Abolish Faction Walls

Good morning you happy people out there.  I joked yesterday about opening a real life air rift, but in reality I guess it felt a bit like that.  We managed to get through the storm relatively unscathed, but not everyone did.  Yesterday the report was that roughly 100,000 customers were without power, and in on the drive in there were numerous intersections that were reduced to four way stops.  The neighbor across the street lost the entire fence on the front part of his yard, and the shopping center my favorite game store is in was pretty much demolished by the winds.  It is so odd to have tornadic style damage without the Tornado.

Race and Class Restrictions

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Yesterday Rowan posted a thought provoking pieces on whether or not there should be class and race restrictions in games.  Namely this was spawned by Wildstar, but the question carries over to every game.  Why does it make sense that fanatical characters should be limited by some sort of pseudo real world logic?  In an example he gives… why CAN’T a robot do magic…  isn’t that just imposing some kind of logic on fantasy gaming that doesn’t really exist?  Is it not just as fantastical that humans can perform magic?

Ultimately I am against class and race restrictions…  but even more so I am against faction based restrictions.  My general theory is… that in every situation… ideology never breaks down solely along racial boundaries.  There will always be people that play across the lines and are branded as either Sell-swords at the best, or Traitors at the worst by their own faction.  One of the worst experiences you can have is when a new game comes out… and you are super pumped about one specific race…  only to find out that every single friend you have wants to play the OTHER faction.

My mantra has been anything that gets in the way of you playing with your friends is bad.  Faction based race restrictions get in the way of you playing what you want to play… and also playing with your friends that might have different tastes.  I will go one step further and say that Factions in general… are generally bad, but more so games that try and set up an artificial “red versus blue” faction wall.  That essentially feels like imposing artificial limitations on your players just to solve poor design problems.  If have to rely on polarized faction based combat to keep your game moving, you made some bad decisions somewhere along the process.

Abolish Faction Walls

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Some of the most liberating gaming experiences I have had come from games with much more flexible factional boundaries.  The Everquest series probably takes the cake for its ability to give the player malleable faction alignments.  Essentially you start out as either aligned as an Evil race or a Good race… and that sets up certain default racial relations that you have with other factions in the world.  Given the time and the inclination… you can perform tasks that will alter these boundaries through lots and lots of player faction work.

Iksar for example started off hated by everything and could do business nowhere but the neutral Nexus and Cabilis their home city.  However I had a friend who through lots of work managed to become maximum reputation with the Halflings… and he was treated as a favored guest in their territory.  I myself took my Half Elf ranger which is natively a good aligned race… and managed to get him the same reputation with the Evil Erudite city of Paineel.  This experience of letting the player dictate their alliances through their interactions with the world is the best possible scenario I have seen.  Sadly… no one since has adopted this model.

In Everquest 2 you had something similar… defacto good vs evil racial set up… but over the course of the game you could decide to betray your home faction and begin gaining rep with the other.  While this was not as rich and robust as the Everquest system… it was still a far better choice than the archaic “red versus blue” mentality.  Additionally no where in the Everquest realm are you ever limited in who you can group with, communicate with, and trade with.  All players can interact regardless of their personal choices.

Faction as Fiction

Singlehandedly one of the best choices Trion has ever made with Rift is to release the fabled “Faction as Fiction” patch abolishing strict faction walls in that game.  While not as open as a game like Everquest that was designed NOT to have firm factions, it was a great way to “hack” that functionality into an existing game.  Essentially in one pass they allowed Guardian and Defiant characters to group and guild freely, and set up a new neutral three faction based PVP system called Conquest.  Players essentially act as mercenaries for three different political factions and wage proxy battles for them.

I feel like this decision point more than anything has allowed House Stalwart to grow so much recently.  Many of the players that we were pulling in, tried it shortly after the release of Rift, but felt limited by the race and faction based choices.  We were a Defiant guild, but many players just feel more comfortable with the kinder, gentler, greener… Guardian starter experience.  Being able to tell them that “faction no longer matters” has almost become a rallying call as I get new folks invested in the game again.

I cannot help but think that games like World of Warcraft and Wildstar would not be far better served if they threw off the mantle of “red versus blue” and embraced letting players choose their own alignments.  While we have extremely rabid Horde and Alliance players… I was one of those players that had friends on both sides of the pond.  When Stalwart originally launched with the release of WoW, we had an Alliance Guild on Argent Dawn and a Horde Guild on Silverhand.  The intent was to play in both places, so that we could stay together… but over time the majority greatly favored Alliance… leaving a skeleton crew manning the Horde bulwarks.

So instead of having like Fifty players all happy and acting together… we had 35 happy alliance players, and 15 unhappy horde players that felt abandoned.  Any design choice that forces potentially pits players against their friends… is ultimately a bad one for the sake of building long lasting communities.  Had we been able to BE an Alliance guild, but also had a number of “Horde” race sell-swords… I feel as though this would not have been a problem.  The players didn’t care about the faction… they cared about the available races to play… and ultimately went to the side that they could play what they wanted to.

Looking Forward

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One of the biggest detractors for me in everything I have heard about Elder Scrolls Online is the fact that once again there will be three distinct and insular faction groups.  While choosing which faction to align to was easy for me… since I always play a Nord, Argonian or a Dunmer…  it will not be quite so easy for my friends.  I have a few friends that prefer Altmer for example… and I tend to go out of my way to kill them when playing Skyrim.  The Elder Scrolls is a setting where there have NEVER been absolute race based factional boundaries.  There are always Nords that are willing to sell their blade to the highest bidder, as well as Altmer that throw off their heritage and adventure freely in the world.

My biggest hope is that there will be a way for my friends to be in Ebonheart Pact where I plan on building the House Stalwart guild… but be able to play whatever they want to play.  This will ultimately determine whether or not a Stalwart guild succeeds in this game.  I realize that this is probably just a pipe dream, because everything that we have seen to this point seems to enforce the strict racial boundaries.  But I guess I can hope… I realize factional boundaries are easy for companies to enforce, that they greatly simplify many aspects of the game.  However this does not stop me from feeling like they are bad for the players.

ESO is still a long ways off, so I have the smallest glimmer of hope that they might rethink the firm racial limits, however Wildstar feels as though it is right around the corner and has set up the same tired walls.  We are going through the same problems with that game as we have every other faction based title.  Granted I am only really mildly interested in the game…  but various Stalwarts are EXTREMELY interested.  The problem is… each of us seems to natively align ideologically with one faction or the other… and currently it the sentiments seem to split down the middle.  All of this is generally because we prefer to play one type of race over another. They could really serve to take a book from Trion and make guilds transcend factional boundaries.

While we are on pipedreams…  one of the biggest flaws in The Secret World is the fact that Cabals are faction locked.  This game is so liberating in certain fashions…  you can group with any player on any faction or shard.  However the fact that their guild system is limited based on a specific faction really throws a monkey wrench in this whole openness scenario.  It has essentially forced guilds to manage three separate factional units… and then try and communicate between them using server channels.  Everything would have been far simpler had they just said that cabals were free floating.  I really hope this is a decision they revisit in the near future.

Wrapping Up

Well it is that time again… I have wasted another perfectly good morning rambling on.  I had intended to talk about all the awesomeness that we did last night as a guild, but that yarn can wait for another day.  On a related note however.. I totally suggest you check out Fynralyl’s blog post about her entry into the guild and reentry into Rift in general.  Warms my heart to see that folks are enjoying themselves in an environment I have pulled together.  Any questions I had as to whether or not forming a House Stalwart in Rift was a good idea… have long since gone out the window.  I hope you guys have a great day, and that the weekend comes quickly.

5 Biggest MMO Disappointments

This is one of those days I have zero clue what to write about… but as not to break the chain of constant posts I am going to push through and post something anyways.  In part this post about nothing has been brought to you today by the letters N, D and A.  So instead of a normal post about what I did last night, or what I want to do today…  I am going to make a post about my top five biggest MMO disappointments.  This is kind of the bookend to my post about my five favorite MMOs, so hopefully I can do this without coming off overly negative about each.

The Disclaimer

Some of my picks for this list will be rather controversial… but they are my picks nonetheless.  This list is not about what I consider to be the worst MMOs, or even bad MMOs at all.  In fact most of the ones included on this list are games I have played over and over again… and will likely play again in the future.  On the converse… these are the games I have been the most disappointed by over the years.  This could be due to lack of content, lack of depth, lack of features… or just simply lack of follow through.  This is by no means a death sentence for an MMO…  it wouldn’t be on the list at all if I didn’t care.  For example… I do not care at all for TERA or Aion… but I was not necessarily disappointed in either because I was not expecting to like them in the first place.

5 – World of Warcraft

World-of-Warcraft-Mists-of-Pandaria-Thunder-King-patch If you remember… I included World of Warcraft as number five on my five favorite MMOs list… and I think placing it in the number five spot on this list adequately represents the love/hate relationship I have with this game.  Without a doubt I have had some of the best times playing WoW, but I have also had some of my biggest disappointments in the path they have chosen to grow it.  It feels like an old high school friend… that you were extremely close to… but after years of being apart you grew in two completely different directions.  While you want really badly to be happy for it… you can see the potential that was there… and how it has been squandered.

World of Warcraft was a game that I expected not to like in the first place.  I remember my very first thought when I heard about it… was where the hell would they get their story.  Until Warcraft 3… every Blizzard game had essentially only had enough storyline to keep the game from completely falling on its face.  After experiencing the deep and rich world of Norrath… I did not think that Blizzard could pull off anything that engaging.  I was wrong… they wove together a world that was deep, rich, and filled with lore.  Additionally they incorporated the best features of every game that had come before it… and remixed it in a way that truly represented the absolute best of breed for the time.

