Tag Archives: gw2

How RMT broke EVE Online

I started playing EVE months ago, and with the complexity and depth of the game’s systems and setting, you’d think I’d be all over it. Weirdly, though, I’m not. I do enjoy EVE, and I’m still subbed to allow my characters to train their skills, but I very rarely actually play, and that’s because of a combination of two factors: offline skill training, and legitimised RMT.

A low-sec system in my Retribution

I’ve got a few posts brewing on RMT, F2P and related subjects, but the Cliff’s Notes version: I don’t actually have anything against microtransaction-funded gaming when it’s done right. The problem is that in the case of EVE Online, it removes the point of playing the game, at least for me.

I was first introduced to buying ISK, via PLEX, not long after I first subscribed. Naturally Kris mentored me through my introduction to EVE, and as someone with disposable income and less free time than he’d like, he’s the target market for in-game cash shops and RMT. As Dee once put it,

8. People who are time-rich-cash-poor can “afford” to spend in-game time grinding for benefits and bonuses. People who are time-poor-cash-rich don’t have this luxury.
9. People who are time-poor-cash-rich can “afford” to spend real-world dollars for benefits and bonuses. People who are time-rich-cash-poor don’t have this luxury.

Or, as Kris puts it, “I could spend hours and hours mining or running missions for forty million ISK an hour. Or I could spend half an hour’s worth of my pay and buy a PLEX worth half a billion ISK, and spend those hours doing something more fun than grinding for money”.

It’s hard to argue with that logic, if you’re cash-rich and time-poor, and there’s certainly nothing wrong with that.

So what do you do instead of grinding for money? Well, in most games you’d spend your time doing something satisfying – something that gives you a sense of progress. Unfortunately, you can’t spend time making progress in EVE, other than accruing resources or fighting other players. All your character skills are trained in realtime and nothing you do in-game affects them. Very little is gated by your corporate standings1, other than access to Jump Clones2, and everything you could buy with Loyalty Points3 you can buy on the market with ISK anyway. Of all the (PvE) things you can do in EVE, almost all of them are rendered pointless if you have the money to buy the ISK you need.

I’ve played other games with legitimised RMT – Guild Wars 2, for example, where you can buy gems with RL money and sell them on the Auction House for in-game gold. That didn’t break the game, because you couldn’t buy XP or reputation or Karma or any of the other “progress” mechanics in the game.

And I’ve played other games with offline skill training – Glitch, for example, where your skills trained in real time just like in EVE. That didn’t break Glitch, though, because you still had to play the game to accrue currants 4 and imagination and crafting materials and all the other resources in the game.

But that doesn’t work, in EVE. If I’ve broken the seal on buying ISK with real money, and there’s nothing I can do in-game to “skill up” my character, then there’s little left for me to do, and thus little reason for me to bother logging on. I’m not a PvPer, either by inclination or by ability, and anything I can do in PvE is rendered meaningless — if it weren’t for that offline skill training, I really would have no reason to remain subscribed. And sooner or later, the appeal of paying money to improve my characters in a game I have no incentive to pay is going to fade entirely.

Legitimate RMT? Fine by me. Offline skill training? Sure! Just not together in the same game, please.

My apologies for the six weeks (ugh) of radio silence. My work arrangements changed just after Christmas, and with a long commute and a busier week than I’ve been used to, I’ve had very little time or energy for personal projects. Hopefully things are back to normal now, or what passes for normal around these here parts…

  1. Factional reputations, basically.
  2. A means of getting from one side of the galaxy to the other very quickly instead of spending hours in transit
  3. A currency earned by doing corporate missions and spent on factional rewards.
  4. Currants-y. Get it? Glitch was full of puns like that. I miss it so.

Taming the jerk brigade

Trolls: Shadowrun, WoW and D&D Style

Trolling on the internet is nothing new; it’s long been a given that the internet is full of asshats. There’s a reason many people cite “Don’t Read The Comments” as Rule 1 of the internet. Online games are no strangers to this effect; sites like Fat, Ugly or Slutty are proof enough. We can’t police the entire internet, but we don’t have to put up with our communities becoming – or remaining – toxic wastelands full of bullies and trolls.

