on Crafting Systems

The last few weeks I have been pretty lax with my daily blog post.  My friend Ariad has managed to churn out some posts to fill the void, but in the end I have just been slacking due to some fairly significant deadlines.  I’ve also noticed that when I have been incubating a large post, I seem to get thrown into a minor writers block.  In the past these are marked by the days I have posted patch notes and nothing much else.  However in the post E3 / Pre 1.3 lead up, there isn’t a lot I have felt like reacting to.  After several weeks, I am finally posting this topic.

How Randomness Ruined Crafting For Me and Rift Revived It

I know that is a big subheading, but over the last few weeks I have come to realize a few things about crafting in general.  I have always respected crafting in MMOs but in general I have never been one to hang out at the forge as it were.  It has been a fun diversion, a nice break in the adventuring action at times, but never really something I sought out.  I think a good deal of this is the way that WoW and other games have treated crafting in general.

Crafting has always fascinated me.  The ability to gather up seemingly unrelated bits and through an interface bind them together into something new and usable by my characters.  There almost seems to be an arcane thrill to it, and your serious crafters carry with them an aura of sage respect.  Many folks look to crafting as a profit center for them, but for me it has always been either a nice way to augment my characters gear list, or simply something I can do to make myself useful for the guild as a whole.

The Basics

minecraft-crafting-700x394Above is an image from the game Minecraft.  This pretty much shows the kind of crafting that first enthralled me.  I could not find a really good image of the Everquest crafting system, but for the most part Minecraft is a good facsimile.  EQ featured a system that I can only think of as crafting off the rails.  Later crafting systems became stratified, with certain classes and recipe books, but in the beginning it was just you some gathered materials and a machine.

Fishing was pretty straight forward, and I think everyone in Everquest spent some time on the docks fishing for fun and profit.  However for me at least, the serious crafting came far later.  It was not until I started getting random ore drops from the Orcs in Crushbone that I started to wonder exactly what I could do with them.  Thing is in Everquest, there was no instruction manual.  You never knew whether an item was just there to be sold, or if it could be repurposed in some amazing way to craft something for you.

The crafters in the game, had not only managed to raise some numeric skill, but also figured out and memorized a vast number of patterns in their head.  Later on Allakhazam took a good bit of this trial and error out of the equation as players began to share resources.  However it was still up to you to gather up all the needed materials, and remember how to combine them once you got back in game.

The biggest problem with crafting in Everquest however was that it was an extremely expensive and or time consuming venture.  Materials were either purchased from players or vendors, or farmed in dungeons.  This was not a fast process at all, and the weight of ore made it so you could not carry much of it at any given time.  As a result we would spend hours in zones like Beholders Maze farming the mudmen for hours on end, trying to get enough ore to turn into metal to begin to craft anything at all.

The Big Shift

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The biggest problem with Everquest was the acquisition of materials.  The first big shift in crafting was the creation of the “resource node”.  The first game I can remember playing that had unique resource harvesting nodes was Horizons: Empire of Istaria.  Almost as insanely difficult to find as the Everquest shot, was one of Horizons, now renamed Istaria: Chronicles of the Gifted.  The above shot shows a basic resource area, with little bits of rock scattered around the land.

While the game itself had many shortcomings, it had an amazing crafting system.  In addition to resource nodes, Horizons also introduced the concept of crafter only gear, that increased your skill and the ability to carry crafting items.  It also introduced a system of sleds, that you could load up with resources and then drag like a cart back to town.

In addition there were numerous “public works” projects, like building towns and bridges that opened up new content areas to the players.  The big problem however is, crafting was extremely tedious.  You spent literal hours harvesting materials in the field, then dragging it back to town to craft components, then additional hours spent applying them to the projects.  Building bridges for example, took literal weeks of players crafting nonstop to create.  While the game play was very unique, and intricate, it was also a bit dull.

The Mini Game

Crafting2 While extremely detailed, crafting in Horizons quickly became a chore and after the first few times doing anything it really lacked much fun.  With the release of Everquest II, I honestly feel the developers were trying to take this concept and make it fun.  As a result they introduced what I can only call the crafting mini-game.

On the right is an image of an item being crafted in Everquest II.  As you started crafting you reached certain milestones, each producing a slightly different version of what you were attempting.  Each step you managed to reach, produced a higher quality item.  If the item was part of a multi-step process, it ultimately determined the maximum quality of the final product.

