Savior of the Heavens

War of Guilds


A few days ago on a whim I decided to reinstall Guild Wars 2 and patch it up, which is not an insignificant process at this point.  Last night before getting into anything else I decided to give it a spin.  I have done this a number of times since launch, with essentially the same results.  After a few minutes of running around I decided that I still don’t like the game.  I figured this post is relevant with all of my recent Elder Scrolls fanboyism…  that yes it is perfectly okay for you not to like a game.  Guild Wars 2 is one of those titles that I want to like, because so many people have so many great moments with the game.  However for whatever reason I just cannot see the magic in it that others can.

Guild Wars 2 stands alone as the only alpha program I have ever resigned from.  I just did not like what the game was, and how it deviated from all of things I had read into their manifesto about the game.  When it came close to release I got into beta and had a marginal amount of fun, and with it launching in a relative dead spot I decided to take the plunge and try it.  On the initial play through I managed to make it through to about level 40 before running out of care to continue pushing forward.  This is round and about the place most of us dropped out of it.  Largely it was the chaos that is GW2 group combat that soured the milk for me.

All of that said… I want to see the magic that others see in this game.  So every few months I patch it up and give it another try.  I have always prided myself in being able to see the good in something despite its flaws, and as a result it drives me absolutely insane that I cannot grasp why people love this game.  I don’t want the game to change to fit my desires, so after a bit of playtime every few months we agree to disagree and I end up uninstalling it again.  Other than the chaotic game play, there is just something about the game that feels largely pointless… and I can’t quite put my finger on it.  I love faffing about as much as the next person, and I do so happily in many other games…  but there is just something about this games style of faffing that seems hollow.

I am not going to rage against this game and bash it for being bad… because it very obviously is NOT bad if so many people seem to be enjoying themselves.  It is just not a game for me.  I don’t pretend to believe that I could have built it better, nor would I even know where to start to make it feel more like a game I would want to play.  So I guess in writing this… I want to show that it is perfectly okay to not like the game that everyone else likes.  In doing so you can not like it, but also not seek to spoil the fun of those who really do enjoy it.  There are a long list of games that I just don’t “grok” for one reason or another, but it is okay.  They exist, and people like them… and it is just fine for me not to.

Savior of the Heavens

Diablo III 2014-03-06 22-18-57-78 Last night I finished my play through of Diablo 3 this time on Hard mode.  I am not sure why, but for whatever reason I prefer to level my characters linearly.  I know I can jump around a bit after beating the game ages ago on my Monk, but it seems pleasing to see the story play out in front of me as I trudge through it.  Last night I played with a handful of friends, and managed to get a few nice legendary drops.  Traditionally I have stuck with dual wield, because in general I prefer that in most games.  However last night I managed to get an early 50s version of the Zweihander and it good enough to get me to abandon my dual wielding ways…  at least temporarily.

Diablo III 2014-03-06 22-41-41-28 I am pretty sure at some point I flipped a slider and the game decided I needed “more spikey bits”, as I now am this bladed lord of death.  The appearance is growing on me, and when you see it in small form on screen I look a bit like I imagined the Shrike looking from the Hyperion series.  Upon defeating Diablo I promptly restarted the game, this time bumping the difficulty up to expert.  As a result I have had to tweak my build a bit to add in a bit more survival.  It is not quite as faceroll as it was during my run through Hard.  Mostly I am noticing that my healbot spec Templar is starting to struggle to keep up, or at least allowing me to drop quite a bit before topping me back off.  Wondering if this will change as I upgrade his gear a bit.  I have been trying to keep it upgraded, mostly with my handmedowns.

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At the close of the night I managed to ding 56, so hopefully tonight I should be able to finish off my push to get this character to 60.  At this point, I can’t really see playing up another character until the crusader.  I am sure the Witchdoctor, Demon Hunter and Wizard are cool in their own way… but each of them is very much a ranged/finger wiggler class.  They are just not the type of character I enjoy playing.  I realize you can tweak them a bit to make them play in different ways, but at the core they will still be more glass cannonish than I care to play.  I enjoy tanks and tanky dps…  and I feel like the Barbarian, Monk and Crusader fit that bill just fine.  If I continue to struggle a bit I might switch to a sword/board build on my Barbarian as I have done in the past.  For the time being it is working, but I am having to finally start using my heal pots on elites and champions.

