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.

Sense of Humor

Be warned… this is one of those mornings when I just don’t really feel like doing a blog post.  It isn’t necessarily that I don’t want to write… it is that I don’t feel like I have anything really exciting to share with the world.  But several months ago I made a commitment to blog every morning or evening, and I have not dropped that promise yet.  Though quite honestly the timing of the evening posts has been a bit odd and something I need to work on.

Searching for Something

Most of yesterday was spent in some fashion roaming around town.  At first I was on a mission to hit a bunch of used bookstores, namely the largest ones here in town looking for something I could not quite describe.  Essentially I am doing a lot of pre-writing for my attempt on NaNoWriMo this year.  I am one of those people that I don’t feel like I can write about something, without knowing more about the world itself.  The world I have built in my head is extremely intricate and as a result I am having to do quite a bit of research.

The only problem is I cannot put my finger on exactly what I am looking for.  I have been searching for ethnic folk tales, lore, and even role-playing game books that are set in non-European/American settings.  I feel like in those two realms I have a fairly firm grasp on the classical lore, mythology and cast of creatures.  Where I am really lacking is China and the countries of the former USSR.  Additionally I could definitely use some more information on the creatures of the African continent.  I know some of it, but not nearly the clarity I would like.

Essentially I am trying to build political struggles, kingdoms and relationships between various groups of magical creatures.  I have a lot of things in place, but I want more resolution and granularity of who lives where and  controls what.  The irony about this whole thing is… that the story I will likely weave through this world will only touch a tiny tiny bit of it.  But I feel like I need to know what the topography of the world is like before i can populate any part of it with characters. 

This is also why I am getting started this far ahead of November, trying to weave together a world that makes sense to me.  One of the things I hate about a novel is when it feels like there was no master plan to the world, or that when a big reveal happens. it is a massive let down because it doesn’t make much sense.  Since this is a hang-up of mine… I feel like I have to build the world first and then write about it.  I thought that maybe I might stumble onto a collected book of folklore or something like that, but at the end of the day I pretty much came up empty.  I got one very thin children’s book that collected some non-traditional mythology… that will mostly be a point of reference as I look up all of the tales it mentions online.

Sense of Humor

ffxiv 2013-06-29 09-23-50-26 The one overarching thing about Final Fantasy is that at no point can you really take yourself too seriously.  For a good chunk of yesterday when I was not out and about searching for whatever I was looking for…  I ran around looking like this.  This is one of the few times I wished I was colorblind…  this was all bought off the same vendor mind you.  Not sure how a red horned helm, green hauberk, pink gloves and white/yellow pants go together…  but man is it colorful.  That is the thing that makes  Final Fantasy so different that most of western games, is that it is over the top absurd at times… in the character designs, the bosses and monsters, and even the dialog.

To some extent this makes the game play more enjoyable because you are unable to get completely focused in on the mission at hand.  I find I have done a lot of “stopping to smell the roses” in this game so far as I haphazardly roam around the countryside looking for whatever I happen to need for a quest.  There are a ton of intricate systems in this game, and most of them are not well explained to the player.  I stumbled onto a hunting system that seems to involve you killing a certain number of mobs with a “cheese wheel” icon on their head.  These are lumped into ranges and there is some kind of reward for completing a difficulty tier.

Additionally I figured out that the “Golden Pretzel” Icon I kept seeing is actually anytime you are gaining experience.  This is no lie… I seriously kept trying to figure out how I could spend all those pretzels I was gaining.  Upon second look… I am guessing it is probably a golden cherry blossom or something of the sort.  But to me it looks like a pretzel.. and the advance dialog icon still looks like an ice cream cone.  I can tell this game as a whole was not designed for western eyes.  Like I am sure not everyone sees a pretzel when they look at that icon, that for someone else it would make a lot more sense.

Story Quests

ffxiv 2013-06-29 14-33-37-24 One of the other cool things I stumbled onto was what I am calling Story Quests for lack of a proper term.  Essentially every so often you will get a quest that involves you going to investigate something.  When you do it will launch into a short cut scene, and then usually a pretty epic battle that is sometimes assisted by NPCs joining your fight.  From what I understand these are unique to your class, so that the ones I am getting are for marauders alone.  They remind me a lot of the SWTOR class storyline in that you have an opening cinematic/dialog the fight itself and then a resolution cinematic/dialog after it is over.

ffxiv 2013-06-29 14-32-33-13 Some of the battles like the one above are just absolutely insane.  Essentially me and the party of NPCs had to deal with wave after wave of giant crabs, each wave including smaller mobs and big boss mobs.  From what I can tell the secret seems to be.. focus on the smaller adds and let the NPCs deal with the big guys for you.  Once they have solid aggro and you have finished off the trash waves, you can help them burn down the big guys.  I’ve done three of these so far, and that seems to be the rule for each.  How you can generally tell is if the boss type mob is a significant number of levels higher than the trash mobs.

