
Champions Online
When this went F2P two years ago I was in on day one, took advantage of their first two weeks of excellent discounts, and basically absorbed this game (as did my wife). Then we burned out as the game dragged along; the momentum could not be sustained by the title itself, which still needed more...sometuing...to make it better.
Perfect World Entertainment came along and snapped Cryptic up. At first this was bad; a merge of accounts between Cryptic and PW made accessing their games problematic for a while, enough so I gave up on trying. Eventually they got their act together, and by the time I got back in Champions Online was sporting all sorts of impressive new features. It now remains, like DDO, a game I like to keep installed even if i only jump in once every couple of months or so. Unfortunately it's not really that exciting to play (for me) anymore, and I hate the crafting/equipment mechanics of the game with a passion, but the character generator is bar none the best there is (now that CoX is dead).
Conclusion: it's worth vacationing in Champions every now and then, and Perfect World made Cryptic respectable again...a miracle!
Rift
Rift snuck in toward the start of the year and snagged me first with its Lite F2P through level 20 and then with its mixture of interesting story content and compelling mix of traditional and innovative gameplay. It is officially the first game since 2005 when WoW and the original Guild Wars sucked me in to grab and keep me for the long haul. The core game is so good I continue to mainly play it while I occasionally log onto my level 50 guardian warrior and explore the new Storm Legion content at an excessively leisurely pace.
Anyway, I don't need to blab on about how great Rift is, as I've done that a lot already this year. Suffice to say it's my top dog in the kennel right now.
Conclusion: I bought a one year sub along with Storm Legion. That's about as dedicated as it gets for me in the world of MMOs.
Next Year
I'm looking forward to Elder Scrolls Online. I think some new titles like Firefall and Wildstar may be dark horses ready to sweep in and change everything up. I suspect more publishers will eyeball the B2P model just as much as the F2P model, and if industry analysts like Michael Pachter are right we may see a decline in the number of MMOs being pumped out as publishers grow wary of entering a saturated market.
Labels:
age of conan,
champions online,
Dragons,
Dungeons,
guild wars 2,
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storm legion,
tera,
the old republic,
The Secret World,
World of Warcraft
Wednesday, November 9, 2011
Putting the Mythos into Azeroth
Kidding!
Once in a while I stumble on a lore related blog or article about the World of Warcraft. WoW is something I have more or less successfully quit, although it is the Key Source of Entertainment for my wife, so it remains an ever-present specter in my gaming environment. I logged hundreds of hours on WoW from all the way back in February 2005, so I remember when it took months and months to get to level 60 (unlike today, where you can slam out a level 85 in a few weeks if you're sufficiently dedicated).
With Cataclysm, as cool as many of its features and revisions were, I lost steam and couldn't continue. Part of my problem is that I simply lack the dedication necessary to see all the end-game content, instances, raids, gear and such. Another part is that I am too easily sucked away to enjoy more conventional computer games which cater specifically to me with elaborate story arcs and structures, fully-voiced acting and staggeringly good graphics. I love it when a game panders to me!
Anyway, this article is apparently written by one of the more famous lore gurus for WoW out there. It's a great, weird tinfoil hat review of the mythosesque elements of the bizarre and seemingly nonsensical mythology of the game, and a demonstration of how well it seems to correlate to the actual Lovecraftian Cthulhu Mythos on which much of it is clearly inspired. It's fun reading, and demonstrates pretty much how anything....even a world filled with butt-slapping gnomes, shamanistic space goats and drunken kung fu pandas...can seem cooler when you inject it with a hypodermic syringe full of Mythos Madness!
It's impressive because its fun to read a serious effort at this sort of interpretation; all of the mythosesque stuff I've seen in WoW before I had largely assumed to have been wedded in sometime around the Burning Crusade era by the developers as they cast about for story/plot/villain ideas and someone got inspired after an all-night bender while reading Lovecraft (which makes sense to me, because on the surface at least WoW's cosmology seems to be a startling hodge-podge of ideas, which meshes well with the fact that over the last two decades the game world's designers, writers and developers have changed up, a lot, going all the way back to "Orcs & Humans" on up to the present 8,000 Lb. Gorilla in the House).
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Cthulhuphant, from League of Legends by the Ctrl-Alt-Del guy! |
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