Steampowered Sunday Bioshock Contest

Just a quick reminder that I am running a contest of sorts to let you guys pick what I will be playing this Sunday for my Steampowered Sunday feature.  The idea behind Steampowered Sunday is to get me to install and play a game from my steam backlog.  Then I will write about the game play experience.  Sometimes it is extremely glowing, other times not so much.  This week I decided to mix things up a bit and post a google form that allows you guys to vote on which title I will be playing the following week.  I have had a handful of votes to date, but I am really hoping for more.  As of this morning it looks like if nothing changes I will be playing Alan Wake.  Tomorrow when I blog I will be tabulating the results and declaring a winning game.

Additionally to make this more interesting, I have decided to use this as a way to get rid of some of the duplicates I have in steam and have gotten through the various indie bundles.  This week I will be giving away a copy of the original Bioshock for Steam.  So when you vote, make sure you let me know if you want to be entered in the running for the copy of Bioshock.  If so make sure you include your steam id in the form.  Saturday morning when I blog I will be picking a winner for this as well and sending off the free game.  So get out there and vote… and decide my Steampowered Sunday Fate.

Vote Here!

Halloween 2013

Spooky Pasta!

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One of the things I love in the various MMOs I play or have played… are the varried Holiday events.  Some of them make an extreme effort to fit them into the lore of their world, and others just cut and paste a real world tradition onto their land.  Both have their merits and both are enjoyable so long as they don’t involve too much grinding.  Each game seems to pick and choose holidays, but there are two that every game seems to have…  Christmas and of course Halloween.

Halloween time is generally my favorite holiday because the traditions itself usually involve killing lots of dark denizens of the night.  Additionally the playing dress up theme usually means some cool weapon and armor skins that you can use throughout the rest of the year.  Currently we are in the run up to Halloween itself, and as a result pretty much every MMO has some form of event going on marking the holiday.  Going to take a few minutes this morning to talk about some of the cooler ones.

Nights of the Dead

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This event runs in Everquest 2 from 10/15 through 11/11 and is probably the grand daddy of all Halloween events.  Each year they keep adding new content, but still leaving all of the old content in place.  Zam has a really great guide to the various quests and events.  If you are one of the new to EQ2 folks who just partook of the free level 85 event… I highly suggest checking it out.  However even with a brand new account you can still participate in most of the fun.  My personal favorite event is the hedge maze that drops lots of nifty cosmetic gear.

Blood and Madness

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Guild Wars 2 supposedly has a really amazing event called Blood and Madness that kicked off on October 15th that involved a series of limited time events (one day only) finally culminating in a big event that only exists Halloween night.  Dulfy has a pretty comprehensive guild to the events, but for the most part if you are not already doing this series you have missed out this year.  This has been my key bitch about Guild Wars 2 to date… I hate the concept of short run limited time events.  The amount of busy work needed really only allows someone who ONLY plays GW2 to keep up… and because of this I just can’t be bothered to attempt it.  I would love to see this as a long term event that ran the entire length of the holiday, but until then it will be out of my reach.

Autumn Harvest

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Rift has an event called Autumn Harvest that starts on October 17th and runs through Halloween and potentially a little bit past.  They have chosen to focus on the harvest aspect of the holiday and as such have sent you to a special version of the Realm of the Fae where you help Atrophinius and his minions bring in the amber sap harvest.  There are a ton of cool things you can get, including a phantom version of several popular mounts.  The coolest feature of the event however is that you can get these short time use potions that make tons of artifacts show up on the ground in the realm of the fae.  This is a huge catch up on collections event.  This year around there are a ton of new items to be gotten and you can check out this preview guide on Rift Junkies.