However over the years… they have butchered the lore…  and instead of continuing to incorporated the best features on the market… have instead created half assed versions of them.  I have to keep coming back to the Transmogrification system… because it personifies this concept of the modern Blizzard approach.  They took something awesome… alternate appearance systems… and instead turned it into an extremely cludgy money sink.  The same thing happened over and over as they tried to incorporate features of popular mods… but the official version was never anywhere near as solid as the original mod that inspired it.

Then on the other side of the coin… the content was just lacking.  When new content was introduced… it was too little to late.  Like a quick appetizer that never quite turned into a meal.  Shortly after the release of Cataclysm… I started a brand new Worgen Druid… and managed to level it without much effort in under 5 days played time.  Additionally the raid content just felt more and more uninspired…  remixes of previous encounters.  So I will admit… at times I am one of those guys… that views the golden area of vanilla through rose colored lenses.

For certain players the new mix of content and the pacing works.  I have a ton of friends who are still knee deep in the thrall of this game… and more power to them.  I just reached a point where I could not view anything but the disappointment.  As a result I am not playing, and trying my best not to complain on a regular basis about the game.  But… additionally I do not feel this post would be honest if I did not include WoW in the mix.  I feel like it still has so much potential, and maybe if they changed to a content driven DLC style free to play model… they would have the endorsement to build content other than the raid ladder and dailies.

4 – Guild Wars 2

guild_wars_2_allotment This is another title I did not really expect to like when I first heard about it.  I was never a huge fan of Guild Wars 1 despite everyone telling me just how amazing a game it was.  I liked some of the concepts presented, like the Magic the Gathering style ability system and the ability to multi-class…  but everything else about that game I really despised.  If I do not like your games user interface or control scheme… no matter how awesome a game it is underneath  I just cannot bring myself to play it…  no matter how many times I try.  So all of this said I really had written off the concept of Guild Wars 2.

This all changed however when the folks at Arena.NET posted their Design Manifesto.  It basically said everything I thought I wanted to hear, and laid out a great vision for a new game.  So I was amped when I was able to get access to the testing program.  However I was immediately disappointed in the experience I had there, and lack of what honestly felt like a game.  I was disillusioned enough that I actually resigned from testing and wished them luck.  One of my friends remained in the test a little bit longer than I did…  and eventually bailed himself.  I hoped they would find some direction and turn the project around.

When it came time for open beta testing… I gave the game another shot.  The lowered expectations of expecting to dislike the game… caused me to view it through slightly different eyes.  I enjoyed the game enough that I picked it up when it came out.  The problem is… there just was not enough meat on the bones to hold my attention for long.  There are definitely some aspects of the game that I enjoyed, but the whole experience felt very disposable… more so than any game I had experienced. 

Additionally it did not feel like I was progressing my character at all.  By the time I reached level five, I had unlocked all 5 abilities for my primary weapon choices and the signets and other related abilities… just did not feel like they had enough weight to them to make them something worth striving towards.  The game set out to abolish the holy trinity of tank, healer and dps… but the problem is that it didn’t really replace it with anything in the process.  Group content felt like a chaotic mess, and I was extremely disappointed when I did my first dungeon and realized the zerging a boss down from a spawn point was totally a viable tactic.

In the Manifesto they proposed that – Shouldn’t Great MMOs be Great RPGs too?  The only problem is the key means for moving the story along in a role playing game is the questing construct…  but they sought to abolish that as well.  Once again… it is fine that they wanted to change the game… but they didn’t really replace it with anything meaningful in the process.  As a result I felt extremely disconnected to the world around me.  Things were going on around me… on scripted timers… but I didn’t really care about whether or not we won or lost.  I didn’t care about the people and place… and the lack of questing did this.

In the Manifesto they stated that it was time to make MMORPGS more social.  The only problem with that is that they introduced so much passive grouping, and took away any need for player roles…  that the end result is one of the least social games I have played.  When roaming around the world… you may be fighting along side other players, but you do not have to interact with them in any meaningful way.  Each player is a self sufficient independent state… and as a result has no real need for anyone other than themselves.  The game just feels like it is lacking reasons for players to actually be grouping together.

Let me reiterate, there is a lot to like about the game.  It runs amazingly well on low end hardware, and presents a very fluid gaming experience.  It has one of the prettiest worlds I have ever explored, and has a lot of things that incentivize exploration.  While it is presenting a ton of new content in the form of now bi-monthly updates… the problem is most of it is limited time only.  Instead of growing their world… they are creating disposable episodes that only serve to make the game play experience all the more disposable itself.

3 – Star Wars: The Old Republic

Star-Wars-The-Old-Republic-screenshot I’ve loved Star Wars since before I could even fully verbalize it.  My parents tell stories about me seeing the movie when I was one… and then coming home and jabbering endlessly about “Darfa Bater”.  So if there was any game that has enough storied lore to hold my attention… it should have been SWTOR.  I was a huge fan of Knights of the Old Republic, and as a result I was completely committed to the genre they genre they chose to set the films in.  Additionally I love the Bioware style of storytelling, and am a pretty huge Dragon Age and Mass Effect junky.

All of these things should have made SWTOR be the next 8 year game for me.  The problem is… the experience while amazing… is overall disposable once you have made your way through the content.  So much care and feeding were placed on making sure the quests were just right… and the voice acting was flawless… that it greatly cut into the total amount of content available.  The three chapters that were available at launch… felt like an awesome introduction to the game…  but the main course never really arrived.

I hear the Makeb release is extremely nice… and the continuation of the storyline extremely successful.  The only problem is…  that content came a year too late to stave off the players leaving.  I feel like had they had more content in the pipeline and ready to release a month after launch, they would have been able to keep the majority of all the players that started playing.  We just burned through the content way faster than they had expected.  Additionally the fact that there was only one path per faction… and that essentially all the quests were the same minus the handful of class specific ones…  alting became extremely tedious.

Additionally when they chose to go free to play… they adopted one of the most blatantly abusive models I have seen.  Essentially with free to play, you can choose to take the carrot or the stick… and things like gear locks, pay walling what should be base features, and rolling out a never ending stream of unique lockbox gear just feel too much like being beat with the stick for me.  It has however been extremely lucrative for Bioware… and enabled the game to keep its doors open.  If it means they continue to release new content… then in the long run it could be good for the game as a whole.

I am still disappointed however at what could have been.  Had they been able to launch a continuation of the main storyline each month or so…  it would have kept me glued to the game.  The original storyline was amazing… and there is no taking that away from the game.  The Jedi Knight storyline is probably one of the most epic story arcs I have experienced in any game.  It was just over way too soon, leaving me nothing really left that I wanted to do.  The problem is… that content was extremely expensive to produce.  There was never a way that they ever could have kept up with the demand.

2 – Champions Online

champions_online_screen_4 One of my all time favorite pen and paper games is Heroes Unlimited by Palladium games.  I had early experiences with D&D and AD&D… but this was the game that really hooked me on the possibilities of role playing games.  What made the system so cool is that it had rules to create literally any type of super hero or super villain you could imagine.  Of course I created my share of Wolverine or Batman clones…  but the game system was this fertile group that through a series of roles I could create some unique characters as well.  What made the game so engaging was that the sky was literally the limit in the types of things you could create.

I was a huge fan of City of Heroes, because it gave me some of this same rich character building…  but did so in an easy to digest MMO form.  That game however had a lot of short comings… and when Champions Online was announced it looked to be addressing all of these base issues and creating this wild open ended super hero creation system.  You could mix and match power sets… creating your own custom mix for your character… and this was placed on top of a character generator that was even more robust than City of Heroes.  Everything sounded like the perfect super hero game… and I was hooked on it early.

The problem is… the power sets were grossly imbalanced.  This is the first game I had ever played where certain power sets were literally unplayable.  You could reach a point where you just simply could not progress any further due to the choices you had made.  On the other side of the coin… certain power sets were so grossly overpowered that they completely removed any challenge from the content at all.  You could steam roll over the top of anything, while your friend that chose one of the broken ones… could not even fight the lowest rank mobs.

The major disappointment is that they did a very poor job of mitigating the different power sets.  They would buff one…. but then another power set would become the broken one… making it a constant cycle of your favorite power set potentially becoming the unplayable one.  The game had all the potential in the world… and just became grossly mismanaged.  Instead of understanding that this  constant state of power flux and un-playability was what was driving their players away…  they instead decided to streamline the content.

I really do not remember the timing, but I believe this happened around the time of the free to play conversion.  Previously there had been a pretty interesting storyline that had multiple paths your characters could take.  The end result ended up with everything being a big jumbled mess.  The thing that ended up as the nail in the coffin however… is that coming back as a free to play character… I could not play any of my existing characters.  Each and every one included some costume bits that were not open to free players.  This should be a lesson to anyone… grandfather existing characters…  because holding players characters hostage behind a pay wall is never a good call.

1 – Warhammer Online

warhammer-online-1 I had to put this one at number one… because really this game turning out the way it did is one of my biggest gaming regrets.  I love Warhammer… have since I was in middle school and painting my very first citadel miniatures.  I love the world and the lore… and the sheer brutality of the chaos gods.  They took a failing IP and placed it in the hands of MMO veterans… Mythic games… who had brought the world Dark Age of Camelot.  It seemed like a no-fail proposal.  I thought they knew exactly what players wanted… and could borrow from the success they had with DAoC and all the nuts and bolts that make a game work.