There’s a right way and a wrong way to go about this. One of the best examples of the wrong way is, I think, Blizzard’s moderation of the World of Warcraft communities. There are a couple of problems with their approach:

    Forum alts: You’ve always been able to use a level 1 throwaway alt for posting on the WoW forums, which diminishes any accountability and allows the trolling-inclined to be jerks to their heart’s content. Blizzard’s attempt in 2010 to enforce RealIDs on the forums was ill-thought-out, but requiring a consistent forum identity wouldn’t have been an unreasonable move and, I believe, would have cut down on the most obnoxious forum behaviour. Plenty of other game studios do it, and it works just fine.

    Speed of response: When you report harrassment, it takes Blizzard a long time to do anything about it. For example, Genowen at Untamed Hellcat recounts an incident where she was repeatedly harrassed by an entire guild, yet multiple tickets achieved nothing; it took two hours on the phone to Blizzard to see any action. Three days (or more) of harrassment while waiting for Blizzard to step in is simply unacceptable, and gives far too much power to the bullies.

    Lack of commitment: What do harrassers get, in WoW? A three-day ban if they’re really egregious? How often are people permabanned from the game for being asshats that make everyone consistently miserable? That’s right: pretty much never. Blizzard is too willing to forgive their customers for making other players — other customers — miserable.

So that’s the wrong way. What’s the right way?

Honestly, I think it just comes down to “being willing to put your foot down”. This responsibility is twofold, I think. In part, it’s the community’s job to enforce its own standards, which means more of us need to be willing to speak up and say “shut up, you’re being an asshat” when people are making the community toxic. And we need to do it on behalf of the people being victimised or harassed, not just in our own defenses when it happens to us. This is the spirit informing Navi’s Anti-Asshat Week, which I heard about via Stubborn at Sheep the Diamond, and enthusiastically endorse. LotRO’s a good example of this; it’s renowned for having a relatively pleasant community, because the community self-polices and good behaviour is rewarded while the jerks are generally shunned.

But it’s hard – it’s exhausting – to fight the jerks every day when you’re there to play and relax; doubly so if you’re one of the gaming minorities like women or gay gamers whose mere existence is used as hate speech. The ultimate responsibility lies with the game studio, IMO, because they’re the only ones who have the power to enforce actual punishment on people who aren’t swayed by whatever social pressure the community can impose.

I can think of a couple of cases of this done right in recent memory. ArenaNet attracted a lot of attention by banning the first wave of racist, homophobic bullies from Guild Wars 2 within a few days of the game’s release, back in August – and then they took to Reddit to explain why, with specifics when banned players challenged them. Their opening statement:

We want to clear up some of the confusion about GW2 name and behaviour suspensions. To keep Guild Wars 2 a pleasant place to be, we take action against racist names, hate speech and other unacceptable behaviour. We have suspended some accounts involved in the use of offensive character names or inappropriate chat. The number of account blocks is miniscule: less than .001 per cent of our total player base.

Of course, a number of commentators pointed out that ArenaNet had little incentive not to ban players, since their revenue model relies on box purchases rather than subscriptions — although this doesn’t address the issue of lost revenue from microtransactions the banned players might otherwise have made. Still, I have to admit that it warmed my heart to see bullies and trolls being dealt with sternly — and called out for their inappropriate behaviour when they complained. Pleasingly, some banned players even admitted they’d been in the wrong and apologised for being asshats — something I never expected to see, personally.

Red 5, the developers of Firefall, are another studio doing it right. The Firefall Beta Test Agreement includes the following clause:

6. You agree to be nice to everyone else playing the game. No foul language, no insults, no griefing, no cheating, etc. Red 5 Studios, Inc. retains the sole right to determine if you are being a jerk, and to take action on your account, which may include the loss of the characters, items, and any other virtual property within the game that is associated with your account. You may appeal this action through the informal process in clause 5.

I beamed when I read that for the first time. No shying away from the issue, no weasel words; instead we get a straight-up acknowledgement that being decent to other players is the required behaviour, not a statistical outlier. And I don’t think it’s a coincident that Firefall has a pretty decent player community, either. I haven’t heard anyone complaining of being banned, the incidence of general asshattery in zone chat is pretty low, and the forums are both lively and low on abuse. It doesn’t hurt that Firefall’s devs are actively engaged with the community, of course; they talk frequently with their player base, post frankly on the forums, and are happy to join in more casual and friendly discussions as well as the serious meaty developer posts. All of this adds up to an active and pleasant player community; people have little incentive to be toxic assholes to their fellow players, and it’s clearly stated that they’ll face heavy sanctions if they transgress.