Wrapping Up

So far I am still enjoying myself playing the beta.  I still feel like there is a ton that I just do not quite understand yet… but overall that has not prevented me from enjoying the game as a whole.  This is one of those games that is deceptively simple at face value, but seems to have a ton of different and intricate systems once you get engaged with it.  This should help to keep players hooked on the title for the long haul.  I did not experience the 1.0 version of Final Fantasy XIV but the 2.0 version seems like it is something that western audiences will really enjoy.  I hope you all have a great weekend, as right now I am cutting this off and going to go play some more.

Chocobo Nostalgia

Good morning you happy people, or at least I am trying to view the world as happy people.  In the process of waking up, and I have just munched on a wonderful sausage roll.  My wife is back safely from her trip, so honestly it is a pretty good day.  Later on we are going to go out used bookstore shopping… essentially I am looking for reference material for my process leading up to a run on NaNoWriMo.  I am doing a lot of pre-writing and world building to give myself a base to build a story upon.  Nonetheless it should be a pretty leisurely welcome back to town activity, since we are both bibliophiles.

Chocobo Nostalgia

ffxiv 2013-06-28 20-30-24-75 Last night I got the opportunity to play Final Fantasy XIV a Realm Reborn for the first time.  I went into this process a little sceptical based on the horror stories I had heard about Final Fantasy XI and the original revision of this game.  However Square Enix has spent lots of money and many years making the title over for this relaunch and it shows.  I have an odd relationship with the Final Fantasy franchise.  These are among some of my favorite games, but something happened along the way.

After Final Fantasy IX it seems like they change the style of gameplay.  They went from lots of open world exploration to mostly “on rails” action sequences blended between a ton of cut scenes.  I have never been a huge fan of the whole “interactive movie” experience…  I want to play a game… not watch it.  So as a result I have fallen fairly out of love with Final Fantasy and the vast majority of JRPGs.  However recently I have been replaying my favorite games in the series… namely Final Fantasy 4,5 and 6.

Final Fantasy XIV seems to be a call back to this noslagic area of the game, and I am completely fine with that.  The setting is magical and steampunky at the same time… and there is an ever present evil empire component to the storyline as told through the opening vignet.  I had flashbacks to the opening sequence of Final Fantasy 6 as I saw the same magitech walkers here.  Additionally there are chocobo stables sprinked throughout the world and this really gives the overall feeling that you are back in the classic area of Final Fantasy.

The Character Creator

ffxiv 2013-06-28 21-47-24-19 Character creation is an essential part of any game, in that can you create something you want to play.  Normally I have this problem with asian mmos… for whatever reason I can never create a character I like the appearance of.  I have never really gone in for the “pretty boy” appearance that they all seem to want to give you.  Final Fantasy however strikes a good blend between that standard and the rough and tumble western ideal.  Essentially you can choose between playing humans, elves, gnome like Lalafel, big ogre-like race, and finally the mi’quote the cat people.

Oddly enough after playing with the character creator a bit I found that I really liked the appearance of the Mi’quote so I ended up rolling a cat person.  I am not really sure how to quantify it, but they feel far less like a “gag” race than this concept normally is.  I felt like I could make a really interesting looking character that felt roguish and tough in spite of the fact that it has a tail.  Essentially they are more “Thundercat” and less Popori from TERA, and since I have always dug the Thundercats… it works for me.

The big improvement of this game and their character creation over most of the Asian MMOs is that they have facial hair.  This probably is not a big deal to most of the population… but for me…  all of my characters have facial hair.  One of the biggest problems i have with Dragon’s Prophet for example, is that I had to choose between one of two looks…  Handlebar Moustache or Unruly Man from the North.  There should always be steps between, and all games should have a nice clean moustache and goatee combo.  To developers out there… the fastest way for me to not like your game… is to not have a facial hair slider.