Unfortunately Warhammer Online is really the tale of two games.  The one to twenty experience was amazing.  The PVE content rich, the new public questing construct extremely fun, and the early battlegrounds extremely inventive and enoyable to play.  I still think that the early experience in Warhammer Online ranks among some of my favorite leveling experiences.  The problem is that when you hit about 20-25 the bottom fell out… the PVE content ceased to be interesting… and became increasingly more sparse.  The game changed from this fun questing experience to this “go grind pvp to level” experience.

I feel like the game as a whole was a clash between these two seperate games… one of which I enjoyed immensely… the PVE experience… and one I really could care less about.. the PVP experience.  Had they given me a pure PVE warhammer game… I would probably still be playing it.  The game as a whole did so many innovative things, and there were so many mysteries around the world to unlock for your book of deeds.  Additionally it shipped with an Addon system that was on par with World of Warcraft, and presented some extremely interesting class and race choices.

If only they had focused on giving equal time to both the PVE and PVP experience.  The only problem is… I feel like the makers of this game have come to completely different conclusions about why it failed.  Mark Jacobs has gone on to create Camelot Unchained… which serves to be a purely PVP game completely casting aside any PVE aspects.  I feel like his take away was that it failed because it just was not PVP enough.  In truth not a single friend that was playing left because of lack of PVP.  We had a guild of around 40 players… and all of us left when the post 20 forced pvp experience began.  Harecore PVP players are a niche within a niche, and I just don’t feel that you can really build any game solely around them as your target audience.

This is probably the game I feel would beneift the most from a free to play conversion.  Awhile back I signed up for a new free trial account just to give the game a spin and see if it really is as good as I remembered.  Overall the starter experience is still extremely fun, even though they have dumbed down the richness quite a bit by funneling everyone into the empire lands.  I feel like a free to play version, might pump a bit more life into the title and allow it to survive.  The problem is… this has become the textbook example for MMO failure… and I doubt EA would spend a dime on it going forward.  As a result I will always be left with the thoughts of what might have been had the direction been a bit more sound.

Wrapping Up

This post ended up going a lot longer than expected.  I’ve been typing for around an hour and a half now, but finally have reached a point where I have said what I needed to say about each of them.  Hopefully none of them came off as too terribly ranty.  I hope you all have great weekends, I will mostly be trying to relax a bit before Monday.  I am already stressing out quite a bit, because I know going back I will be having to fill in for my boss as he is going out of town.

Other MMO Wants

This morning is going to be pure hell on wheels for me.  Not only is this my last day before our vacation…  but also about 10:30 last night I got a nasty surprise when I checked work email.  Apparently there is a big impromptu meeting going on today, at which I have to represent the department and speak intelligibly about everything we do.  How do you cram a million things into a quick talk that doesn’t bore all the non-technical people.  Also as a result I had to scramble around the house to find a pair of slacks that actually fits me.  Dropping 8-10 pants sizes in a few months tends to deplete the stock of clothing you don’t wear often.

Basically this morning I need to bang out this post as soon as possible so I can get into work and prepare for the event.  As a result I got up and around this morning at 5 am rather than my normal 5:30… here is hoping the time can be spent wisely.  I would normally just skip posting on a morning like this… but I am afraid that if I skip a day my routine will unravel and usher in yet another one of my 4-6 month lapses in posting. 

Other MMO Wants

On Monday I made my Ten MMO Must Haves  post and it kind blew up… as in it seemed to get far more traction than most of my posts do.  The only bad thing about it all… is as soon as I posted I thought of a few more items that I should have put on the list.  Listing Beards in the final slot was maybe not the most well thought out thing I have ever done… but in reality it is a metaphor.  Every player I know has one feature that they look for in the character creator.  My friend for example is always hunting for actual blonde hair… instead of the orange mess that most MMOs have.  That is one of the most important things to her, and just like me and beards… if it is not there she does not feel as close to the character.  Here goes a quick stab at the rest of a list.

1 – Mentoring

This one is huge, and I have no clue why I left it off the list.  I did the list as a whole on the fly Monday morning as I thought of things that I really want in every MMO.  Essentially those who are not familiar with the term, it is the practice of allowing higher level players to drop down to the same level as lower level characters.  The first game I ever experienced in was City of Heroes… and I felt it was absolutely revolutionary.  Eventually Everquest 2 added it in, and now Rift and Guild Wars 2 also have similar systems that have improved upon the base concept.  Essentially I want a way to be able to play with my friends… no matter how high above them I am.  I have a mantra that “anything that keeps you from playing with your friends is bad”.

2 – Single Server / Cross Server Architecture

Back to the mantra of “anything that keeps you from playing with your friends is bad”..  the traditional server structure is way too restricting.  If you have a small group of friends that all organize at exactly the same time… and pick one server ahead of time..  it is no big deal.  However if you have many different pools of friends, that you feel constantly torn between..  servers are pure hell.  This is the case with me… at any given point I have groups of friends playing a dozen or more games and on each roughly a half dozen different servers.  I have to unfairly pick and choose between who I play with.  Stop making me choose.  Let players communicate and group freely with any player who is playing your game.

3 – Single Account ID

This one has been massively controversial, but I have warmed to it over time.  If you scroll back far enough, there are even posts of me rallying against RealID, but again I got used to it.  The thing I want is the ability to create a single account id, like the later BattleTag system that is not connected to your real world identity.  Then let me choose which players to give that ID out to… and in doing so they magically get to see every character I have regardless of where I am playing.  Additionally it would be amazing if the system also allowed for friending single character names… for those individuals you need to have communication with… but don’t want to give them everything.  It is such a pain in the but to send your friends a long list of a dozen alts for them to add to their friends list each time someone new joins the game.

4 – Multiple Paths of Advancement / Endgame

The answer to the endgame should not always be Raid or PVP.  There should be something else… something a player who does not have the time to raid, or does not have the penchant for pvp can do to constantly better their character in game.  This could be something like the Alternate Advancement and Planar Advancement systems in Everquest 2 and Rift… or could be a series of epic quests that allow your character to obtain very slowly raid like gear like TSW has implemented.  There needs to be a way for players to feel like they are constantly evolving their characters.  It is when characters start to feel stagnant that players lose interest with a game and leave.  Help me not get bored with your game, by giving me lots of things to do when I hit maximum level.  Daily Quests are fine… but they are not a solution to anything.

5 – Alternate Leveling Paths

This is something that has mutated over the years, and I really wish there was a way to undo it.  When Everquest launched it had a distinct leveling path for each race in the game.  While some of them quickly merged together once you hit the second or third zone… they still started out as unique experiences.  When World of Warcraft launched, you had roughly three leveling tracks per race… and this still ended up giving you a fresh way to level your alts.  Now in games like Rift and SWTOR… there is a single track for every member of a faction… and as a result by the time you level your alts… you have nothing really to look forward to.  Give us multiple ways to get to the end of your game… do not penalize players for wanting to jump around and try new content paths.  I realize multiple paths of content takes more development time… but it also improves the quality of your game for players in the long run and makes alting far more sticky.

6 – No Faction Wall

This is a concept that needs die in a huge inferno.  This is without a doubt probably the worst seemingly permanent lineage of World of Warcraft.  The concept of setting up a red and a blue faction that are diametrically opposed and can in no way communicate is just a shitty way to create a game.  Again back to the mantra of… “anything that keeps you from playing with your friends is bad”.  If your friend has to sacrifice what he wants to play… for the greater good.. he will always regret at least somewhat the path not taken.  Additionally it is very easy for two friends who joined the game at different times to end up on opposite sides of the battle field. 

Everquest and Everquest 2 had the best faction systems in the game… in that no only could you communicate with any player freely, but if you so chose to… and with copious amounts of work.. you could raise your faction and be able to function as a member of those societies.  Additionally in Everquest 2 they gave the option of betraying your faction through a serious of quests and permanently changing your allegiance.  Faction Walls are just a non-creative solution to the problem of setting up PVP.  Rift probably did the best decision it ever did when it released the “Faction as Fiction” patch, making it so that both Defiant and Guardian could group, communicate, and guild freely.  Additionally they set up 3 new factions that were not connected to either of the original… which recruit players to fight battles for them.  This gave you three way pvp without having to make life restricting to your players.

Wrapping Up

This one is going to be extra short today.  I’ve spent thirty minutes digging into six more items on the cutting room floor that MMOs should have.  I need to finish getting ready and get into work so I can prep for the event.  I hope you all have a great day, and maybe this will jiggle loose some other ideas you have about what a “best of breed” MMO needs to have.  Tomorrow I am off, so my intent is to try and finish up the second part of the “How To Rift” series.

Ten MMO Must Haves

This morning I got up roughly 15 minutes before the alarm went off… and decided to that rather than be groggy later… I would go ahead and get up and around.  Right now I am kind of questioning that decision, since the bed seems like a really amazing idea.  I had a really spastic yesterday as I never could really decide on a game to play.  Since Final Fantasy beta was closed by the time I got up and around I ended up cycling through Everquest, Rift, Vanguard, and Defiance never quite sticking in any of them.  As a result I don’t have much excitement to talk about… and I am nowhere near finished with my second part of How To Rift… so I am going off in a completely different direction.

Ten MMO Must Haves

Basically over the years I have noticed several features that I expect most MMOs to have, and when they are not there it greatly harms my enjoyment for the long run.  I keep cycling back to the ones that do have most of the list.  Granted this is in no way a complete list, as I am sure there are things I have omitted for the sake of a clean number, but these are definitely all things I would prefer to see in an upcoming title.  These are not necessarily in order of importance… but more the order in which I thought of them.