As the player crafted an item, they would encounter various events that would impede their progress.  If you look below in the window you see the event “Loss of Concentration”.  Each crafting profession gave the player a set of new abilities for their action bar, each with an icon  that would correspond with a certain kind of event.  To counter “Loss of Concentration”, the player would mash the corresponding button on their hotbar.

While in some ways this made crafting seem a bit more like an epic struggle versus your materials… the realization was that ANY time you wanted to create even the most simple item, you had to deal with this interface.  Items never “grayed out” and became truly trivial.  There was always a chance of getting something that you couldn’t use from the process.  Over time they streamlined the process to reduce the number of useless items that got created in the process, and removed many of the 5 or 6 part processes to craft an item.  However it still retained the sluggishness of knowing, any time you needed to craft something for a guild member you were committing yourself to 10-20 minutes worth of slogging through the crafting mini-game.

Dumbing it Down

ptr-al-epicgemcd The release of WoW was game changing on all levels, and crafting was no different.  Prior to WoW the trend with crafting seemed to be to make it more and more intricate, giving players the option to make crafting their primary game play experience.  WoW went completely the different direction.  Everything about the crafting process was streamlined compared to its predecessors.

WoW kept the resource gathering system that was node based, but managed to greatly streamline the item creation process.  Sure there were very painful leveling experiences that involved lots of odd items (leatherworking I am looking at you), but for the most part the process was straight forward. 

You chose a gathering profession, and a crafting profession that complimented each other.  Gathering collected the items, and crafting spit out the finished items.  As the game moved on the leveling of these professions became even more streamlined.  However from day one, wow leaned on a crutch that would ultimately become the source of all of my frustration with the system.

Randomness Sucks

For some reason, Blizzard developers LOVE random chance.  If this were used primarily for those nice to have items, it wouldn’t be so bad, however every major crafting recipe relied solely on random chance.  Instead of making resources hard to get to, or drop off difficult to kill monsters, they placed a random loot game into the equation.  This was seen in the need to find the holy grail ore node like Khorium or Titanium, or the need to skin and herb for those annoyingly rare Arctic Fur, and Fel Lotus (or any Lotus for that matter).

There are many ramifications with a system like this.  Firstly, the rare must have items become ridiculously inflated in price in all of the markets.  This was especially noticeable with the rare Lotus drops, due to the fact that every raid on the server needed multiple each week to craft flasks.  Secondly there is a social cost to the random element, especially with the rare ore spawn.  Players will do anything and everything in their power to beat others to these spawns. 

The policy of fastest fingers win, ultimate leads to frustration on the whole.  Ultimately, I had reached a point where I really had no interest in crafting.  It was something I did, because ultimately as a raider I felt like I needed the various crafter only bonuses.  However once max level, I rarely did any crafting for fun.  Doing the daily quests, just seemed like skull drudgery due to the massive contention for resources.

The other major point of frustration with the WoW crafting system is actually two fold.  Firstly crafting has always been something you could do while leveling to augment your gear, and ultimately lead to a more enjoyable leveling process.  Problem was, that in general, past the first 75 levels of a trade skill, the items you could craft were greatly under your usable level range.  On top of this, there was the annoyance that very rarely could you ever craft a complete set of armor for any given range.  You could get one or two pieces, but never a full suit like most other games had.

Restoring My Faith

Due to the amount of loathing that I had built up towards crafting in general, I never really messed with it much during the first few betas of Rift.  Honestly it wasn’t until guild members started talking about being able to create weapons they couldn’t equip for several levels, that it peaked my interest.  So when I finally managed to start crafting during the head start, I was amazed at how enjoyable I found the process.

There have been complaints from those used to the more complex systems, that Rift crafting is too simple.  However for me, coming from the streamlined system of WoW, I appreciated that fact.  As I began leveling, I was impressed with the ease of resource gathering, and the ability to craft full sets of gear for any particular level range.  In addition, like my guild members talked about, I was able to craft items that I would grow into as I leveled rather than those that were of no real use to me.  This alone fixed several of my annoyances with crafting systems in general.