Hallow’s End

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Hallow’s End is an event that occurs in World of Warcraft from October 18th through November 1st.  There are tons of nifty things going on like trick or treating, but the meat and potatoes of the event is the Scarlet Monastery Headless Horseman instance.  I have a love/hate relationship with this holiday.  Every year it has been available (and that I have been playing wow) I have participated in the event… all for a shot at the extremely awesome flying headless horseman mount.  Every single year I have come up empty handed.  When a game company places an item in an event, like a mount… that is usable every day… and makes it a super rare random drop… I want to stab them.

All Saints’ Wake

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Currently there is an event going on over in FFXIV that is completely new to me.  All Saints’ Wake started a little early, but was intended to run from October 18th through November 1st.  All of the time zones get a little discombobulated in the translation.  While I am not partaken in the event yet, so far the other one I have seen has been what I would call “Holiday-Lite” in that there is a FATE going on that awards some sort of currency that you then use to purchase things off a vendor.  Since the vanity gear system is not in place yet, this makes the things you can acquire super limited, but I plan on gathering them up just in case.  One of the most humorous observations from last night is that apparently the Pumpkin helms… are repaired by Cullinarians.

The Rundown

That is the rundown of the big ones I know of that are going on, but like I said in the first part of the post… this is the one holiday that pretty much EVERY MMO celebrates.  I can even remember in Hellgate: London there being a Halloween event of sorts that took its form in a Guy Fawkes day celebration… that happened to have a lot of Halloween themed stuff.  I would be curious to hear about any events that are your favorite that I missed.

Defense of Subscriptions

So it is neither morning nor Saturday when I sit down to write this.  I am about to cheat massively at my one post per day thing… primarily because tomorrow is going to be pure hell.  I have to get up and around early because I have a wedding to photograph for a friend.  I am completely terrified at this prospect but I figure I will make it through one way or another.  However with all the mess going on tomorrow I simply will not have time to do my leisurely two hour jaunt through blog post land that I normally do.  As a result I am writing up my post on Friday… and since I am impatient I am going ahead and publishing it today as well.

Defense of Subscriptions

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Over the last few days since the joint announcements that Wildstar and Elder Scrolls Online will be subscription based, I have seen a lot of negativity floating around the blogosphere.  You have one camp claiming this is the revival of subscriptions, and a diametrically opposed camp claiming this is a fluke and long live the free to play revolution.  Personally I can see a place for both in the game industry and I feel like we will see lots of both in the future.  Subscriptions are not going anywhere… because quite simply put high quality games have high dollar amounts associated with them.

Most of the games we now think of today as heralds of the free to play “revolutions” started their lifespan as a full functioning subscription based game with a $60 box cost and a $15 a month subscription fee.  This is the case for the Turbine games (Lord of the Rings Online and Dungeons and Dragons Online), the Cryptic games (Star Trek Online, Champions Online), the Sony Online Entertainment games (Everquest, Everquest 2, Vanguard, etc) and the new darling of the free to play market… Rift.  Each and every one of them experienced a decently long period of selling boxes and racking up monthly service fees before ultimately converting over to some sort of a freemium model.

Purely Free to Play

I was brainstorming with my friends, and quite honestly we had a hard time listing off significant MMOs that have launched as free to play.  There is a whole string of poor quality Asian market games that are too long to ever mention.  The only game I can really think of that does not have a subscription fee or box cost associated with it is Neverwinter.  Dragon’s Prophet to some extent is in the same boat, but it is still technically in open beta… and was also an Asian market transplant with a good deal of the costs simply being regionalization.  Neverwinter is most definitely a sub par gaming experience, with a good deal of incident costs hidden into the system and at least for me… overall forgettable gameplay.