I suspect it’s too late for games like WoW and communities like the XBox Live community so depressingly chronicled at Fat, Ugly or Slutty. The atmosphere may well be too entrenched to shift, short of massive (and massively unpopular) intervention on the part of the companies with the power, and those companies’ long-time silence and inaction has set a precedent they may not be able to break. But examples like GW2 and Firefall demonstrate that we don’t have to tolerate assholes in our part of the internet if we’re supported by game studios with the will to keep their games non-toxic and jerk-free. Here’s to ArenaNet and Red 5 and the other studios choosing to take a stand for their communities. Call it naive, but I dream of a day when level 1 forum alts and constant harassment are a cautionary tale from the past, not a reality thrust in the face of all too many of us who’d rather just game in peace.

The argument for addons

I was struck, when awaiting SWTOR’s launch last year, by the vitriolic debate for and against addons that raged within the fan community. Some fans — and I count myself among their number — were keen on addons; some hated the very thought of them.

Me, I love addons. I like the ability to tweak my interface to present me with the kind of information that’s important to what I’m doing. If I’m spending a few weeks grinding faction, I want to be able to see my faction standings onscreen without opening my character sheet. If I’m raiding, I want not just raid frames but easily-viewable buffs and debuffs and other important alerts. If I’m recruiting I want more social tools to hand. And I have a big monitor; I’d much rather keep that info onscreen instead of having to open up windows repeatedly to find it. I want to be able to put my action bars where I want them, and have different bars of different sizes depending on their function. I like being able to put all the elements where they suit me, style them how I like them, and hide the bits I don’t want.

For example, my WoW UI, Cataclysm-vintage:

My WoW UI, Cataclysm-vintage

Allowing players to move and resize interface components (in the style of LotRO, SWTOR, and RIFT) goes some way towards meeting the most basic needs of UI customisation, but it falls far short of allowing proper UI modding.

There are a number of reasons I like addons, both personally and on general principle:

1. Comfort

I don’t mind a single-player or multiplayer game with a locked-down UI because those games are generally limited experiences – you get in, you play, you log off. But MMOs are ‘home’ for so many of us – we log in to chat, to relax, and to socialise (and to do ‘chores’ like gathering consumables or doing dailies) as well as to actually play. The success of MMOs relies, in the long term, on players feeling ‘at home’ in their ingame environment, and UI comfort is a huge part of that. There’s a big difference between a hotel room and my own house, and uncustomisable UIs feel like the hotel rooms of the gaming world.

2. Accessibility

One of the reasons why I’m pro-addons is that they help solve accessibility issues. Not everyone is able to play with a stock UI, whether it’s vision impairments that mean you need elements bigger and more visible, hearing impairments that mean you need subtitles or onscreen warning instead of alert sounds, or physical impairments that mean you can’t move the mouse around easily while clicking so you need mouseover macros or click-to-cast addons — or some other issue. A robust addon engine means that, while devs aren’t off the hook in terms of addressing accessibility issues, players with uncommon needs or specific impairments have a much better chance of finding a solution that lets them play the game in comfort.

3. Customisation

We don’t expect everybody to play MMOs the same way or for the same reasons, and different playstyles need access to different controls and different information. It’s like buying clothing — “one size fits all” usually doesn’t fit anyone apart from those people who are within one standard deviation of the median. 1 The stock UI simply can’t be all things to all people, nor meet the needs of every facet of the (hopefully large) user base. Addons can help to make the game experience a lot more pleasant for people who fall outside the catered-to “norm”.

4. Reversion

Sometimes developers make choices that are simply ugly to your eyes, or leave you scratching your head wondering what they were thinking. (Personally, I think the unmodded original WoW UI was a simply terrible design that really doesn’t hold up to the huge screens of modern gaming computers, for instance.) Allowing addons that modify the interface means that hapless players can undo the dev choices that seem insane to them.

(Unsurprisingly, some devs are so attached to their precious interfaces that they cite the “user experience” as the reason they’re disallowing addons. Pal, if your interface design is so great, your players wouldn’t want addons to change it. Take the hint, yes?)