The Combat

ffxiv 2013-06-28 21-06-55-39 I had done some research ahead of coming into the game, and at the suggestion of friends that know my play style tastes… they suggested that I play a Maurader.  It is essentially a semi-defensive two handed wielding warrior.  I only managed to get through level 8 last night but I had several things in my arsenal at that point:  a standard strike, a sunder armor type attack, a cool short term defensive buff that has an animation similar to “Shell”, a damage over time ability, and an ability that causes the next attack to heal me.  Essentially all the trappings of the ideal high survival off-tank.  I will be curious to see if they become more tanky over time, but I am pleased to know it really does fit my play style.

Combat itself is deceptively simple, in that you could mash buttons and kill mobs relatively effectively.  However there seems to be some form of a built in combo system.. so that pressing one button will highlight the next attack in sequence.  Doing the attacks in sequence ends up dealing a very significant amount more damage.  Essentially the rotation I started doing was opening with my damage over time, refreshing my defensive ability if it was down, hitting my main strike and then hitting the sunder to complete a short combo.  By then I at most would need another basic strike to finish the mob off.

The other thing that feeds my bloodrage is the chain system.  Essentially after killing two mobs in a row it starts a timer in the lower right hand corner of the screen.  The game keeps track of every kill you make after the initial two, and at the end of the timer you are awarded bonus experience based on a multiple of the number of mobs you are able to kill in that timeframe.  While I have not tested this out, I think this will mean that grouping and keeping up a chain will be a far more efficient way of leveling.

The Quests

ffxiv 2013-06-28 20-40-35-30 This was admittedly the biggest barrier I had to the game at first.  After slogging through a truly excessive amount of cutscene that is not skippable… and requires you to keep clicking the “ice cream cone” icon to progress the story…  you are planted down in a port down and forced to run a ton of fed ex missions for the towns folk.  The positive is that the dialog is extremely well written and often times laugh out loud funny.  The negative is that there appears to be NO voice over at all.. and as a result the game feels extremely quiet.  It is funny how we have gotten used to some measure of voice dialog feedback.

Some of the quests are actually interesting… like there is one where you have to try and cheer up a pirate captain… and it walks you through the usage of common emotes.  So you have to /rally at one point to bolster her spirits.  Additionally it is nice that all quest items seem to be instanced, in that everyone gets their own copy of whatever clickable item needs to be clicked for a certain quest.  Again however, if your tolerance of fed ex style chores is minimal you will struggle with this phase of the game.  However it does reward a ton of money for doing it.

What I found out after the fact from my friends is that you can essentially just leave town and immediately start doing combat quests.  This is probably something I would opt for in the future… because after all the slogging through cut scenes… the last thing I really wanted to be doing was more cut scenes as I accepted all the townsfolk quests.  Supposedly if you go out and start the combat quests, you catch up in level extremely quickly and there is really no need to ever do the work for the townsfolk other than to get money or as a way of touring the town.

The World

ffxiv 2013-06-28 22-39-10-94

This is hands down the best part about the game… the world is completely gorgeous.  Everything about it just screams careful art direction.  The buildings are huge, the countryside rolling and open…  this feels every bit the part of a modern Final Fantasy game where everything is pretty and filled with activity.  Additionally it runs amazingly well on my laptop.  All of these shots were taken last night as I played and I was getting roughly 60 frames per second the entire time.  In certain ways the world reminds me of older MMOs, in that there are lots of little dungeons appearing all over the place… without actually declaring themselves dungeons.

There are so many things that exist just to exist and I have not found quests associated with them.  The game definitely seems to lay things out in a way as to encouraging exploring your way across the countryside.  Additionally I like that there are “revenge mobs” in the middle of leveling areas that you need to avoid.  In an area with level 2 and 3 mobs for example, there are giant roaming level 13 grass ogres that you have to be aware of.  Granted at this level they are non-aggro but I am sure that will not be the case eventually.  I have to admit I have great nostalgia for the fear that the Sand Giants in Oasis of Marr induced in players… and I look forward to seeing this progress as I move through content.

The Rundown

ffxiv 2013-06-28 20-10-00-55

Final Fantasy XIV feels like World of Warcraft got lucky with Final Fantasy XII…  and this offspring was the result.  Final Fantasy XII always felt like a single player MMO to me… and this game takes that concept, adds addditional people, fleshes it out and borrows a ton of polish from World of Warcraft.  It has better written and more creative quests, but there is no real innovation in that department.  If you hate WoW questing you will likely struggle here as well.  It has extremely simple and satisfying combat, but again no real innovation.  If you struggled with traditional MMO combat, you will also struggle here.