1 – Random Events

Nothing breaks up the monotony of questing and killing mobs like a random army invading the countryside.  I have always liked when random things happen in games, I even like random loot so long as it is not something I need to progress forwards.  In the post Rift MMO world, I feel like random things happening in your world is an absolute must have.  When it is missing, the game feels extremely stale to me.  When it is done well, you forget what you are doing and follow along the flow of what is happening in a specific zone.  This should be events chosen from a long list of potential ones… not the same event happening over and over like in Guild Wars 2.  Their implementation did not serve to make the world feel alive, but instead made it feel even more like a carnival ride resetting itself every so often.

2 – Passive Grouping

I should be able to help other players out, and they help me without having to worry about whether or not I tagged the mob first.  Grouping should be something you do to hang out with people, not something you feel obligated to do constantly just to get through game content.  I feel as though simply touching a mob should give me credit for whatever that mob is required for.  Rift and Guild Wars definitely do this extremely well… but when I go back to a game that does not have it… I become a kill stealing asshole.  I just forget that mob tagging is an actual thing that is still in games.  If you do not have passive mob tagging… you are bad and should feel bad.

3 – Puzzles and Collectibles

I have the tendencies in me to power level myself to the cap and then get bored feeling there is nothing left to do.  If your game has little puzzles and collectible bits it helps to make me stop and smell the roses.  I feel for other players this becomes a meta game all in itself.  These systems all seem relatively simple to implement, but it seems like there is a greater return on investment as far as gluing a player to your game.  Rift and GW2 both have amazing examples of puzzles, and EQ2 has probably the most extensive collection system I have seen in a game.  I greatly prefer there to be something for me to always be on the lookout for, that offers interesting gameplay and forces me to stop quest grinding.

4 – Moveable UI Elements

This one is huge to me.  Essentially I will if given the option set my UI to look the same from game to game.  I like certain windows in certain locations because it helps me not have to think about where things are.  When you play lots of different MMOs this becomes something extremely important.  Additionally I find myself setting up all my hotbars the same… 0 is the interrupt key, 7 is my combo point dump, 5 is charge/deathgrip, etc.  As a result I really hate your game when you force me to play with your idea of how the UI should look.  No matter how much research you have put into your UI, it is not ideal for everyone… and as a result you should never force players into your chosen UI design box.  Make the windows unlock able and moveable  either through the default UI like Rift or through Addons like WoW.

5 – Map with User Defined Waypoints

This is another big one for me.  Navigating your world should be easy for the players.  I should be able to open my map, click a point that I want to travel to and then get some kind of directions as to how to get there.  This can be as simple as an Icon on the edge of the mini-map showing you the direction of your destination, or as complex as some sort of golden path or arrow pointing the way.  Additionally it would be really amazing if your system allowed player defined permanent waypoints.  That way we could actively mark whenever we found something cool in your world.  TSW does an amazing job of this.. and I have tons of little markers scattered through all my maps pointing to nifty things I found.  This is definitely something all games should emulate.

6 – Sortable/Searchable Bank and Inventory

First off let me say.. that the concept of physical bags with limited storage is something no one should ever do again.  I greatly prefer one big inventory space because usually with that comes the ability to sort, filter, and search the contents of your inventory.  Rift does an interesting hybrid model, in that they still have physical bags, but they have a sort and search functionality that makes up for the fact of having to juggle multiple containers rather than just one.  Trying to find things in your bags should not be considered a meta game… and you should help players out so they have to spend as little time doing this as possible.  There have been times I have logged into EQ2… looked at the state of my bags and logged out immediately because I did not want to spend the next 30 minutes clearing them out.  That game is the worst case scenario… but I have had similar happen in many other games as well.  Make your inventory system help the player rather than hinder them.

7 – Sell All Junk Button

If your game drops junk items from mobs aka “Greys” and you do not have a sell all junk button… you are a horrible person and should be drug out into the street and shot.  Nothing is more frustrating than going through your inventory and having to manually sell a bunch of trash items that have no real purpose for existing other than to give you some cash.  Better yet, don’t even drop the trash items and give us additional gold instead.  I think the running theme of the last two should be that Inventory Maintenance is not a fun meta game.  No one enjoys it, and all it does is make the player feel like they have just completely wasted their time.  I am completely fine with getting additional cash in lieu of junk, but if you do have junk… for the love of god make a sell all crap button.

8 – AOE Looting

Thank you Rift for creating this construct… and thank you modern MMO developers for having the common sense to say “damn, why didn’t we have this” and adding it to your games.  Nothing is more annoying than trying to select that one corpse from a pile of corpses that still has loot on it.  My OCD will not let me go without searching all the bodies… it is like I knew that if I missed one… that would be the one that dropped some rare epic item.  Again this is a cousin of the whole inventory maintenance is not a fun meta game…  neither is looting.  Better yet… all corpse interactions should be AOE as well… where the hell is my AOE skinning.  The first company to give me AOE skinning, herbing, and mining of corpses… will be a god in my eyes.

9 – Full Character Appearance System

Now when I say this… I am not talking about Transmogrification.  I could go on an hour long rant about how horrible that system is and how it is a half assed version of the good appearance systems.  What I am talking about is additional sets of character doll slots that allow you to directly override the appearance of an item with another item.  Rift has probably the best implementation overall right now, since you can have something like 12 wardrobe slots with ready to switch to outfits on the fly.  The only gotcha there is due to their own constraints they had to implement a shitty “transmog” like system for doing the weapons.  Players should never have to run back to a vendor to change their appearance…  stop making them do busy work.  I would love to see developers emulate the way the system works in EQ2, because you can literally change your appearance to anything in the game… no class restrictions.

10 – Facial Hair

I had a few other items I considered putting on the list… but honestly to me personally this one has to be here.  If your game does not have the ability for me to give my character a nice beard, especially a moustache and goatee combo…  I will hate your character creator and likely not play your game.  I have no clue why this is so important to me… but it is.  Namely I have seen the lack of facial hair in the Asian MMOs… but I struggled to find a look I could stomach in Guild Wars 2 as well.  Additionally I cannot stand the “pretty boy” appearance that some games have…  but I won’t go into that right now.  Please for the love of god when you design your character creator… make Facial Hair a slider…  not something that is attached to another attribute like hairstyle.

Wrapping Up

So there you have it… my ten must haves for a modern MMO.  Like I said, I am sure that it is not a complete list at all… and as soon as I post this… I will think of another 10 things that should have been on the list.  These however are the things that immediately came to mind when being frustrated with MMOs that do not have them.  I would be curious to hear about what your list is, and whether or not I have hit your key frustration points.  I hope you all have a great day, and I hope I manage to stay fully conscious all day long since I got up so early.

Bel VS F2P

I am breaking the mold yet again tonight and knocking out a topic that I have been kicking around in my head all day.  Quite honestly the topic is not my own, it was suggested to me by Syl of MMO Gypsy.  There is a really interesting discussion on this weeks Cat Context podcast between Syl and Liore about their feelings regarding free to play games.  I started the discussion up on twitter as well, because I tend to align more to Syl’s thought in that free to play is generally a good thing.

The Non-Believer

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The funny thing is… I did not always have this opinion.  In fact there was a time I was pretty vehemently anti-free-to-play model.  I even believe at one point I wrote a blog post about the fact that I did not believe the industry pundits that all games would be switching over to free-to-play in order to survive.  I really disliked the thought of a pure free to play game.. and in part this was due to some bad experiences with early games in the genre.

My first real taste of the free to play genre was with the blatant wow clone Runes of Magic.  During one of my bored with WoW phases, I ventured out… downloaded it and tried to get into it.  The problem is, the game at its core was this fairly horrific grindfest, that could only be sped up by spending “diamonds” on the in game store.  It had some other fairly egregious money sinks in that most of the mounts that were available were “rental” only, giving you it for a fixed number of hours at a time.  Some of the only permanent mounts came from… you guessed it the cash shop.

Later on I had gotten into the closed beta for a pretty nifty game called Allods.  It was essentially a very unique looking russian/steampunky wow like game.  I played the heck out of it in beta and really enjoyed it, and was looking forward to launch.  Then towards the end of the test period they introduced their take on the cash shop.  I don’t remember a ton of details other than the fact that so many things were pay-walled behind real money transactions.  One of the mini-games i refuse to play in an MMO… is inventory maintenance… and the only real way to increase your bag space was through dumping cash into the in game store.

Both of these games served to give me an extremely negative impression of what this whole free to play genre was.  Combine with the fact that the servers I was playing on seemed to be entirely populated with kids… aka people unable to buy their own subscriptions to games…  I thought subscription gaming was the only way to maintain a thriving community.  As new free to play conversions entered the market, I would give them a spin, especially if it was a game I had played before.  Every time I would walk away disgusted by the horrible community I found there.

What Changed?

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When Everquest 2 first launched its forray into free to play, I really paid no attention to it.  Essentially it held nothing for me.  Gameplay was essentially corralled off to its own dedicated server, so you could not play with your friends currently subscribed to the game.  Additionally the various tiers of access felt extremely punitive, locking away functionality behind numerous paid gates.  However after a period of time they decided to open up the free to play options on all servers.  This is the point at which I started to notice changes in the game.

Firstly the station cash shop is pretty amazing, stocking all manner of things from nice cosmetic armors, mounts, amazing houses, and various buff potions.  With my 500 station cash a month stipend from subscribing, I was able to pick up all sorts of things that improved my enjoyment of the game.  Additionally I noticed the server populations start increasing, and these players were not necessarily the “unwashed masses” I had seen in my earlier ventures into free to play games.  Some of these folks were really solid community folks, that just lacked the ability to commit to a month subscription.