Customising the SWTOR UI

5. Inspiration

A vibrant addon-creating and -using community is effectively a volunteer workforce refining and playtesting the best (and worst) interface changes that addons can offer; the developers are then free to incorporate that sort of functionality into the game proper — which is good for everybody, as native features are almost always smoother and faster than those from third-party plugins. WoW has a long history of incorporating the most popular addon functionalities into the game itself, and I think other games miss out by not doing the same.

Countering the counterarguments

Unfortunately, all too many people have a kneejerk DO NOT WANT reaction to addons; to them, “addons” are synonymous with “elitist assholes who use DPS meters as a tool to put other people down”.

Certainly, every game community has its share of assholes, but despite the common arguments, addons don’t make the community toxic. Community size (plus its demographics and the basic asshole-amplifying nature of the internet) makes the community toxic. Gearscore, Recount and Omen didn’t make the WoW community a horrible place – 12 million players (and poor community policies and the proliferation of “level 1 forum alts” did that). Addons are just tools, and I can honestly say that my community experience in WoW, RIFT, TSW or LotRO (which all allow addons) was not any worse than my experience in SWTOR or GW2 (which do not).

The bottom line

What it boils down to for me is that having addons shouldn’t make life worse for the people who choose to play without them, but not having addons does make life worse for people who want (or need) to play with them. Provided I’m able to do my job in group play, and I’m not an asshole, it has no impact on anybody else whether or not I’m using addons.

Now, if you’ll excuse me, I’m off to download some addons for RIFT.

  1. And this article is, totally tangentially, an interesting look at why off-the-rack clothes fit so badly.

When copying is a good thing

It’s no secret that plenty of games in the MMO space borrow from each other, and from their community. Each new game is, in many ways, a response to the games that have come before — and, of course, many of us bemoan that fact, or deride new MMOs as WoW Clones, and so on.

And yet it’s not at all uncommon to play a new game, stumble across a feature, and think “oh, ffs, [Game X] did that so much better; this is so clunky!” Or, more often, stumble across the lack of a feature, and be frustrated that “bah, [Game X] managed to get this right three years ago, why isn’t everyone doing it?“.

It’s terribly unfair of us, of course, to criticise games on the one hand for being too similar, and yet to complain on the other when New Game Y is missing the convenience features we’re used to in Old Game X. But apparently it’s human nature, so here are a few off the top of my head:

  • Looting: DCUO gave us one-key AOE looting. RIFT, WoW and SWTOR now have AoE loot; TSW and GW2 have keybound loot. Other MMOs are still catching up, but few games have matched DCUO’s looting convenience. Every time I kill a mob in SWTOR or RIFT I lament again the lack of a loot key – TSW and GW2 have spoilt me.
  • Selling junk: RIFT has a “sell vendor junk” button on every vendor window. Why doesn’t every game do this? (In fact, why even have vendor junk?) GW2 followed suit. SWTOR comes close with your ability to send off a companion to sell your junk for you. WoW solved the problem with addons. Other games missed the boat.
  • Character customisation in game: SWG had a brilliant “image designer” system back in 2004, people. LotRO caught up with the release of Barbers in Book 12, early 2008. WoW matched them with barbershops in Wrath of the Lich King, late 2008. RIFT only brought in stylists a month or so ago, and SWTOR still doesn’t have them. TSW launched without it, but is implementing them shortly; GW2 lacks any kind of in-game character customisation and ArenaNet’s said nothing about it.
  • Crafting: It’s no secret that I have strong opinions about how games implement crafting systems, but however else you feel about it, SWTOR did one thing brilliantly right: crafting from the bank. RIFT wasn’t far behind in implementing that, and players everywhere loved it, yet GW2 launched without it (as did TSW, though that was probably an inevitable effect of its crafting system).
  • Group-finding tools: I’m not sure whether WoW was the first to implement such a feature, but despite criticism it revolutionised gameplay for many many players. There are those who don’t like group finders, but they make it much easier to find groups for the majority of players, and especially in games with low (or spread-out) populations, one could argue that they’re vital. And yet they don’t seem to be a priority for many games at launch, oddly, despite grouping woes being one of the single biggest turn-offs for player retention.
  • Customisable UIs: WoW obviously set the bar here with its addon system (although it wasn’t the first by a long shot), and other games followed suit. Even games without addons allowed players to move and resize stock UI elements for their own comfort. Some devs, on the other hand, seem to be very precious about their beloved UIs, refusing to allow players to customise their layout in any meaningful way (which is a bad move on accessibility grounds, if nothing else). BioWare, thankfully, wised up with SWTOR and implemented a system like LOTRO and RIFT; ArenaNet, on the other hand, are very resistant to letting players customise GW2’s (intrusive and unfriendly) interface. It’s certainly not winning them any friends in my neck of the woods, I can tell you.

