Showing posts with label champions online. Show all posts
Showing posts with label champions online. Show all posts

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.




Saturday, January 7, 2012

The Free To Play Conundrum



I just received an ad email letting me know that Star Trek Online had gone free to play and that it would very much like to see me come on back. In recent months I have received the same ads for many other games including Age of Conan, Fallen Earth, Everquest I and II, DC Universe Online, the Aion announcement that it will soon go F2P and many more. I kicked off last year with Chapions Online going F2P and pretty much spent most of February 2011 playing the hell out of that game (which I'd love to get back to some day but all these single player experiences kept clogging the pipes last year in my mad and futile dash to play All The Games before Marcus was born).

Anyway, when I received the notice about STO's F2P announcement (gotta love the truncated terminology of the MMO experience) I realized that in the long term, F2P has got to have a saturation point, one at which the value of a F2P game, no matter how cool and AAA a title it might be, is going to bump into the problem that it's only likely source of meaningful income is the dedicated and foolish consumer with money to burn on highly transient ephemera.

Now, one could argue that all gamers by definition are consumers of highly transient ephemera (at least in the realm of computer games) and that spending cash on a F2P game is no different than chucking $15/month on a pay to play experience like WoW, Rift or Star Wars: The Old Republic (are there any other P2P games left other than those three, anyway?) However, the truth is that in the end, ownership is a powerful tool, and I am really interested in seeing how the concept of ownership plays out in the F2P market.

To compare my own experiences: I played WoW from around February 2005 and subscribed for about 16 months straight before taking my first prolongued WoW break, after which my subscription pattern boiled down to, "subscribe for a few months after each new expansion arrives, or until the sight of Stormwind or Orgrimmar causes physical pain." Although I subscribed to and played many other MMOs after this point (noting that my acquisition of WoW was preceded immediately by my defection from Mac to a real PC that could actually play games), few held me for more than three months before I felt sated for the content offered. Ultimately I lacked the OCD or addictive personality necessary to stay with an MMO for the prolonged period it demanded. I have also found online social networks, another massively compelling feature of MMOs, to be lacking, so finding a big friendly guild was still not an incentive for me.



Okay, digressions aside, the first F2P game I dedicated myself to was Dungeons & Dragons Online (alias Eberron Unlimited). I was part of it when the game first released as a P2P model back in 2006, with a dearth of content, a grind singularly painful and an experience that was at once promising of a vastly more involved and complicated experience for an MMO type game while still being almost impenetrable to a single-player-hardcore, multiplayer-casual type gamer like me who enjoyed multiplayer elements mostly for the ambience and never for the actual pleasure of it all. Or in other words, I played DDO on and off with a great deal of frustration until early 2010 when I decided to give it another shot as a F2P experience, with a thought of "nothing ventured, nothing gained," about the matter.

Ultimately DDO grabbed me and held me thanks to some key improvements and changes in the gameplay experience that made it a fun package for the F2P player, and also made it more fun for the "single, with occasional rare group" style of gamer I was. It's still not perfect, and there are dungeons in DDO I can't hit without a group, which I always resent in this sort of game because, you know, if they want me and my "hardcore single player, casual multiplayer" ass to play the game then they might as well offer me some way to tackle that raid content that demands whole groups of live players (a "buy this dungeon in single player + bots" feature would earn my cash, for example). So DDO hasn't fixed that part entirely, but luckily a large chunk of the game is manageable for me.

Um....so anyway, with DDO free to play I realized that I could, if I wanted to, buy into the game, purchase its various scenario packs and expansions, character slots and so forth, and effectively "own" the whole of the game. I calculated out how much it would cost to buy everything I wanted, determined that if I played the game for ten months I would spend $150 in subscription costs anyway, so if I capped my spending at that amount, bought everything (timed for their sale events with 20% off discounts) and then got at least ten months' worth of game time out of it that I would basically come out ahead of the subscription model, all while effectively coming as close to ownership on a F2P online game as I could, at least until they turn the servers off one day far down the road.