The game was still extremely limiting for free to play players, but at least you got to play on the established servers with existing players.  The guild I was a member of saw a massive influx in recruits and at one point we had 20-30 players on some nights during the peak of this influx.  Additionally it felt like we were seeing a faster speed at getting cool features out to the players like the dungeon creator, eqemote, and new content areas like sirens grotto and skyshrine.  It felt like there was a new kind of free to play player that I had not seen before, one that just wanted to play the game without commitment and had no qualms about spending money at their own pace.

Eventually recently they have completely dropped all race and class restrictions from free to play players, and we have seen another big jump in people in the game.  There are still some functionality locked away, but the game is at its most playable state for a subscription free player.  The game feels more healthy in every sense of the word since the free to play conversation happened.  The cities are bustling, the zones have players available for grouping, and the brokers are completely loaded with goods.

Changing My Opinion

Cartel_Shop_Screen_cap After watching the transformation the free to play model has had on the Everquest 2 community, and seeing the numbers released at just how much better Star Wars the Old Republic has been doing since it made its jump.  I started to turn my opinion around on the payment model as a whole.  While there are still some pretty egregious practices going on, I think for the most part these games are doing better under the new pricing schemes.  I will always prefer the option to subscribe, but having free access to my characters gives me the ability to boot up a game I have not visited in months on a whim and spend a few days without feeling the need to fire up my account officially.

I feel like as the conversions happen, each game gets a little better at the model.  So far Rift seems to be the best conversion I have seen, in that they chose the route to give subscribers bonus “premium” perks… like increase in coin, token and mount speed.  Additionally they have taken the cash shop model to heard and provided hundreds of cosmetic armor available from day one.  Sure there are lots of questions about whether or not they took things too far… but really I don’t believe any game has come even vaguely close to “play to win”.  No cash shop has offered something so amazing that better cannot be attained in game through grinding out whatever passes as end game content.

Ultimately at the end of the day the real question is, do you want your favorite virtual landscapes to stay alive and well… or are you willing to see them suffer just to make sure they stay away from a free to play model.  I don’t think it is about success or failure anymore… but more about survival.  These games cost a significant amount of money to keep up and running and keep staffed.  These are old figures, but it was reported that between 2004 and 2008 Blizzard spent 200 million dollars on upkeep of the World of Warcraft servers.  Dividing that out it ends up at over 4 million dollars per month in upkeep and maintenance fees.

Granted most of the games that have gone free to play don’t have the number of servers or staff that Blizzard has, however I am sure it is still a fairly staggering amount.  If they can get 5 players that are willing to pay 5 to 10 dollars on cash shop items per month, instead of 1 player that pays their 15 dollar subscription fee, they end up well ahead and have more money to invest in the game.  The games that have gone to free to play seem to be doing well with the model, and that income gets invested in making new content.  When Vanguard made the switch to free to play, the influx of new money allowed them to invest the first month in half a decade in development.  As a result the players got the benefit in the first ever holiday event, and major server patch.

The Last Starfighter

WoWScrnShot_102411_170544 Right now realistically there are two subscription model games left:  The World of Warcraft and Eve Online.  Eve is kind a bubble in itself without any real competition in that space, however World of Warcraft has been losing subscribers on a regular basis of late.  After the successes of the Star Wars the Old Republic conversion, and if Rift ends up being as successful as it is looking just by the server activity and players returning with a vengence… I feel that before the end of the year we will at least hear about plans for a free to play conversion for WoW.  We know that Titan is a long ways off, and their development cycle has always been prodigiously slow.  They lack the hook of new and fresh content to keep players engaged.

I feel like the big announcement at Blizzcon will be a conversion to some form of a free to play model, or at least a tiered payment model.  There is a huge part of me that mourns the subscription era, but I think it has been shown that the hybrid model ends up wildly successful.  The folks that want those premium features are still willing to pony up for a month subscription, whereas the folks that are not wiling to have the monthly commitment are still going to buy the occasional doodad or account unlock.

For me the real takeaway is that whatever keeps these companies healthy, and keeps developers and support staff in their seats instead of hunting for jobs is going to be better for the players in the long run.  Right now it is seeming like the free to play model is doing that.  Rift for example has had to roll out a couple of new servers just to handle the influx of players.  Personally I have had at least 8 friends start playing the game again, with more waiting in the wings to see just how successful the first volley is.  When we are talking about MMOs that are not blizzard… we really are not talking about a lot of profiteering going on there.  Ultimately they are fighting for survival, and if the free to play model gives it to them…  I feel we are more likely to be able to keep playing the games we want to play.

Wrapping Up

This post ended up far more rambly than I intended it to.  I can’t say I am really passionate for or against the free to play model, but at this point I feel like i understand why it is occurring so frequently.  I love playing MMO games, it is the one thing I always fall back on.  I am in theory embracing free to play, because it seems like the most likely way for these companies to continue getting the money they need… to keep supporting the worlds I care about.  Ultimately none of these companies make these games out of the goodness of their hearts.  They need our money to make sure they can survive and grow, and at the end of the day… how ever that happens I feel is pretty much fair game so long as it isn’t done in an exploitative manner.

Five Favorite MMOs

Tomorrow is going to end up being a super busy day for me, as I need to run a few errands for work… so I am doing this post a little differently.  I don’t feel like I will have enough time tomorrow to bang out a post like normal, so  I am working on this topic tonight.  I thought it would be interesting to do a post about my top five favorite games and why I like them so much.  I figured i would do this in count down style with fifth leading down to number one…  of course you can just cut ahead but lets pretend it is a surprise!

#5- World of Warcraft

2006-04-20_182329_Resized_pic I went back and forth several times on what should be my 5th spot, but as I thought about it… for sheer longevity of me playing the game, I had to give a nod to World of Warcraft.  I have essentially outgrown the game, but it does a lot of things well.  I feel like WoW is the junkfood of MMOs…  so long as you do not think about what you are doing… it is extremely enjoyable.  I played WoW as my primary game for roughly 8 years, and during most of that was the leader of a large social guild.  I have so many amazing memories and have met so many life long friends out of the game.  All of these reasons are why it at least had to make my list.

Best Features

  • People – WoW is still the game that most of the people you know are playing.
  • Colorful and friendly graphics and a world that matches them.
  • Lots of systems that allow solo players to engage in group content.
  • Game overall is extremely polished, they provide a consistent experience.
  • Roughly a decade of content and a wide variety of activities to do.

#4 – Lord of the Rings Online

ScreenShot00013 Lord of the Rings Online is one of those games that I really enjoy every time I get the bug to play it.  It is extremely immersive and brings the player into the setting surrounding the Lord of the Rings trilogy.  I love the way that you are set up in the game as characters that just happen to be in the background of the activities of the fellowship.  Each step of the way you are doing events that are helping out the world, but also keeping tabs on the activity as the fellowship moves through the novels.  They do an amazing job of bringing the world to life and filling it with copious amounts of LOTR lore.

Best Features

  • One of the best communities – Landroval is amazing
  • Music system… you can play instruments in game, and players give performances regularly
  • Simple instanced neighborhood housing system
  • Hands down the best horses in any MMO… they move right
  • Breathtaking landscapes straight out of the novels
  • Intricate system within system… I admit it… I love deeds
  • Subscribing for one month permanently unlocks most features

#3 – The Secret World

TheSecretWorldDX11 2012-07-07 21-28-33-32 The Secret World is such a unique experience that I feel like everyone needs to play it at least once.  Not only it is a unique system, but it also has extremely different game play mechanics.  I have always been a fan of the whole occult and Cthulhu mythos, and this entire game is essentially a love song to H.P. Lovecraft.  It also has some of the best writing and storytelling, and additionally some of the most imaginative quests.  The only negative to me, is that it lends itself to very periodic and episodic gameplay.  Each time new content is released, I run in like a locust and gobble it up.  I believe enough in this game however that before its release I became a lifetime subscriber.

Best Features

  • Unique setting and amazing storytelling
  • Unique classless game play
  • All players can learn all abilities in the game
  • Nightmare modes are some of the most challenging content I have experienced in an MMO
  • Does not hold your hand… almost to a cruel end.  Very difficult quests.
  • No Subscription Fee – buy the box play forever
  • Single Server Infrastructure – play with anyone on any dimension freely

#2 – Rift

rift 2013-06-19 20-07-48-28 Rift is likely going to be one of those games I always cycle back to playing.  Essentially it is WoW, but improved in every conceivable way.  That is probably a massive disservice to the game to say that… but unfortunately that is usually what I think of in my mind.  Since the release on a monthly basis they have improved the gameplay so that it includes some extremely innovative features.  It has really engaging content that varies from epic quests to quick fast food push a button and get into the action features.  Additionally it just went free to play, and it feels like one of the better implementations.  The cash shop has a truly staggering number of things to purchase, but all of it is completely optional.  You can pretty much experience every bit of the content apart from the Storm Legion expansion… completely free.

Best Features

  • Most customizable out of the box UI that I have seen
  • Awesome non-intrusive add-on support
  • Awesome passive grouping content like Rifts and Instant Adventures
  • Most detailed housing system – you can literally build anything
  • Extremely flexible class system with ability to have more than 6 different specs
  • Great Wardrobe system allowing for tons of custom outfits
  • Extremely interesting and challenging raid encounters
  • Really fun holidays and in game events

#1 – Everquest II

EQ2_000020 The world I will always be the most nostalgic about is Norrath.  Everquest was my first real MMO experience, and it bit me hard with a vengeance.  The big negative however is it was very unfriendly to players, and caused a massive commitment of time to get anywhere.  However with the release of Everquest II, it took the world I loved and brought it into a much more player friendly frame of mind.  This is one of those games that I have played off and on since release.. and no matter where I am mentally… this is the one game I can always play even when I don’t really feel like playing anything.  I feel like EQ2 is the most underappreciated game on the market and has so much to offer players.  It just doesn’t look as shiny as other games, and the engine definitely feels dated at times.  The game takes of commitment to understand its systems, but you will not find a more intricate and rewarding game on the market (except maybe Wurm Online).