The real selling point of the game is that it proves an extremely polished final fantasy MMO experience.  Everything about this world screams final fantasy, from the opening sequence, to the way everyone dresses, to the UI feedback sounds and orchestral fill… all proudly say this is a final fantasy game.  If you always wished you could play a Final Fantasy game that was like World of Warcraft…  bam you have your ideal title right here.  I found it extremely enjoyable and pretty much as soon as I finish writing this review I will be booting back up the game and continuing my journey.  This game is proof that you don’t always have to innovate to make something enjoyable.

Console Advantage

Getting to the pc to write my morning blog post a little late this morning.  I have a fairly significant meeting at lunch, and as such had to do a bit more pruning of my beard this morning to make myself presentable.  I normally wouldn’t care much, but all the big wigs will be in this one.. and quite honestly I am more than a little nervous.  While I am not the focus of the meeting…  the focus is something that I feel is overly misguided.  Only time will tell how successful the meeting will go, but when you get a technical person talking to a bunch of non-technical people… cognitive dissonance arises.

Coming Soon

I have been desperately trying to get new folks to try Rift… namely some of my staunch WoW friends that have tunnel vision surrounding that game.  As a result I started kicking around the idea of a series of posts taking things from a very basic level.  Last night I began work on a Character Creation and Default Interface post, but did not get nearly as far as I had hoped before cutting into a scheduled event.  My hope is that I can finish it up this evening and post it tomorrow.  Essentially my idea is to go through some of the most basic concepts and thoroughly explain them.  I am not 100% sure how success the series will be, but I seemed to get a lot of interest from twitter.

When Rift first launched, I did the “Why You Should Be Playing Rift” series, and likely this one will be similar in focus.  I want to highlight all the cool things about the game, because as friends have started playing there have been a lot of these items that are not adequately messaged in the game but provide amazing functionality.  I am sure there are many players that do not realize they can auto sort their bags, or search them.. because it is never really explained.  Additionally one of my friends had no clue there was a “sell all greys” button, because again it is there… but not really singled out to the player.

Stalwarts

My work on the How To post was cut short when I noticed the time.  I posted a few weeks back about trying to get some of my longtime Guildies into Rift and having Mon/Weds event nights.  Since I announced the concept Monday… it was too soon to really do much of anything at all.  However last night we had a handful of people online and in the Stalwart@Deepwood channel.  We had a player that was afk and another that was PVPing so it took awhile to finally organize.  Ultimately we decided we really did not have the makeup for a dungeon group, but luckily there are several options to do in those situations.

We ended up with a 22 bard, 51 necrolock, and me a 60 psuedo tanky warrior.  The absolute best fit for a mixed group like that was Instant Adventures, so we end up random queuing for one.  We all got mentored down to level 14 and got assigned to Freemarch, and we basically ran around there all evening.  I had forgotten just how active Freemarch is, because during the time we played there were three zone wide invasions that we also participated in.  It was essentially two hours of roaming around following whatever objective we were given.

I can’t speak for the others but I definitely enjoyed myself until it just got too late for me to be conscious.  Honestly the concept was that it didn’t really matter what we did, so long as we did something as a group.  The instant adventure thing seemed to work for that, and all of us were rewarded large amounts of whatever the currency is for our individual level ranges.  I managed to get 2 planar advancement levels while we were out there, so the xp is definitely still valid for a capped player.  Hopefully in coming weeks we can get a better mix of classes and actually delve into a few dungeons.  I know Atonal had a quest in Iron Tombs that I would not mind running the place for.

Console Advantage

commander-keen-4-secret-of-the-oracle_6super-mario-world-2Mortal_Kombat

One of the things I have been thinking about over the last few months since we got the game loft set up, is what exactly made me fall out of love with console gaming.  I think ultimately it is that console games at some point stopped providing me sufficient improvement over my PC to make playing the games worthwhile.  Prepare for a nostalgic trip down memory lane.  If you look at the above shots… this essentially represents the state of gaming in 1992. 

I have a good friend that is completely fanatical about Commander Keen so I will try and do this without any disrespect to the game.  However the image on the far left represents the closest we had to “console action” in the PC Gaming world with “Commander Keen in Goodbye, Galaxy!”.  The color palette was extremely limited, the sprites were very flat feeling.  The controls were a bit wonky, because the only thing we really had to play on was the Gravis Gamepad… which was not even close to the quality and responsiveness of the Super Nintendo game pad.