I’ve probably got a whole bunch of these wrong, in terms of who first pioneered an innovation, but the key point is not “who did it first” but “why isn’t everybody doing it now?”. I understand that devs want to set their game apart, but eschewing features that make gameplay better, more convenient or more satisfying is really not the way to do that.

So, what have I missed? I’m sure there are plenty of other features that should be industry-standard by now — and aren’t.

The problem of (no) progression

I think GW2 has a serious flaw, and it’s one that I haven’t actually seen commentators discuss much. To wit: there’s not enough progression to keep one feeling satisfied during the levelling process.

The Swamp

It’s pretty well accepted that a feeling of progression is one of the strongest motivators for an MMO player; that satisfying “ding!” as you level up, gain a new ability point, or otherwise improve yourself. Many, many MMO players focus on the levelling experience and lose interest when they hit the level cap – or they roll another alt to do it all again.

When you start playing GW2 those dings come thick and fast. Every half-dozen kills you’re unlocking a new weapon ability, and there are plenty to unlock, from 28 unlockable weapon skills for the mesmer or thief right up to 64 for the elementalist. 1

Of course, that feeling of progression starts to slow down when you’ve unlocked all your weapon skills — but by then you’re well into unlocking slot skills, which open up at levels 5, 10 and 20 for your regular slot skills and level 30 for your elite skill.

By level 30, though, the future’s looking a bit less exciting. You’ve doubtless unlocked all your weapons by now. All your slot skills hotkeys are unlocked, and you’ve probably maxed out two of your five trait areas by now. And now there’s no more progression. No more cool abilities to come. Nothing new about your class – er, sorry, profession. You’ve seen it all; the gameplay you’re experiencing now is going to be the same for the next fifty levels. Call me hard to please, but level 30 seems a bit early to cap out on class mechanics.

Of course, there are still things left to do. There are more trait trees to spend points in. There are more skill points to earn, which you can spend on buying new slot skills. However, it’s my argument that these are fundamentally not very satisfying.

  • Traits are entirely passive modifications to existing abilities, so they do make you more powerful, but they don’t really affect how you play your character.
  • Buying new slot skills is diversification — horizontal progression. Any new slot skill you buy won’t be more powerful than what you already have, and it won’t be an addition to what you can do — it will, at best, be a replacement for one of your existing slot skills, which you might care to use in a different situation. (Provided you have the foresight to swap it in before you get into a fight, of course, otherwise it does you no good at all.)

To be fair, again, that last point isn’t strictly true; each class gets a Tier 2 elite skill which is probably more awesome than the Tier 1 elite skills. It’d want to be, as it costs 30 skill points and requires unlocking two Tier 1 elite skills at 10 points each. Either way, though, it’s just one last ding somewhere in between level 30 and level 80 (depending on how long it takes you to accrue the necessary skill points), and it’s still just a replacement for one of your Tier 1 elite skills — an alternative, not an addition.

The Swamp

And this lack of progression is compounded by the GW2 downlevelling mechanic, where one is always scaled downwards to meet the intended level of an area. Given the importance of dynamic events in GW2’s PvE world design, it’s certainly essential to stop high level players steamrolling lowbie events and making them meaningless for every other participant — however, there are other ways to do that 2 without making the player feel their progression is pointless. As Ashen said in the comments of a recent post at Blessing of Kings, “What’s the point of leveling up and me getting stronger if the game arbitrarily decides to throw that out of the window all the time?” 3

Levelling up still makes you objectively more powerful — new trait points give you passive boosts, and your attributes increase with every level. But subjectively, I don’t feel any more awesome now than I did five levels ago — I still have exactly the same experience fighting a level 25 mob at 30 as I did at 25. That, in my opinion, is a broken system.

Perhaps I’m missing something. Perhaps there’s progression lurking around the corner and it’s just in one of the game systems I haven’t encountered yet. I certainly hope so, because otherwise it’s pretty disappointing to think that, at level 30, I’ve already experienced everything my class has to offer.