Best Features

  • 25 unique classes
  • 20 unique races
  • Massive scale zones, dungeons, and raids
  • More content than I have seen in any other game period
  • Massive epic quest lines…  one I worked on off and on for 6 months
  • Extremely detailed housing system with the ability to have 10 per player
  • Extremely unique crafting system
  • Guild housing that actually supports guild activities
  • Antonia Bayle is one of the best RP communities – Tons of Live Events

The Runners Up

There were several games that almost made the list.  I contemplated Star Wars: The Old Republic… because quite honestly it had some really engaging content.  It however has probably the most egregious free to play conversion I have seen, so its exploitive nature knocked it off the list.  I thought about Guild Wars 2, because there is something undeniably enjoying about the game.  However there are an equal number of issues I just cannot get past to really find it something I want to play on a regular basis.  Dragon’s Prophet is a game I am really enjoying these days, but I don’t feel like I have played it long enough to really give it a spot on the top five list.  Additionally Vanguard is a pretty amazing game, but I just have not played it enough to really know its ins and outs.

Essentially I picked the five games that have shaped me the most as a player.  I hope you enjoyed my little rundown and even more so I hope it inspires someone to give one of them a shot.  Of my list only World of Warcraft lacks a free to play option.  So I guess this is really telling about where we are currently in what is a viable payment model.  I find myself cycling between the two four on a regular basis.  Right now I am mostly in a Rift mode… but I am sure I will cycle back to the others before too much longer.

I hope you have a great day, and I hope you don’t mind the change in format.  I wanted to create this post, and I knew I would not have enough time tomorrow morning to complete it all.  Additionally I am busy tonight downloading things to load up my new laptop full of games.  So essentially I had time to kill and devote to this.  I hope I get all my errands in the morning done, and get to work on time.

A Whole New World

It is a relatively dreary day here in Oklahoma as the experiment rolls onwards.  I’ve been out into the world, gassed up my wife’s vehicle and picked up some breakfast for the two of us.  Lately on the weekends we have been going out and indulging our recent photography habit, but unless things clear up I don’t see that happening.  It rained most of the night, and still looks like the sky could open any minute so for now I am hanging out inside blogging.

The Wrong Leather

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Initially I had intended to get in some League of Legends last night, but within moments of logging into mumble Drathis announced that he had to leave and would be back later.  Knowing the normal schedule, Tam confirmed that he too would be leaving shortly to go dancing.  This left us with four players that could commit to playing, and instead of pushing it further I just decided I would pop into World of Warcraft and continue working on Lodin.  I really enjoy LoL, but it is really only a worthwhile endeavor for me, if I am hanging out with a full team of friends.

I picked up in the Jinyu village where I had left off the previous night and started going through the paces of questing.  It was around this time when my favorite Aussie turned Malaysian 3D Content artist popped by the voice server.  Banzai is coming off a big project for Nintendo, and as such finally starting to filter back out into society.  This is a normal pattern for him, he goes into crunch mode on some awesome new project… then pops his head up afterwards and mingles for awhile.

When I am talking, I tend not to be paying attention to what I am doing.  As a result I ended up happily indulging my bloodlust and skinning anything I could.  So after a few hours of talking about 70s and 80s “Giant Robot” anime… I noticed my bags were insanely full with Pandaria level leather.  Normally this would be a great thing… but unfortunately I leveled way faster through the cataclysm content than I had intended and neglected to level my leatherworking past 460.

I consulted my favorite farming guide and decided that I did not want to take the amount of time required to unlock the Molten Front content.  So as a result I was bound for Tol Barad.  It was around this time that Banzai filtered out off the channel…  damned time shift..  and silence fell.  Farming spiders over and over is pretty boring.  I managed to farm up about 70 savage leather before the boredom hit me.

Pandaria to Pandora

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My friend Warenwolf had been happily playing Borderlands 2 while I was off in pandaland farming up leather.  Every so often he would comment about some spiffy thing he got to drop.  I thought to myself… I like cool things dropping *sadface*.  The biggest problem with Borderlands 2, is that for whatever reason I never got synced up with my friends.  They are all out doing the mega super extended content, and I am still stuck at level 12 poking around doing lower level quests.  With the boredom setting in heavily, I decided I really should be over trying to catch up my Commando.

Borderlands has always been such a great concept, and the second one is so much richer than the first.  However wandering around killing mobs several levels lower than me wasn’t exactly a stellar cure for my boredom either.  I managed to knock out four quests, all of which involved wandering back through areas I had already beaten the bosses of.  At this point I need to do some research in how to skip ahead in the content to something that is actually challenging and fun.

I managed to hold out as I did most of a level and a half, but this is the type of game that was really made to be played as a group.  I will admit that my fetish for Jacobs weapons in all their steampunky goodness is still in place.  As you can see in the picture above, I spent most of my time with a single shot tommygun-esc Jacobs assault rifle.  However after an hour and a half I was still looking for something fun to occupy my night.

Difference a Spec Makes

2013-04-26_224721If you were following any of my tweets, you will know that I wound up over in Rift last night towards the end of the evening.  Based on the excitement of those tweets, it went extremely well.  While we are on the subject of tweets…  why the hell has no one else integrated a twitter client with their game?  Seriously this is one of the killer features Rift has going for it.  Rift truly is the king of the “WoW Clones”, and I mean that with the utmost respect… because they have essentially gone around and latched onto the best practices of everyone else in the  industry.

One of the things that always hits me, when I boot up Rift on my gaming machine is just how amazing the game looks.  The subtle features of the title are just gorgeous to look at.  Inevitably I hit /tweetpic and comment about this, and someone chimes in agreeing.  Again someone else needs to make a /tweetpic command… it is absolutely brilliant.  A few weeks back, I had been reading a blog post by Wilhelm on The Ancient Gaming Noob talking about how he was just having a hard time getting into Storm Legion.

This resonated pretty solidly with me, because from about 56 onwards it has been like pulling teeth to try and level.  The mob hit points increased at a rate that was far greater than either my dps or survival.  I had been leveling with somewhat of a forum sanctioned spec, that was supposedly the best survivability to dps ratio.  Even at that it was still taking me roughly half my life to chew through most even level mobs.  I really want to hit 60, and try some of the endgame content…  but essentially leveling through the higher content was pure torture for me.

In the same post, after I had chimed in another guy (pkudude99) came in behind me and posted a spec that folks should try.  This week Wilhelm made a new post talking about trying out the spec, and how successful it was.  After reading this, it had been in the back of my head to do the same and this present boredom was the perfect opportunity.  After about 30 minutes of respeccing, rebuilding macros, resituating hotbars…  I was off to Camp Cyclone in Morban.

I hopped on my white tiger and rode up to the first mob I encountered, a 58 Storm Legion trooper of some sort.  I charged into battle, and in within a few seconds I had torn the mob asunder and taken next to no damage.  In that moment, a game that had felt like an extremely soulless grind only an hour before had become a magical playground of bloodlust and dismemberment.  The spec was in fact amazing, and over the course of the evening I happily ping ponged back and forth between packs of mobs slaughtering them with a smile on my face.

I have mentioned that I have quite the bloodlust when playing a warrior right?  My happiest moments in games is when I am not paying attention at all to the objectives I am supposed to be completing, but instead just bouncing around the map killing everything that crosses my map.  This totally happened last night, and as the dust settled around my warriors feet I had somehow put on half a level and gotten three planar attunement levels.  I was a happy boy, but also noticed that it was almost midnight so I figured I should probably start winding down for the night.

Extremely long story short… if you are playing a Warrior like me, and found yourself losing a battle to the grind of Storm Legion…  I highly suggest you check out this spec.  Thank you Wilhelm and thank you PkuDude99 the author of the spec…  for pointing it out.

"Perfect Solo" updated for 2.1 Hotfix 7 changes

Slaying Saturday

It is day two of the experiment, and roughly an hour later I have another blog post about nothing.  Our hope was to be able to go out wandering today and take some photos, but looking out our window it looks extremely dark out there.  In fact I think I just heard thunder, so I am guessing that is off the menu.  I believe Neverwinter is now available for me to play, so I may indulge that for awhile.  Essentially I purchased the cheap package, to be able to get in and play the beta events out of curiosity.  Honestly if I could have refunded that purchase I likely would have.

I played just enough in beta to decide I didn’t really enjoy the game as much as I thought I would.  But now that I have access to it, it feels like a colossal waste not to at least try playing it again.  Maybe I will care more about my characters with they are not throwaways?  I honestly liked the Guardian fairly well, but the thing that kept getting on my nerves was the fact that forward momentum stopped as soon as you performed an action.  This just felt like a needless break in motion.  Ultimately I guess I was expecting it to control more like Skyrim, and less like SWTOR.

If you’ve made it this far… I hope you all have an amazing weekend.  Here is hoping to the skies clearing and us being able to get out and about.  Being about to get out on the weekends for some exercise and fresh air has been beneficial to my waistline.

The Grand Experiment

Over the years I’ve developed a certain false assumption about blogging.  For whatever reason I have felt that in order to sit down and write anything…  I had to have something exciting or somehow epic to write about.  This combined with the fact that I have picked up a plethora of design and managerial responsibilities at work, has lead to these massive lapses in content.  There have been multiple times lately that I have wanted to blog, but felt I had nothing really to blog about.