However, the big fix was still to come.  As I was harvesting copper nodes, I noticed I got a quest item: Unusual Ore.  When I took it into town, the Mining trainer gave me a quest to gather up 10 tin bars  and 10 copper bars.  Upon turning in, the trainer gave me a recipe for crafting bronze bars.  Instead of relying on random chance, all of the rare crafting materials in the game are similar to Bronze Bars, being an “alloy” of two existing items.  This pretty much knocks down my other major problem with the WoW system, it removes most of the randomness on a daily basis.

Universal Currency

One of the other nice systems that rift introduced was a universal crafting currency.  Artisan’s Marks are gained from doing work orders in the crafting center of your faction’s capitol city.  These are then used to purchase various “nice to have” patterns, especially the ones that use the rare materials.  You can level from 1-300 in any of the crafting professions without ever using these patterns, however they unlock often times higher quality items.

Having a universal crafting currency was a massive step in the right direction.  In WoW it became extremely frustrating that there was a unique currency for each profession, that could only be gained by doing daily quests.  With a universal currency, you can pick and choose which professions patterns to purchase.  On my rogue I am doing 2 rune crafting and 2 outfitter quests a day, but as a result I am saving up the currency to buy those expensive outfitter patterns. 

Where the system becomes counter intuitive however, is with the crafting Plaques.  Basically crafting plaques undo a lot of the good of having the universal system.  When you complete master level work orders, you have a random chance of gaining a plaque for your specific trade skill.  These plaques are used to purchase the most sought after epic quality patterns.  There is no construct in game that allows you to trade one flavor of plaque for another.  It seems to me, that Trion would have gone with a single crafting plaque currency rather than tying things down again to specific professions.

Ultimate System

As a whole, I can’t really call the Rift system the ultimate crafting system, but for my purposes it works.  Crafting for me is something that I like to use as downtime.  I go out adventuring in the world, gathering materials, and then go back to town and craft a few things up.  It acts as a much needed pause in the action, before going out again to kill more baddies.  However I have heard from others that they really miss the level of intricacy from systems like Everquest II. 

Problem is I am not sure where the happy medium would lay.  Adding complexity also adds to the amount of time that a player is forced to sit at the crafting machine.  For most of us this is not really a win situation.  In EQ2 I loathed having to craft anything for a guild member, because not only did it mean porting back to a central location, but also tying up a good amount of time that I could be off doing cool stuff.  With rift, I am always game to knock out whatever is needed, because I know that once the materials are pooled I can do a combine in a matter of seconds and be on my way.

I hope given time, additional patterns can be added that are more complex that will help give the craft-centric players more of a sense of ownership in the process.  As a whole, there really are not that many plaque patterns to gather.  I know on my armor crafter I have already purchased everything available, and simply do the dailies for money and the hope that eventually new patterns will be introduced.  However were the plaques trade-able I would be gladly handing them off to guild members to help them complete their sets.

Quality of Items

My other complaint is the fact that without dungeon drops, you cannot create high end gear at all.  In other games, I am used to those rare item patterns being equivalent to the first tier of dungeon/raid gear.  Problem is, that in Rift the epic crafted items are as a whole below Tier 1 dungeon level.  The player funnels all these resources into an item, and quickly finds out that it will be replaced the first time they run an expert dungeon. 

As a result, one of the big complaints is that none of the gear crafters can create is really valuable and worth selling.  Personally I have never used crafting as a profit center in games, but I can definitely see this as a problem.  Crafted epics as a result are becoming the stock and trade for secondary characters, and thoroughly useless to mains.  I am hoping that one of the patches manages to buff these up to at least Tier 1 level, giving them a slightly longer shelf life and worth more.

Long Ramble

I realize this post is extremely long, far longer than most of mine.  However I wanted to dig into the various systems before arriving at Rifts.  I like most of what I see in the Rifts crafting, and it has like the subtext said revived my interest in crafting as a whole.  I almost always have a stockpile of materials in my bank, and that is something I never could have said back in previous incarnations.  I can definitely see some weaknesses here and there, and some things I don’t like, but overall I think it managed to strike a “happy medium”.  Also anyone who actually managed to make it to the end of this post has some serious fortitude.

Trion’s Blitzkrieg

Apologies for the recent lack of posts.  I’ve found myself irrationally tired lately, and to make matters worse I have not been sleeping great only making issues worse.  On top of it all, my Grandfather has been in the hospital, so not exactly prime time to be thinking about blogging.  I have a half written post on crafting, that I need to find the train of thought to go finish at some point.