  1. 30 for necromancers, 32 for rangers and guardians, and 40 for warriors, if you’re curious. The engineer is an anomaly at a mere 14, so let’s not talk about them because they spoil my argument.
  2. Such as giving higher level players the option to downlevel in lower level zones; if they choose not to downlevel, all mobs are green, they can’t do events, they can’t interact with resource nodes, et cetera. Kris came up with this one over dinner while we were discussing this issue, and it’s just one possible answer to the problem.
  3. This is, for instance, the same reason Blizzard had to make vehicles scale with player gear in raid encounters like Flame Leviathan – otherwise there’s no sensation of progression because the content never gets any easier.

Recommended: Good With Beer, the GW2 Chef Helper

In haste — I have a longer post brewing, with some thinky thoughts — I wanted to recommend a very handy tool:

Good With Beer is a GW2 Chef Helper tool provided by the lovely Arolaide of Dragonsworn, and it’s worth its weight in gold. Do webpages weigh anything? Never mind, it’s still awesome. Fast and easy checking of ingredients and recipes, and very useful for us completionists.

GW2: the real deal

Well, GW2 is live, finally — at least, for everybody who’s prepurchased, which I assume is everybody who cared about the game by now. And now that the beta’s over and we know that things are (generally) working the way they’re supposed to, obviously the way we assess the game is different — no more cutting the game a break because it’s still in beta, or waiting to see if things change before release.

A cave in the Norn lands.

Although I’ve definitely been having fun, and largely in the manner I expected, I have three major points of dissatisfaction today.

Number one: the money.

The “Digital Deluxe” edition of the game feels like a complete ripoff. For an extra twenty bucks over the standard edition, you get:

  • one elite skill that you can’t unlock until level 30 (I’m not sure yet whether it will prove to be actually worth using or not)
  • a non-combat banker NPC, as is common with collectors editions of other games, except the one in GW2 permanently expires after five days
  • one rare piece of gear
  • two one-off consumables, a Tome that boosts your guild influence, and a Chalice that boosts your PvP Glory (which is basically currency points a la WoW’s Honor Points)
  • a non-combat pet

In addition, the two consumables and the non-combat pet are only available to the first character that claims them; alts only get the elite skill and the temporary banker NPC.

Now, I realise that some of this was disclosed on the purchase page (the one-shot nature of the consumables, and the temporary nature of the banker pet), so there’s no sense complaining that one was cheated (although it was hidden in mouseovers). But it definitely feels pretty thin compared with the rewards one gets for other games’ special editions. (By comparison, buying RIFT’s deluxe edition scored you a non-combat pet, a giant backpack and a mount from level 1, for a very small extra cost.)

Number two: the interface.

The UI is frustratingly uncustomisable. Let me move my target frame somewhere useful, please? Let me up the opacity of the chat frame so I can actually read it? That’d be nice. And hey, while you’re at it, how about letting me change chat channel colours? That’d be lovely. And so on; you know the deal. This is the least customisable MMO UI I’ve ever played with, and one of the least pleasant in its vanilla state. That’s not a good combination.

(And hey, while we’re at it: why is there no first-person camera zoom level? I do not WANT the back of my head in all these screenshots, please.)

Number three: together alone.

This is the big one for me; the game is really not conducive to playing with friends.

When your server is crowded (and right now they’re all crowded), more often than not when you enter a new area you get shunted to an overflow zone. If you’re already in a party, you have a better chance (but no guarantee) to be put in the same overflow area — but if not, or if your partymates are in a non-overflow area, you just can’t join them and you’re stuck playing by yourself. That’s frustrating and unfun.

And even when you’re in the same phase, you simply can’t help your friends with the vast majority of what you’re all doing. There are no collaborative abilities (edit: more correctly, I should say that there are limited collaborative abilities, and most ally-helping effects are general rather than directed) — in ANet’s attempts to break the restrictions of the holy trinity, there are no tanks (no way to protect your squishy friends) and no healers (no way to help someone who’s fighting for you). You can’t help your friends’ progress towards finishing a renown heart the way you can help your friends get credit on a more traditional quest. You can’t help your friends get credit towards an event. You can’t put a friend on follow when you need to run for a bio or to answer the door. There isn’t even a /thank emote.