If you look at the middle picture, Super Mario World… it just looks and feels better.  The game was extremely responsive filled with large colorful sprites and tons of them on screen at a time.  At this time PC Gaming was really enjoyable, especially for the deep simulation and roleplaying games available for it… but it was not at all a direct replacement for the console experience.  If you jump over to the far right image… you see the infamous Mortal Kombat.  The game looked amazing for the time, and hopefully stacked up against all these images you can see that as well.  Mortal Kombat had higher resolution than the console games, and featured really cool photorealistic digitized graphics.  Essentially all I am trying to show is that while there was a huge gulf between PC and Console gaming… there was an equally huge gulf between console and the arcade.

Paradigm Shift

doom-screenshot-

Catacombs and Wolfenstein were early games in the 3d Shooter genre, but it really was not until the release of Doom in 1993 that the world stood up and took notice of PC Gaming as being a serious force.  What happened was really curious.  Instead of trying to out do the console action experience, developers started building new kinds of action games that played to the strengths of the PC.  Processing large volumes of information and building 3D maps was something that was really beyond the Super Nintendo or any of the 16 bit genre…  their systems were simply not designed for something like that. 

I continued to play console games, but I shifted more heavily into playing the new crop of “post doom” shooters, like the amazing Lucasarts Dark Forces.  Once again the arcade was still offering a much better experience than the console gaming.  It was around this time that I was regularly visiting my arcade to throw coins into Killer Instinct, Samurai Showdown, and Dungeons and Dragons Tower of Doom.  The paradigm shifted yet again in college, when I played my very first OpenGL games… and bought a Voodoo 2 3D Graphics card to attach to my diamond stealth 2D graphics card.

Mario64

While the gaming experience started to pull ahead on the PC, it still lacked the titles I wanted to be playing.  So when the Nintendo 64 came out, I was completely amped to be playing Mario 64.  It was still an experience that I could not get anywhere else.  But within a year of this being released… the PC genre leapt forward again and by the time Quake 2 came out it completely demolished the graphical quality of the 64.  The same thing happened when the PlayStation was released.  Ultimately the graphical fidelity of consoles will always be trumped by PC gaming, as it is a fixed target set at the release of the console… whereas PC gaming is a moving target always evolving each time a new manufacturer releases a new graphics card chipset.

However still during the PlayStation era…  they were providing a unique experience I could not have on my PC.  In the last decade this concept is all but gone.  The games coming out for the PC are the same games coming out for the console systems.  They have essentially destroyed console gaming as this unique expeirence that you could not replicate elsewhere.  When I look at the Xbox 360, Playstation 3, Xbox One, and Playstation 4…. I simply see PC gaming with a controller.  The experience overall is not really different than what I have had on my PC for awhile, and sadly in almost every case the PC game will look better.

The Realization

I don’t mean this to be some love song for PC gaming, but it took me awhile to realize why I have been so lackluster towards the console gaming market for so long.  They have stopped giving me something unique that I can’t get anywhere else.  Sure each console still has a handful of exclusive franchises that you can only play on their hardware… but those seem to be fewer and further between.  As I have tried to get back into the console gaming world, I have noticed that most of the “blockbusters” were games I long considered “PC Games”.  I cannot fathom people playing Fallout, Dragon Age, Skyrim, and Mass Effect series on consoles.  Yet each of those is considered a major blockbuster for the console genre.

That if nothing else was my biggest take away from the E3 show…  just how few games there were that I was interested in playing… that were not also coming out on the PC.  I guess the tables have turned to some extent…  in the beginning I played console games because they provided an experience that I just could not get anywhere else.  Today it feels like PC gaming does a really good job of providing the exact same experience that is available through the consoles…  all you really have to do is hook up a USB Xbox 360 controller.  In addition to that however it also provides an experience that I cannot really get in the same way on consoles… those games that really are not joystick friendly.  So today it feels like PC gaming provides me that unique experience.

Wrapping Up

I need to wrap things up, because I am running out of time.  Essentially I now realize why the console genre no longer excites me the way it used to.  It stopped providing something I could not get elsewhere.  For most players it will be a choice of buy a gaming machine or buy a console… but for me it never has been.  I will always have a gaming PC, because it supports the MMO gaming that I don’t want to give up.  The question will always be, weather or not consoles provide me enough of something that I cannot also get on the PC. 

The Playstation 4 looks like it might, it has a few games that are exclusive and something I also care about.  However in the case of the PS4 and Xbone… both machine are already out of date before they have even released.  I give it less than a year before the PC is regularly producing a far better looking experience than either of those consoles.  Anyways…  like I said I need to head on in to work.  I feel like todays post is extremely rambly and contorted.  Hopefully it makes a bit of sense.  I hope you all have a great day.