Trion’s Master Plan

With all the hype surrounding the game world that E3 brings on, I had a realization yesterday.  Trion for me at least was this juggernaut that came from nowhere.  I never really followed any information on the company, and I had never heard of them prior to getting into one of the Rift beta events. 

All that said, it felt to me like this company stepped out of the shadows and right out of the gate assumed a position of dominance over the MMO market.  Thing is, it finally hit me that Trion is not just gunning down World of Warcraft with Rift, but instead making a push at the entire Blizzard game structure.  Trion has fairly quietly been aligning to strike against each of their core game markets.

The Rise of Rift

 

The fact that Rift was aligned to directly compete with WoW has been evident since the first marketing blows.  With slogans like “We’re Not in Azeroth Anymore” and the more recent “Join Our Horde” they have very overtly been throwing jabs here and there at the big blue giant.  They managed to pull off a near flawless launch on a bigger scale than we have seen in years, and immediately followed it up with an uppercut of constant content updates. 

I’ve said this before, but it bears repeating, in the amount of time it took Blizzard to release the 4.1 patch Trion managed to launch Rift and release 3 content updates and around 30 hotfixes.  The 4.1 patch itself was comprised primarily of recycled content, whereas the Rift updates have introduced numerous raids, and a slew of new world content in the form of rifts and events.  This level support is a roundhouse to the slow and unresponsive player Blizzard environment.

Like always there was an initial drop after the opening sales, but since then the Rift player base has stabilized and continues to grow.  Earlier this week Trion released that they are nearing the 1 million sell-through mark, meaning units actually sold in various outlets and not just shipped and encumbered.  While some of those sold only stayed for the first month, there has been a serious dent in the available player pool by this newcomer.  Blizzard itself came clean, stating that they are down 600,000 players, so it isn’t hard to see where a large chunk of them have arrived.

End of Nations

 

What I am coming to realize however is that Rift is just the first strike in a greater war against the Blizzard/Activision bottom line.  Quietly gaining player focus is the new MMO-RTS title End of Nations.  Similar to the Trion strategy with Rift, they brought on veterans from the RTS industry, Petroglyph Games.  The company is made up of mostly Westwood Employees, some of which notably worked on the grandfathers of the genre:  Command & Conquer, and Dune II.

End of Nations itself is shaping up to be a game that feels very familiar to those who have played Command & Conquer in appearance but taking it on a much larger scale.  All indications at this point make this title look to be another AAA RTS title.  It brings to the field a server infrastructure that seems more scalable than that of the Blizzard standard in Battle.net.

 

All these things add up to place this squarely on the field as direct competition for the Starcraft players attention.  If this manages to ship and release as smoothly as Rift did, and have a similar level of player support and content updates then I can see End of Nations pulling away a good number of Blizzard loyalists in the process.  I am not a huge player of the genre, so I may be wrong, but having played through Starcraft I can see this title drawing away the old Westwood fans.

The Defiance Experiment

 

So far we can see clear lines on the battlefield placing Trion in direct competition with Blizzard in the MMO and RTS market, but wait… there is more.  Trion in additon to all the other work, is teaming up with the Syfy channel to embark on a unique experiment.  They are creating a multiplatform MMO-FPS title that will somehow be linked to a TV Show.  Supposedly the show will effect the gameplay, and the players themselves will ultimately effect the TV show.  I will be honest, it is somewhat hard to really wrap my head around the ramifications at this point.

What we do know however is that Defiance is a third person mmo shooter, set on a future version of the earth transformed by decades of conflict.  There isn’t alot of detail yet on the title, but like every company they state they are looking to produce a AAA shooter.  Ultimately the success of the title will rely on so many issues, such as the ability to merge console and pc game play into one cohesive environment.  Many titles have promised this, *cough* DC Universe *cough*, but so far not a single one has delivered.

Why this is interesting particularly within the scope of this post is the fact that Blizzard also is working on their very own MMO-FPS title, dubbed Project Titan.  Funny thing is, there was another Project Titan… the ill fated Ensemble Studios Titan, which was the Halo MMO.  MMO Culture gives the basic rundown of the theory, but the quick version is:  some of the disbanded Ensemble staff joined Blizzard Entertainment, Activision and Bungie announce exclusive worldwide partnership, and this document is leaked showing a Blizzard release schedule with Project Titan on it.