So instead of doing a massive “what happened to Bel” post, explaining all the shit I have gone through since September 11th of last year…  I am just forging forward into unexplored territory.  Usually I have a bit of free time in the mornings as I drink my cup of coffee, or as I try and wind down at the end of gaming each night.  My experiment is just to sit down and write about what I did the previous day…  even if I find it immensely normal and unexciting.

Cute and Potentially Disturbing

2013-04-25_174531As soon as I got home last night, I sat down and reserved the new Raptr reward pet for Rift.  I am really digging the rewards system, in that so far I have gotten some pretty nifty things through it.  Last promotion they offered the Dwarven Smithy Goggles that I had been coveting ever since they gave them out as a reward at PAX.  This time around they were offering a really bizarre in game pet that looks exactly like the Raptr mascot.  Pictured above, I am not 100% sure if it is really adorable, or really disturbing looking.  In game it almost looks like the various balloons that are available during the anniversary event.  In addition I am wearing the Stone Spaulders that are another promotion this time around.

I’ve used Raptr for years without much expectation for reward.  I just liked the fact that it was a really solid multi-protocol IM client that seemed not to tax the various games I was playing.  When they started giving me rewards for the games I played… that was just icing on the cake.  Yesterday I had used the /tweetpic functionality in game to post this shot on twitter… and I got a response from a live Raptr employee, which was a really nice touch.

The rewards presently available that you should check out…

The Monkey King

A few weeks back my friends managed to get me playing a game I had never played before, and thought I never would.  Over the course of the last few weeks I have been joining them almost nightly for 5 player games of League of Legends.  I had been absent from the game for a few nights, mostly because my internet connection has really gone to shit.  But I was coaxed back into the fold last night.

Once again my internet was being shitty, and I was warping all over the maps…  but I still enjoyed myself.  I’ve developed a particular affinity for Wukong, the Monkey King.  I really like leaping in an doing massing amounts of damage only to throw up a decoy and escape away into the shadows.  I am not particularly good at any champions so far, but I am mostly passible with Wukong, Garen, Darius, Shen, Alistair and Volibear.

There is a definite pattern with the champions I end up liking.  One of my friends… the one who got me hooked on the game has successfully created a roadmap of all of the champions he feels I will be happy with.  So far, one by one he has been right, with the exception of Blitzcrank.  After a warm-up map against bots, a 6th friend logged in and we decided to do 3v3 twisted treeline.

I had never done this map before last night, and while enjoyable… it really feels super claustrophobic.  The other bad thing I noticed about it is that if one side gets underfed…  it just snowballs as running around the map catching up on minion kills doesn’t really feel like a possible thing.  Even with the frustration, playing with friends is always fun… and it cracked me up as certain players definitely disliked killing their friends.

Classic “Home” Tour

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Finally the constant lag, and ending up in the wrong place… fighting the wrong thing in League of Legends got under my skin enough to cause me to call it a night.  One of the big things I do lately… is follow whatever whim happens to hit me.  While I cannot really explain it fully, I had a whim last weekend to play one of my oldest characters.  Lodin is the Dwarf Hunter that I spent all of classic World of Warcraft raiding with, and had neatly put to bed with the release of Burning Crusade and my transition to tanking fulltime.  I had made various attempts to level him in the past, but really never got any traction.

Over the course of the weekend I managed to push him from 75 to 85 and actually enjoyed myself.  One of the realizations I have come to is that World of Warcraft is the fast food of MMO gaming.  It is bright, and happy and very enjoyable… so long as you don’t think too much about what you are consuming.  It is the second part I always fail at.  I end up thinking about how half assed so many of their implementations are.  The transmogrification system for example is hands down the worst version of cosmetic items, in ANY game.

Since World of Warcraft is so much more of a casual experience than League of Legends, I figured I could tolerate the shit internet a bit better there.  While I have been super nomadic since leaving the game, the guild I founded back in 2004 is still extremely active.  I had intended to go out to Jade Forrest and continue my push to 90, but logged into the statement coming across guild chat “It’s Bel’s Fault”.  I assured the guild member that I am certain it was in fact my fault, but inquired exactly what was my fault this time.

Turns out they decided on a whim to run old raids to show a friend that was relatively new in the game.  Not that they actually needed my help, but a trip down memory lane is something I am almost always down for.  We proceeded to clear Karazhan, Magtheridon, Gruuls Lair, and ended the night taking down Kaelthas in Tempest Keep.  All of it was stupidly easy, and posed no representation of what it was like to do those instances when they were real… but it was still fun seeing it all again.

A Wild Blog Post Appeared

It is now 6:48 am, and I have run out of coffee.  I started writing at roughly 6:00 am, so it appears that the experiment worked.  I did in fact have enough time to prattle on about what happened last night.  I did nothing terribly interesting, but I did manage to piece together a narrative of the events.  Right now most of my gaming nights look just as spastic as this one.  I’ve been ping ponging back and forth between whatever games end up suiting my fancy.

Right now I don’t really intend to set down permanent roots until Elder Scrolls Online releases.  I’m currently plotting my return to guild leadership with that game.  In essence I miss the camaraderie of House Stalwart, and while I can’t be 100% happy returning to World of Warcraft and assuming the hat there…  I feel like ESO is the game we all want to play.  In effect I feel like I want to “get the band back together”.  I’ve tried this before in the past, but in all of those cases I tried my damnedest NOT to be the guild leader.  I wonder if those guild excursions failed, because I was not putting the same effort into making sure things were happening.

I could ramble on about this past for hours I am sure, but right now I know that pretty much everything for me until the release of Elder Scrolls Online is going to be “appetizers”.  If folks are interested, I have been using Tamriel Foundry as a way of planning for the Elder Scrolls House Stalwart instance.  I really loved the pre-launch guild building tools that were provided by SWTOR, and this gives a very similar feeling.  As always it is like pulling teeth to get any of the Stalwarts to actually sign up for anything, but we have 8 signed up…  and even more in the recently launched Google Plus community

Makes me feel all fuzzy inside thinking about the potential of the game and guild.  As far as the blog goes, I will try my best to keep this experiment up.  It seemed to work, and I had enough time to write a really long post.  I will attempt to keep writing even if I don’t particularly find it interesting myself.  If you have made it this far in the post… thanks for reading.

The Illusion of Choice

Before this past week, I had not really followed the news about the Mists of Pandaria expansion apart from a mention here or there in my RSS reader.  So now that I am leaving the wow-free zone that I have created for myself, I am trying to catch up on all the tidbits of progress.  I admit, when I first got wind of the expansion I was just as bitter and cynical as the rest of the “kung-fu panda and pokemon” complainers.  I am not sure if it is the long leave, or the news I am reading itself but I am looking forward to it.

Never a Real Choice

One of the big complaints that did manage to invade upon my fortress of wow-less solitude, was the “dumbing down” of the talent trees.  When I first heard the news, like a good chunk of my friends, I was full of rage over them needlessly simplifying a process that already worked “just fine”.  I bemoaned switching to a system that gave up choice in favor of “hand holding”.  My talent trees should be tall and full of many widgets to click on, the way they always were!

I have come to the realization that despite the “illusion of choice” and multiple options, in each tree there was really only one viable path.  There are roughly 68 DeathKnights in my guild, and apart from  no more than a 5 talent difference, each us has almost the exact same blood tanking build.  For each class, and each tree, there has always been one spec agreed upon by the community to be head and shoulders above the rest.  So while it always felt like we had tons of options, in reality if we wanted to play on any serious level, we were going to go with the agreed upon path.

The thing is, this has been the case in every game I have played that has some sort of a talent system.  Rift added a bit more depth to the system, but the same winning combos were there as well.  This was so much the case that between my times playing it, they have added this nifty system that tutors you through speccing into one of these agreed upon paths.  This was a breath of fresh air, since with 9 potential talent trees to juggle per class, plotting a course became extremely arcane.

Freedom to Fail

The point of view I have eventually come around to is one that I would have argued until I was blue in the face a few years back.  In the end, all having a talent tree does is really give a player a chance to screw their character up to the point of being unplayable.  I had a friend, who shall go unnamed that decided to try and build a “Jack of all Trades” hunter in vanilla WoW.  Instead of focusing on one tree and then some secondary talents, he spread his points out evenly trying to pick up the best all all the early talents.

The end result was a character that had no glaring weaknesses, but no real bonuses either.  He could solo just fine, but when it came to running dungeons he lacked the raw damage output needed to support a team effort.  Believe it or not, I have seen many people make this mistake over the years.  The freedom of picking talents, also gives you the freedom to make characters that simply don’t work.  Ultimately the designers have intended us from the start to try and reach those top tier talents. As such when a winning hybrid spec exists it usually gets “fixed” to restore the balance.

Less is More

So in returning to what outraged myself and others, at face value the Deathknight talents are going from 41 points to only 6 points.  Initially like everyone else I thought to myself, my god they are watering these classes down.  Last night I copied my Deathknight out to pandaland and quickly found out that my assumptions were completely wrong.  In truth the new system is going to give us far more personalization while still remaining viable.

Just like with Cataclysm, when you first open an empty talent tree you are asked to choose a specialization.  Previously this just gave you whatever the signature ability was for your class.  Keeping with the Deathknight analogy, choosing Blood gave me Heart Strike, Veteran of the Third War, Blood Rites, and Vengence.  However my talents gave me all the other abilities that made tanking as blood viable, namely all those handy “oh shit” cooldowns.