That said, I’ll give them kudos for one thing — on your “personal story” quest chain, other people can join your instance and they can get credit for their own quests, although they don’t get to do the story portion personally. Given how frustrated I’ve been with TSW’s excessive Solo Instance quests lately, at least ANet got that one right.

This is a particularly timely issue given that the blogosphere is currently talking about individualist vs collectivist games, thanks to Stubborn over at Sheep the Diamond. Speaking as somebody who prefers collaborative gameplay – I’m a collectivist at heart, and fortunate enough to have a good group of MMO buddies to play most games with – GW2’s incredibly individualist approach is frustrating and a lot less fun than more ‘traditional’ MMOs.

I’m hoping this changes at higher levels, but at this point in gameplay, it definitely feels like a watered down MMO experience. For a while now commentators have complained about MMOs losing the “massively” aspect to which they lay claim — it kind of feels like GW2’s trying to do away with the “multiplayer” part too.

The GW2 final countdown

For once, being at the ass-end of the world (I’m Australian) pays off — while Americans are staying up til midnight or later for Guild Wars 2’s early access headstart, here it opens at a very civilised 5pm on Saturday.

Lion's Arch concept art

I’m not actually sure why I’m looking forward to GW2 so much. For starters, I don’t have enough time for the games I want to play already. And then there’s the fact that, Dynamic Events aside, GW2 feels kind of … shallow. I like immersive games, and GW2 is the opposite of immersive.

And yet it’s shiny, and I like the exploration and discovery aspects, and I thoroughly enjoyed all the beta weekends I played. So I’ll be queuing up with everyone else in an attempt to claim my small portion of Tyria (and, hopefully, my preferred character names), although I’m not sure how long it will hold my interest, or how successfully it will compete with other games I already know I enjoy.

I’m also trying to work out what to roll, character-wise, especially when it comes to playing with my friends. Most of them seem to be going for humans first, but the human females creep me out — the combination of “doll-like childish looks” and “exploitative armor” (especially for casters) is not a good one.

So, I think my first three characters are going to be:

  1. Norn elementalist — the Norns are attractive without the ick factor of the human girls, their starting area’s fun and beautiful, and elementalist is probably my favourite of the classes I tried. (Especially the lightning aspect. ZZZZZZAP!)
  2. Asura mesmer — I’m not usually a fan of the small races, but I loved the style and aesthetics of the Asura starting area.
  3. Sylvari guardian — I’m not set on the race for a guardian, but I enjoyed what little I played of one in the beta, certainly more so than the other melee classes professions.

I barely tried ranger, I didn’t enjoy thief, and necromancer was okay-but-uninspiring. I haven’t tried warrior or engineer, though I watched Kris play both of them.

I do have some qualms about GW2 (although admitting them is tantamount to inviting a dogpile from the GW2-can-do-no-wrong zealots):

  • Like Azuriel, I think Dynamic Events will lose a lot of their lustre after the first few weeks’ worth of levelling hordes have passed through the zones. Those that rely on larger player numbers will never happen, and for those of us who are completionists it’ll be frustrating to know there’s content we’ve never seen because there’s no way of going back to find something; it’s all random chance, or triggers we don’t know.
  • Although I like the fact that GW2’s system means everyone gets to share mobs and resources equally, I lament the loss of incentives to socialise. Commentators regularly criticise modern MMOs for promoting “together alone” solo gameplay, and I think GW2 takes it a step further than I’m happy with. It’s nice that people can’t grief you, of course (especially given the apparent toxicity of the GW2 community, based on their pre-launch behaviour), but it’s less nice that there’s no incentive to interact with anybody ever. No need for healing, no need to party up for a tough quest or challenging mob, just blast away next to a row of nameless compatriots without ever saying hello.

So, we shall see. I’m still looking forward to the game’s launch, and I’m interested to see how their innovations will play out, but I have to say — if this is what the new generation of MMOs will all look like, I think I prefer the previous generation.

Too many games, too little time…

  • Guild Wars 2 early access starts this weekend.
  • I’m still really enjoying TSW and don’t want to give up my (admittedly slow) progress.
  • I’m loving the beta test of MWO, and it’s replaced our real-life Battletech game for the moment.
  • The Gamescom preview of RIFT’s upcoming player housing inspired me to resub in the hopes of hitting 50 before Storm Legion lands. 1
  • I’m slowly getting to the point in EVE where I have enough skill points to try fun stuff.
  • I’m currently raiding up to three nights a week in SW:TOR, an obligation to my guild I can’t easily set aside.
  • …and the boyfriend just got me hooked on Minecraft. ARGH.