 

With Blizzard now working on an MMO-FPS, this places Trion yet again competing directly.  From all indication however, it seems likely that with a TV show tie in, this will probably be coming out well before Blizzard’s normally sluggish schedule (which is also shown on schedule as late 2014).  How many years have we been waiting for Diablo III for example?  If Trion can beat Blizzard to the MMO-FPS market, and deliver the same kind of performance they have shown possible with Rift it will definitely soften the later’s potential market holding.

Wrapping Up

Basically that is three major titles with two in hardcore development at the same time from Trion.  Each title seems to be directly aligned to take down a Blizzard market.  It honestly leaves me wondering, if we will soon see information about a similar title to take on the Diablo III market.  I am just still floored that this company, that I had not heard of prior to Rift has come out of the gate and is presenting serious competition.  I look forward to seeing more information on the above to come out during e3.  Hopefully Trion will continue to delivery quality products and keep up with the same level of support.

On Server Transfers

I want to send out my apologies for lack of updates this week.  I had been on a pretty religious schedule of posting at least some new content five days a week.  If you followed the last post you know my world has been pretty rocked by the recent events in my neck of the woods.  My time has been spent in the evenings either worrying about incoming Tornados or alternatively mourning their devastation.

Quite honestly, with everything going on, it just didn’t feel right be be blogging about video games.  Joplin as I said earlier has for all intents and purposes been removed from the map.  The series have Tornados that hit Tuesday night left plenty of its own carnage, leaving a 3 year old boy missing, presumably sucked up by the storm.  This morning they mentioned on the news that this storm system has produced around 80 distinct Tornados over the last week.

The “Big News”

All that said, life just has not felt normal.  The concern and worry has left its toll, and frankly I am pretty worn out and just plain “fried” at this point.  However for the rest of the world, namely the rift playing public the “Big News” has been the announcement of free server transfers.  I realize I am well behind the new cycle on this one, and most of the blogging community has weighed in one way or another on it.  However this has been in the back of my mind while we have dealt with all our issues.

For those living under a rock, or dodging Tornados like myself… the original announcement can be found here.

RIFT™ TO OFFER FREE CHARACTER TRANSFERS

Gather your friends in RIFT and play anywhere, any time

When the next major RIFT™ update hits early this summer, subscribers will be treated to a surprise – free character transfers. Trion Worlds announced today that with RIFT 1.3, players will have the ability to move to select servers in their territory once each week, taking all items, achievements, and titles with them. Additionally, guild leaders will be able to move their guild’s level and experience.
“MMOs are all about playing with your friends no matter which server they’re on, and that’s why we’re offering this as a free service to our subscribers,” said Scott Hartsman, Executive Producer. “RIFT is both a game and a service, and adding free server transfers is just one more way we can make this the best possible MMO experience available.”
Whether you want to play with friends, check out a new server, or avoid queue times on highly populated servers, you’ll be free to move about Telara. As a part of this grand experiment, there will initially be no limits on the number of times you can transfer your characters or guild.
Character transfers will remain a free service for the foreseeable future, and could become a permanent addition to the RIFT experience. Subscribers will be able to perform the transfers inside of the game itself once the patch is live.
For More Information – Read the FAQ

 

Then a few days later they followed up with an FAQ outlining all of the changes (post here).

Hi all,
As announced, Free Character Transfers will be released in RIFT Update 1.3. These Free Character Transfers will be available to players on select shards via a new in-game feature. We are pleased to be able to offer this service to our players and hope you find it to be a great way to further enrich your experience and connect with others, we have provided a brief FAQ outlining this new feature below.
We’ll continue to release additional details as we get closer to the release of 1.3 and we encourage you to ask any questions you might have, we’ll do our best to answer all we can – thanks!
What are Free Character Transfers?

  • Free Character Transfers will allow you to move your characters to select shards through an easy to use, in-game feature.

How often can I transfer my character?

  • We’re allowing one free transfer, per character, to a select shard every 7 days. Please note this is subject to change while we continue to develop and test the new service.

What do you mean “select shards”?

  • We want the shard you select to provide the best experience possible. It is important that there remains a balance between Guardian and Defiant players and to that available shards do not become too over populated or unbalanced. For this reason you will only be able to move to specific shards we’ve selected to accept new transfers, please note the shards available for transfer may change over time.