As it turned out, this was a great idea: I have spent more than the $150 I originally alotted on DDO since then, but it was primarily upkeep (and for a short stint I was hooked on bonus XP potions) and occasional "gold seal" henchmen. I have purchased the additional races, classes and scenarios since released, which they admittedly keep up often enough to continue to get some money from me. Overall though the experience was such that I payed the equivalent of maybe 18 months' worth of subscription fees, but I garnered two+ years worth of play time out of DDO to date, and can continue to log in and and ejoy all of the game content I purchased into perpetuity without spending another dime (or again, the Heat Death of the Universe equivalent in the MMO-verse: server shut down--RIP Tabula Rasa).

I did the same thing (more or less) for Champions Online when it came out as F2P last year, with one caveat: I bought all the content I wanted within the first week it went F2P, and I did so with their super-deluxe one time sale. Champions Online offered a lot of superfluous content, as well; costumes and other cosmetics that frankly didn't interest me much, but nonetheless which I did buy particulars of, along with the remarkably cheap scenario packs and character builds (that are not so cheap if no sale is going on). In fact, it was a great deal then, but I never would have bothered if I hadn't caught the game on sale; since then, the core prices have been fairly fixed (I may have missed some holiday sales, though) and as a result, have been a huge deterrent, especially since unlike DDO I haven't gotten more than a few months' worth of play time out of Champions Online; my staying power hasn't been as great, and it's not as competitive for my time as the many other games I had been playing last year.

So then Age of Conan and many others all flooded through the gates of the F2P circus this year. Age of Conan was especially disappointing, as the prices set for items in the store demonstrated that Funcom didn't actually want you to buy their stuff (or at least, they didn't want people who value their hard earned money and have common sense to buy it), such that it was clear that subscribing was still a better way to play. On top of that they massively overpriced the new expansion content. I love Howard's Conan, but I don't love Age of Conan enough to spend hundreds of dollars on a game that I know has issues after level 22. Maybe if I knew all that money would go to actually finishing the voice overs and later dearth of content in the game (between levels 50-75 or so), I might consider it; but Age of Conan, like DDO, needs a lot more polish. I know Turbine got its act together and turned DDO into a good game, but I really don't trust Funcom to do the same.

So now, today, I see a sea of F2P games, and realize that while I might at some point download all of them on my PC, probably none of them are going to get my money, unless I find something absolutely, unbelievably compelling about the way they handle the F2P experience such that I feel compelled to give them my money (and get a good return). None of the F2P games out there now seem to be in the least bit concerned about the idea that F2P players like me will give them money for unlocked content if they make the return worth my while; they are all seemingly obsessed with the idea that F2P players are a painful aberration, like giant pinatas that when beaten shower down cash, if you can just hit them hard enough. Games like Age of Conan clearly think that they can use F2P as a way of conning you into subbing, and if you don't sub, then they figure maybe they can get money out of you equivalent to a lifetime subscription, if they just truss it up enough in shiny lipstick and make their dollar to funpoint to product relations obscure enough to scare away the "math is terrifying" types. Uuuugh.

There's also a new problem for MMOs on the horizon that I predict will have a major impact: Bioware popped out Star Wars: The Old Republic at last and demonstrated that it is perfectly feasible to do an MMO with an elaborate multi-pathing storyline that is at once filled with emotion, difficult decisions, role playing, voice overs and not a goddamn Kill Ten Rats quest in sight (or at least, showed how you can actually integrate such quests into the general flow of things without ever making it obvious or annoying; never have I seen a game handle "grind quests" so smoothly and efficiently that you don't even realize you're doing them until they're done). SWTOR has set the bar very high for the next generation of MMOs, and I don't think I'll ever be able to stomach paying (or not paying) to play a game that at any point obviously has me collecting ten dead rat bodies.

(I really, really wish that Bioware had gotten ahold of the Conan property and made Age of Conan now.)

Okay, that was a lot of text to basically say, "I will continue to play DDO and Champions Online at my liesure because they beat the rest of you F2Pers to market and made me an offer I couldn't refuse; and I am subscribing to Star Wars: The Old Republic for the next year, so suck it, Funcom." When all MMOs are F2P, no MMO is free....but as a consumer, faced with a nigh infinite number of choices for hooking me with the free h'orderves then hitting me with a major bill for the entree, I choose instead to eat at home.

Basically I guess that is the moral of my raving coluimn for the day!