What it took me a long while to understand, is that in Mists of Pandaria, when you choose a specialization you are essentially receiving with one single click that previous “optimal spec”.  Instead of getting those signature abilities from before, I receive 17 active and passive abilities that made up the golden path everyone chose.  What this really does, that has never existed to this point is set a clear baseline of abilities that one can expect every possible spec to have.  This completely takes the guess work of whether or not a player has some critical ability out of the mix.

Fluffy Goodness

Basically the talent points are now a series of decisions that occur at level 15, 30, 45, 60, 75, and 90.  Each of these decisions changes the flavor of your abilities, or adds new functionality to your class.  When I switched my Deathknight from Human to Worgen, the thing I really missed was the Every Man for Himself racial.  Previously in Wrath it was not terribly difficult to build a viable tanking spec that included the ability Lichborne.  However in Cataclysm, you had to give up some high threat talents and utility to get it.

With the MoP talents at each level you are basically making a choice and in essence sacrificing other abilities.  Most of the tiers, for the classes I have seen all are similar abilities with a similar theme.  In the case of Lichborne, I can take it as my level 30 pick, but I am giving up on having Anti-Magic Zone and the brand new Purgatory ability.  None of the choices really take away from my viability, but each shapes the flavor of my character.

So while at face value it looks like you have less freedom, in reality I personally feel like I have more than ever.  I cannot count the number of times I have respecced just to change one or two points.  That was the only real control I had, and in general I have had less than 5 points that could realistically be juggled.  This time I am getting to make 6 choices, each of which has some pretty significant ramifications.  I can be a tank with Bladestorm, or a Deathknight with AOE Deathgrip (Gorefiend’s Grasp), or Combat Rogue with Shadowstep.  I get to make these fun choices knowing that I am not trading my viability for flavor.

Ode to the Trinity

I have to say I am honestly shocked after writing this all out, that I am really looking forward to the expansion.  I made as many catty comments about it as the next person, but the more I read about the changes the more I like.  The funny thing is, I know I am contradicting things I have said I wanted in the past.  I have seen enough of the “post-trinity” games that I know that I don’t really enjoy them.  At the end of the day, I really like having clearly defined roles.

The main problem I have had with abolishing the “trinity” is that without them I feel like I have no purpose.  While this is great for soloing, grouping in games like Guild Wars 2 has been sheer and total chaos.  The classes that generally get hurt the most are the melee, and those are the only thing I have ever been interested in playing.  I cannot be happy unless I am sinking a weapon in monster flesh.  Playing a “finger wiggler” just lacks the visceral quality that I crave.

So when I would try and take on a difficult/elite/etc encounter with group members, this little scenario would play out.  I would run in and begin to attack, sword and board in hand.  Sooner or later I would pull aggro, and begin trying to back out.  Ultimately I would fail at shedding aggro and die while trying to heal myself.  The fighting to stand up would fail as well, since we are fighting a big monster and not easily killed by throwing stones at it.  At this point I rez, and try and run back into the action which may or may not be all the way across the current map.

Even in games that have blurred the lines a bit, without going into battle knowing your role it feels like every bad pvp experience I have had.  “Lets all run in and throw ourselves at the enemy, I am sure they will fall to one of our flailing bodies.”  I like knowing who is the tank, who will be providing dps, and who will save all our asses by healing us when we do something phenomenally stupid.  A well balanced party was the key to pen and paper RPGs and honestly it still makes sense for MMO grouping.

Solo Friendly

I think the nugget at the center of every “post-trinity” argument however is pretty simple.  Everyone wants to be viable in both a group and while soloing.  SWTOR tried to solve this by giving everyone companions that essentially turned you into an instant somewhat balanced group.  WoW has added in a lot more self heals, and other ways to save yourself when things are going wrong.  Ultimately, everyone wants to be able to play the way they want to play and still be viable doing so.  For me that is usually tanking, which I guess places me firmly as a pillar of the trinity. 

This post has rambled on a lot longer than I had originally intended.  I guess in hindsight I should have broken it into multiple posts, but at least in my mind all of these things are connected. I am still pretty shocked that I am looking forward to roaming around Pandaland.  What I have seen of the areas, I have enjoyed.  I will go on at length another time, as to why I feel Cataclysm failed whereas Wrath and Burning Crusade did not.  Suffice to say, I feel Pandaria will be a return to the world building experience of the first two expansions.  I am looking forward to exploring this new and beautiful world.

Rediscovering Dungeons

Here in Oklahoma it has been insanely hot and by Thursday it is supposed to be in temperatures over 107F.  As a result, I have been actively trying to avoid leaving the comfort of air conditioning.  This meant that this last weekend, I spent the vast majority of it logged into Argent Dawn in World of Warcraft.  The game still has a pretty firm resurgent hold on me.

Am I Really Back?

WoWScrnShot_062512_060314Honestly at this point I am still not 100% sure if I am really back, but I have moved from seven days of free time to actually paying for the first month.  I had planned on doing this anyway, just to make sure my friend got his mount, but I have to say I am already finding myself making plans for the future.  Right now I have a stable of sub 85s, and I admit I am looking forward to leveling them.

I spent the largest portion of the weekend working on Exeter, my Paladin.  This was actually my very first character in World of Warcraft, and I had grand ideals about playing it as a main.  Due to not being able to keep up with my friends, and the failings of protection paladins early on in vanilla, this never quite panned out.  But nonetheless the character has always had a special place for me.

When I last played the character over a year and a half ago, I had just started on Vashj’ir and decided to swap from Retribution as I played in Wrath, to full on protection.  With some minimal ability swapping, I was able to pick up the character pretty quickly and continue on questing.  I have to say the Cataclysm Tankadin is a blast to play.  I have given paladins crap over the years, even on this blog, but the gameplay is extremely infectious.

WoWScrnShot_062512_064918Over the course of the weekend I finished Vashji’r, quested through Hyjal, mined my way across Deepholme and finally reached 85 while doing the first few quest chains of Uldum.  I have no clue how many actual hours of play it took me, but with all the perks granted by a level 25 guild, it seemed like it just flew by.  Instead of watching my xp bar I found myself just following along the quests, and before I knew it I had hit the cap.

While I have complained about “kill ten” quests before, I have come to realize that at the end of the day I really do prefer them.  Having a traditional questing structure gives me a sense of purpose as I check things off my list.  When I have played more open ended games, like Guild Wars 2, I have felt like everything I did lacked that same sense of purpose.  As much as I had complained about the disconnected feeling of Cataclysm, the quest flow is pretty nice and has enough other kinds of quests to break the monotony of the kill tasks.

Grouping Should Be Fun

Screenshot_2012-02-22_22_19_17_638583When I left WoW originally it changed my game play deeply.  I went from being the center of each group as the main tank, to actively avoiding grouping all together.  I had developed a phobia of being needed at all, since I had spent the previous seven years responsible for the happiness of so many others.  I grouped when I absolutely had to, but the rest of the time I was off by myself and seemingly happy.

With the release of SWTOR, I gave grouping another try.  However choosing to level as a dedicated duo, left me feeling chained to having to play whenever someone else was online.  When it came time to run flashpoints, I just found them not as much fun as I remembered dungeons being.  I think in part, I just didn’t like the design of the Star Wars hard modes.  I don’t mind hard encounters, but I have always felt that they should be an endurance game, not twitch reflexes.

Many of the SWTOR hard mode flashpoints, just felt cheap and irrationally punishing.  Colonel Daksh in Maelstrom Prison for example, goes into this phase where you have to avoid getting in line of sight of him.  Essentially 2 or 3 times per fight, everyone in the group has to do an intricate dance avoiding being seen.  If you are seen at all, it is essentially a one shot death.  If you aren’t dpsing him fast enough, you also die from the incredibly short enrage timer.  As we wiped over and over to one thing or another, the attempts just ceased to be enjoyable, and given time flashpoints were just something I completely avoided.

Remembering It Can Be

image00211Thanks to the coaxing of my friend, coming back to WoW I have been grouping again.  I eased into it by duoing some old raids, until I built back up my tanking ability to some extent.  Once I got back into the swing of a heroic, including the “new to me” hour of twilight five mans, it felt like coming home.  Unfortunately it seems like we can only muster full guild groups on Friday or Saturday nights.  But those last few nights, have been some of the most enjoyable gameplay I have experienced in years.

Friday night we gathered up to work on various achievements, that each of us had outstanding.  We knocked out a couple still remaining from the Icecrown five mans, and then moved on to the redesigned Zul’Gurub.  ZG has always been one of my favorite places in Azeroth, and in vanilla I spent hour after hour there both tanking and healing it.  When I heard they were removing the raid and making it a heroic, I was extremely disappointed.  However, considering they went from a raid to a five man, they’ve done the zone justice.  While none of the fights are exactly the same, they each feel very similar in nature and still have a very epic feeling to them.

In an hours time, we had knocked out every available Zul’Gurub achievement.  While there really wasn’t much in the way of gear upgrades for anyone involved, we had a complete blast doing it.  I am remembering the side of gaming I used to love so much, but the circumstance of having to be both guild and raid leader robbed me of.  Running around with my friends taking down baddies, has re-awoken a piece of my inner child I thought was too jaded to ever feel this way again.

Well Rested Return

One of friends, mused that I just needed some time away from the game to get my perspective.  I think that honestly might be the case.  Too much frustration had built up, over too many things not directly related to gameplay.  Coming back now, I have a new pair of rose colored lenses and my buffer of bullshit has been emptied out.  I never thought it would be WoW I was returning to however.  I really thought with my recent return to Rift, that it would be the one that held my attention.  As much crap as we have all said about “pandas and pokemon”, I think the upcoming expansion will breathe some life back into the game.  I just hope that my return, others will be willing to give it a fresh start as well.