Can I move from a PvP shard to a PvE shard or vice-versa?

  • Of course! The rule set of your current shard will not prevent you from moving to a shard of a different type. So PvP, RP, PvE, or RPPvP to your heart’s content – Just remember, you’re subject to the rules of your new home! (For example, non-consensual PvP on PvP shards and stricter naming policies on RP shards.)

What about my stuff?

  • We’ll have specific details later, but have no fear! You’ll be able to take your items, currencies, achievements, titles, pets, collections, and heck, maybe even the kitchen sink!

Can I transfer from a North American Shard to a European Shard?

  • Not right now, currently transfers will be restricted to select shards in your territory.

I’m a guild leader, can I transfer my guild?

  • Absolutely, we know you and your members work hard to level your guild and make it your own. We’ll announce more details about this feature closer to its release, stay tuned!

Will these transfers always be free for everyone?

  • For the forseeable future – yes! They could even become a permanent addition to the RIFT experience. This is very much an experiment we want to try and we feel this feature will add a unique way to play RIFT unlike other MMO’s. We’ll see how it goes and keep an eye out for any issues that arise.

So, when will 1.3 be released?

  • 1.3 is the next major installment for RIFT and will arrive early this summer. Keep an eye on www.riftgame.com and here on the forums for more details as we get closer to its release!

Updated – 05/23/11 @ 12:13PM PDT
What if my character or guild’s name is already taken on the shard I want to transfer to?

  • You’ll be warned in the event of a naming conflict, should you decide to continue with the transfer you will be forced to re-name your character or guild before playing.

Will I be able to change my characters faction (from Defiant to Guardian for example) when I transfer or transfer my Character to another active account?

  • Not at this time, while these options are something we might look into in the future they will not be available for the initial release of the Free Character Transfer feature.

Wide Variety of Responses

I have seen everything from elation and praise, heralding Trion as the saviors of game kind, to frustration that we will have to wait for this feature at all.  The cynics have seen this as a clever way of skirting the need to merge under populated servers, by allowing players to jump to new servers on their own.  I guess I can see all of the points, but tend to take my own view.

What I see that stands out is the fact that a server transfer system is being put in place, to allow players to move more freely between server communities.  In fact based on the information, they will be able to do this once per week, which can let you hop servers to play with friends and then return to the main server at will.  The most impressive thing about all of this is the fact that Trion will not be charging for this feature.

Syncaine over at Hardcore Casual however thinks we should re-evaluate our expectations.

Listen, if you are cheering because Trion has decided not to punch you in the face (charged transfers), you need to reevaluate your expectations. You pay that $15 for a reason, and it’s not (unless we are talking SOE) just to keep the servers online. Free transfers are, to me, about as special as a monthly content patch. It (should be) expected.

I understand the cynical view of the actions but honestly…  to me Trion has been giving us far better support than I have received playing any other game.  If you are thinking, I have not played many games then…  let me point you over to my gameography page.  While this may be the level of customer support we as gamers should expect, and I agree with this point, it is nothing we have ever received in the past.

One thing Trion has done, that no company to this point has done for me at least is make me feel like I am being heard.  After getting to know a handful of people in the company either through twitter, or the community outreach programs, I feel that they honest to god drink their own Kool-Aid.  I feel like they actually care about us, and care about our happiness.

Here is an example of an interaction between Assistant Community Manager Erick “Zann” Adams, and Rilgon a gaming blogger.  Shows the level of care these individuals take.

Rilgon: @3rickZann So did you guys find the Fountain of Awesome or something? Like I don’t get how you are routinely so awesome.
Erick Adams: @Rilgon No, but they put something in the office water that compels us to try and make our players happy. :p
Rilgon: @3rickZann It shows. 🙂

I guess I just have a hard time being cynical when I see this and other things on a regular basis.  There seems to be an Esprit de corps in this group that I have not seen in a video game company in a long time.  Blizzard definitely used to be that kind of “by gamers, for gamers” shop but since the activision merger they have changed in many ways. 

I regularly bought the pay per view Blizzcast feed, and I have to say the way they treated players this previous year shows the level of disdain (pretty much anytime Alex Afrasiabi spoke) they seem to have for us the gamers these days.  So while we as the gamers, should be expecting more from game companies, I am definitely going to support the ones out there that are doing it.