SEND HELP.

  1. I’m a sucker for good player housing. I adored SWG, and you don’t even want to know how much time I spent in LotRO redecorating my house and our kinship house.

The doom of factions

So it’s been a busy week for gaming news, with updates pouring out of Gamescom and several games lined up to go head to head on August 28th. One piece of news that attracted surprisingly little commentary in the blogosphere was the announcement that RIFT would be minimising the divide between player factions.

(If this post is slightly less coherent than usual, you can blame the lovely head cold I’ve got; I’ve been sleeping about 18 hours a day, and coughing for most of the rest. Hooray!)

The news broke on RIFT’s forums, where CM James Nicholls posted that

With the death of four of the dragons much has changed in Telara. Old rivalries are questioned as new challenges arise, the greatest the Ascended have ever had to face. Destruction of the Blood Storm is now essential if this world is to ever find peace – Guardians & Defiants must unite if they are to ultimately travel to the planes and defeat them.

The powers that control Meridian and Sanctum still remain at odds and it will take time for those wounds to heal… but as Ascended the choice to work together is now yours to make outside the city walls.

Now, this is being spun as “RIFT is doing away with factions”, but that’s actually not the case. Instead, it’ll work much like, say, The Secret World: you’ll be able to group, trade, chat, use LFG and so on with players from the opposite faction. (Unlike TSW, cross-faction guilds will also be allowed.) However, the NPCs will still have factional allegiances, so I expect that a Defiant wandering into Sanctum is still going to have a miserable time of things. I haven’t yet seen any info on whether zones will be opened up to the opposite faction — will Guardians be able to do the quest chains in Freemarch?

Speaking personally, I absolutely applaud this move on Trion’s part; I just think it doesn’t go far enough.

Factions - Sith Empire, Dragons, Defiants, Horde

Let’s face it, the factional divide is a legacy of WoW’s dominance, and it’s the result of the franchise being based on a 2-faction RTS series. (If Blizzard had made World of Starcraft instead of World of Warcraft, would every MMO now feature three equally-balanced stalemated factions?) It made sense in WoW at the time, given the series’ backstory, but Blizzard’s continual adherence to a static (and arbitrary) political divide was frustrating in the face of global threats like the Old Gods, Arthas and Deathwing. And even the Big Bear Butt’s nine-year-old thinks the renewed emphasis on the Horde-vs-Alliance war is boring.

The problem with a factional divide is that unless the devs are going to put a lot of work in, it’s going to feel extremely stale and limiting after a while, because – contrary to actual politics – nothing ever changes; everyone’s loyalties are fixed forever. It’s even worse in RIFT where the divide is somehow philosophical and racial. You mean to tell me there are no religious Eth? No apostate High Elves? Surely not. There’s no co-operation in the face of existential threats — despite the dangers posed to the entire fabric of the world by the Lich King, Regulos or whoever, the opposing factions would rather spend their time taking potshots at each other and it’s down to the heroic player characters to save the day. (Whether or not you think that’s reflective of RL politics, depending on your level of cynicism, it doesn’t make for fun or heroic stories.) As Green Armadillo puts it over at Player vs Developer, as long as everyone is fighting the same enemies, a two-faction system simply feels like an unnecessary obstacle.

There are some games where the factional divide makes sense and is well-implemented. In SWTOR, for instance, the struggle between the Sith and the “good guys”, the fundamental opposition of Light and Dark, is an intrinsic part of the story’s setting, and they are each other’s ultimate enemies; there’s no third party posing a serious threat to the entire galaxy. In DCUO, all the factional content is nicely opposed — if you’re playing a hero, you’re actively engaged in undoing whatever dastardly deeds the villains have done (and the story instances, in particular, are often nicely mirrored, with one faction’s instance storyline being a reaction to the other’s).

But in general, factional divides don’t add much to a game unless they’re an intrinsic part of the basic setting. Far better, I think, to adopt a system like Guild Wars 2, where factional conflict is World vs World; LotRO, where the opposing faction is a separate PvP-only part of the game; or The Secret World, where you can work with anyone you like regardless of where your loyalties lie.