Showing posts with label Star Wars The Old republic. Show all posts
Showing posts with label Star Wars The Old republic. 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, April 16, 2012

MMO Monday Update




Just a brief update. Last time I took some time to talk (i.e. complain) about MMOs I was mostly happy to play a little WoW and that the kid seemed to enjoy sitting on my lap while I did so. That lasted about a weekend, as it turned out (playing WoW, that is; kid still loves watching whatever I play....he's also into grabbing the controller whenever its close enough). So I rapidly burned out. I just can't enjoy the game anymore, I have reached the point of no return, total saturation apparently. That, and I have conceded that while I like some of what Cataclysm brought to the table, in the end I really miss the game's feel, flavor, and amazingly enough slightly harder difficulty from the days of 2005. For some reason WoW feels dumbed down to an almost ridiculous level these days. If we were talking cooking, WOW is like an E-Z Bake Oven. (This may not be true for endgame content.....but I'm a ultra-slow leveler who likes the 1-84 process to actually be a fun challenge as well and not just a speedbump on my way to raiding. I hate raiding.)

I don't want my MMOs to be too hard, or too party-focused.....but I do want to feel like there's an effort at plot, pacing and just a smidgeon of system mastery. Blizzard has gradually stripped almost all of that out of WOW. And now I'm hearing ugly rumors from people that the beta for Mists of Pandaria is turning out to be a huge disappointment. As my wife put it, playing MoP only made her want to go play Guild Wars: Factions, instead. Not a ringing endorsement.

Aside from realizing my time with WoW is officially over (I even deleted it), I tried Champions again and found that Perfect World's attempt to merge accounts had made a mess of mine. Once I got it sorted out I found that they had apparently added Champions' version of a random dungeon finder, which was cool, but for some reason I found the game tedious and exhausting this time around. Moreover, I found the game itself continued to run processes in the background even after I'd closed it out. Steam says I played continuously for four days straight. I don't know if this is glitchy programming or something sneaky...and now that Champions is part of the Perfect World fold I'll believe either option (never loaded a PW game that didn't act weird). So I deleted it and moved on.



DDO was up next. I want to get back into DDO, but the tedium and grind is preventing me from caring. I could level up still more of my 20 characters to past level 10, or I could play one of my two existing level 10 or level 12 characters and see how many eons it takes to get to level 20 in time for the forthcoming highly nonsensical "Drow fuck up the prime material plane" plotlines in which only the heroes of Eberron can save the Forgotten Realms or something....I mean, it's the kind of lore blending that induces headaches in anyone who even remotely cares (I don't even care and it causes me a headache in the same way I hate poorly done what-if alternate history fiction). So when a game causes physical pain at the sight of a mere loading screen, time to move on. But I'm not deleting DDO yet. I want to play....I just want to feel like there's a chance I'll see some new content I can actually get to experience some day.



So anyway, I accidentally got into Rift and am now really, really hooked on that game. I also accidentally fired up Star Wars: The Old Republic again with the free game time being extended right now to lapsed players and am being reminded of how amazingly well done it is. I want to resub to SWTOR, just trying to balance my free time issue with it is the only issue.

Rift, however, is exactly what I needed at this time, it turns out, and I love the game's backstory and premise, featuring two philosophically opposed groups facing a common menace, but unable to reconcile their methods of dealing with that threat. I love the rift concept itself and how it works, I love the graphics, I love the amazingly flexible and not at all dumbed down soulshard system for class combinations and the fact that I can run two different fighters who don't even feel like the same class as a result. I also love the rogues, which are much more fun than any other rogues I've seen in fantasy MMOs (barring DDO's amazing rogues, but, well....D&D rogues, of course they'll be fun!)

So anyway, my Tuesday news isn't really much more than: guess I'll be taking a bit of a break from the single player games to focus on Rift and possibly SWTOR for a while. This ought hold me over until Guild Wars 2 arrives in June, at least!

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!