Brilliant Marketing Move

What makes this a massively brilliant marketing move, and extremely unique is not the fact that they are giving us server transfers, it is the fact they are doing so without a fee attached.  Basically Blizzard got us used to the concept of paying a premium convenience tax for getting things like this in the past.  Each new feature that gets added seems to get an increased fee, and players have been willing to pay up.  I’ve transferred characters, and race and faction changed them as well.

If you are playing World of Warcraft you are well aware of the number of premium fees associated with their monthly subscription based game.

  • Remote Access – $2.99/month
  • Name Change – $10.00
  • Cosmetic Pet – $10.00
  • Appearance Change – $15.00
  • Character Transfer – $25.00
  • Race Change – $25.00
  • Cosmetic Mount – $25.00
  • Faction Change – $30.00
  • Guild Move – ??
  • RealID Grouping – ??

Every company that has implemented a similar on demand service structure has followed suit.  So Trion could have easily put server transfers in place and dinged us with a money grab to do so.  However the most important thing as a take away is the fact that they didn’t.  While we don’t know for certain how the “selected shards” portion will work out, this definitely seems far more wide reaching than when a company in the past has offered free transfers off higher population realms to lower ones.

Most obviously the big difference is the fact that they have stated this would be an event that was throttled on a once per week basis.  This will let players test out a community and be able to move again if it just is not a solid fit.  Being the community minded player I am, normally I would be afraid of such a free form server move system.  At the end of the day this places the responsibility squarely on the shoulders of the players on a given server to make something that players do not want to leave.  I feel sure that Shadefallen is an amazing server, and the community we have is such that it itself will glue players to our shard.

The Real Logic Behind It All

It was stated by Willhelm at The Ancient Gaming Noob that this may be a way for Trion to allow players to handle server mergers on their own.

Meanwhile, here is Trion Worlds, with Rift a couple of months old now.  I have to wonder if they are being clever about dealing with a contraction of population, if the initial rush has peaked and they now have more servers running that are really viable.

Announcing server mergers is always viewed as bad news.

If this really is the reasoning behind the addition I still applaud it as a great idea.  Personally I have tried to avoid the Rift forums, other than the patch notes and Shadefallen server forums.  However from what I hear, there is much gnashing of teeth going on about under populated servers.  Personally I have not encountered this, Shadefallen has remained a vibrant server since release, and if Rift Status is to be believed our numbers seem to have remained extremely flat.  We have not experienced queues since the first weeks of launch, but there have always been more than enough people online at any given time to get something done.

I think players are going to complain no matter what, and the forums always give you a snapshot of the people who are most angry in any game.  However I imagine the same people who complained about, and refused to play on a server with any queue time are now the ones complaining about there not being enough people around.  At launch queue times are the sign of a healthy server, and purposefully going off on a low population server will mean in the long run not being able to do certain things in an MMO. 

Low population servers are always slow to grow, because the majority of the experienced playerbase generally avoid those servers for that reason.  I played on a high population server in WoW, and quite frankly it spoils you.  During wrath you could trip in Dalaran and manage to fall into a PUG raid that could clear half of Icecrown.  If you thought of an item, you could search the auction house and find plenty for sale.  So to go from that, to trying to roll on servers where friends ended up with dismal economies and no pug culture to speak of, was a shock to the system.

So if Trion is giving players a way to abandon sinking ships, then Bravo.  Forced server mergers always end up disrupting a community far more than voluntary moves.  Players have a fresh start without abandoning the work they have already done.  Knowing that your decision isn’t set in stone, will allow players to try different server communities until they find a niche that really fits their play style. 

On Argent Dawn, there were many times we were offered free transfers to cull the herd.  If I knew I could have transferred back without charge, I might have considered taking them up on the offer during those 3000 player queues.  Problem is, these were a one way ticket off, trading a known evil for completely unknown ones.  In most cases, for the players that jumped ship, they ended up transferring right back, as the grass was not in fact greener on the other side of the fence.

My Overall Take

This is getting to be a really really long post, so I will try and wrap things up.  Basically I see this as a good move for the community.  Trion is once again giving some excellent support to the players, and in doing so giving us the freedom to spread out and find the server that works best for us.  The ground breaking news is the fact they are giving this to us for free.  While this will diminish some servers, it will cause others like Shadefallen to band together and build something worth staying for.  I think overall, this will be a major positive for all players.

Bel Gets Real: Finger of God (Updated)

I’m taking a bit out from the normal game posts to throw up something very important, and very near and dear to my heart.  Yesterday we were sitting at home, completely oblivious to these events until my wife started seeing some messages come through on Twitter.  It had been such a lovely day in the Tulsa area, that I never even thought that Tornados might have been a brewing.  They apparently were, and just across the Missouri state line Joplin was completely devastated.

joplin

This one hits really close to home for me.  Joplin is one of two towns that I would move to in a heartbeat if given the chance.  The town has an amazingly cool vibe, and before these events had 6 amazing used book stores we would frequent.  In fact we were there just two weeks ago, when we took my wife’s mother shopping for Mothers Day.  So when I sit back and realize that we have bags in the kitchen that we never unpacked, from stores that simply no longer exist is pretty hard to take.

Our first panic moment was trying to get hold of my Wife’s mother.  She lives near Joplin just on the other side of the Oklahoma line, and the town has always been her major shopping destination for when she needs to run errands.  When we couldn’t reach her on the cell phone, we began to fear the worst.  Luckily she had travelled to Tulsa Sunday, and was also blissfully oblivious to the nightmare happening just across the state line.

I’ve lived in “Tornado Alley” my entire life, and I have seen the devastation they bring on numerous occasions.  While in the past I have known the towns they have hit here in Oklahoma, I’ve never had a really close personal attachment.  This one hurts so much, because I know this town so well.  The town had so much personality, packed into a compact area.  I am really hoping that everything bounces back and the new Joplin is an even better place.

Here is the thing, it is going to take a lot of work to get there and the groups are going to need help.  As a result I am devoting this post to getting out information for how folks in the surrounding area can help.  When stumbling around for the support numbers I came across a post on a political blog (The Source), something I would never normally read.

You can donate to the State of Missouri’s Red Cross Fund for Tornado and Flood Relief, or you can call 800-427-4626.

Those with medical skills looking to volunteer in Joplin are being asked by the Missouri Emergency Management Agency to visit showmeresponse.org to sign up.

From the Missouri Department of Public Safety:

A list of major non-profits that operate regularly in Missouri can be found by visiting the National Donations Management Network Web site. At the site you can donate directly to your preferred charitable organization by clicking on the organization’s name. In addition to making financial donations, you may donate products and services, or lend equipment to relief efforts. For more details or to make a donation, click the link above or call (800) 427-4626.

Additional information about donating or volunteer opportunities is available from 211 Missouri, which can be reached by dialing 211, or (800) 427-4626. This information is also available at the 211 Missouri Web site.

Click here to donate to long term recovery efforts in Missouri. Often it takes a long time, months and even years, for communities and individuals to recover from a disaster. Your donation can make a difference.

Thank you, and please keep the people of Joplin in your prayers

Here locally in Tulsa, donations are being collected at:

Catoosa Police Department
208 S. Cherokee St.
Catoosa, OK 74015
8:00 am til 5:00 pm (or when trailer is full)

Owasso Keller Williams Realty
12150 E 96th St N
Owasso, OK 74055
donations will be transferred Tuesday morning.

I know this post is well out of the ordinary but I felt like considering the scale of local tragedy caused by the Tornado, I wanted to get the word out somehow.  I promise to return to normal posts shortly.

Edit: 5/24/2011

I am leaving this post as the top post for another day.  Above is an image that photographer Aaron Fuhrman took of the main area of devastation in Joplin.  The above image is pulled from google streetview to contrast the total devastation below.  You can see other pictures of Joplin on his flikr photostream.

I realize it is unusual for a gaming blog to be posting this kind of stuff, but like I said in the above post, this one really hits close to home.  Honestly it might hit closer than that.  Right now we are glued to the television as another supercell is heading our way.  The storm has already produced 3 tornados and appears to be on target to hit our town.  Here is hoping it skips over us like it has so many times in the past.

I want to personally thank everyone who has donated already.  I noticed there were several click-throughs to the Red cross link in the post above.  There has been a massive out pouring local.  I ended up taking a load of stuff to the Keller Williams drop point and was just taken aback by the volume of donations.  As I drove across town today I saw either the Tulsa or Jenks firefighters collecting donations as well.

Anyways thanks for understanding as I give this cause a little bit more screentime.