As far as buy the box we have Defiance and Guild Wars 2… both of which appear to either be struggling or at least having a good deal of growing pains.  Trion has recently set about a massive restructuring of the company that involved dissolving the offices that supported Defiance and pulling that staff into the main offices in Redwood.  Guild Wars 2 has also going through a series of changes trying to deliver content at a more frenetic pace to try and keep paying customers glued to the screens.  Additionally with each update comes a slew of items that can only be acquired by unlocking the in game loot boxes.

My main issue to date with the Defiance and GW2 experiences is that while they are rolling out regular episodic updates… they are essentially throw away experiences and are only available for a limited time.  Defiance is really too young to fully judge, but they are about to release their first real DLC pack.  It will be interesting to see just how much content that adds to the game.  Guild Wars 2 on the other hand, seems completely tied to the concept of an expiring series of “living story” events.  In neither case are they really expanding the game on a regular and permanent basis to add value to that initial box purchase.

Paying Initial Cost

Rich game worlds with hundreds of hours of content cost an extremely large amount of money to develop, produce, market and ultimately distribute.  While I was disappointed when Wildstar announced its model, because ultimately it meant the cost of entry was just too high for someone like me… that only casually had interest in the game in the first place… I fully understood the decision to have a subscription.  Box costs and subscription costs help pay off the excessive costs of game development.  It has been said multiple times that the average blockbuster game costs far more than the average blockbuster movie.  Additionally the development of the game is a much longer drawn out process that someone has to bankroll until it finally sees a profit.

Lets take Elder Scrolls Online for example and try and work through some hard numbers.  Please understand that I am creating a pure guesstimate based on what I was able to pull together from Google.  Zenimax Online studios is in the Baltimore Maryland area, so there are certain broad assumptions we can make based on average costs in that region.  According to Wikipedia they moved into their current offices in 2008, and based on the E3 PS4 presentation, Elder Scrolls Online is slotted for a first quarter of 2014 launch.  That means that Elder Scrolls Online will have in essence been in development for roughly six years at the time of launch.  Please understand I am trying to just pull together some rough figures, it might have entered development before that and potentially after that.

The Hard Costs

Over the course of those six years, if you figure an average of 100 employees made an average of $45,000 a year… you get $27,000,000 in salaries alone.  Some employees will make more, likely some employees will make less.. and over the course of those six years you would have had significantly fewer than 100 and likely now in pre-launch mode significantly more.  From google we can see that the average price of office space in the Baltimore Maryland area is around $17 a sqft.  For sake of coming up with a figure we are going to say their offices are likely around 30,000 sqft, so taking that over the course of the six years you have $3,060,000 in rent.  Factor in a leased digital internet line ($300/mo), water ($400/mo), electric ($1000/mo), and gas ($400/mo) you have a vague guesstimate of $151,200 in utilities over those six years.  Finally if you figure roughly $3000 in computer equipment for each employee, you are at roughly $300,000 not factoring in ANY servers at all.

So far in things I can quantify you are talking about a guesstimate of over 30 million dollars on only a very few factors.  There are so many factors that we just cannot come up with a number for.  For example it was said that Star Wars the Old Republic took roughly 200 million dollars to develop… and that a majority of that was voice acting time.  This is something I simply cannot come up with anything sort of an estimate on.  All the voice acting rates I found online were so widely varied that they were meaningless especially when you consider the names that folks are getting are the Steve Blum’s of the world that are sought after for damned near every gaming project on the planet.  I don’t really know how detailed the voice acting is for ESO, but every demo I have seen to date gives me the impression that the game is fully voiced… which would lead me to guess bare minimum 100 million on the hundreds of hours of voice talent.

I’ve heard before that it costs roughly 1/3 of the total cost to develop a game… the rest of the costs go into marketing and distribution.  So at this point we are already sitting at around 130 million not factoring any tool licensing costs, or server infrastructure and network costs.  If that represents only a third of the total costs of the project… no wonder games NEED to sell boxes and charge a subscription to break even… let along fund future development efforts.  Essentially a AAA game experience is really damned expensive.  If you figure a company receives at most half of the $60 box cost… it would take selling over 3.5 million boxes just to make up for 100 million of the cost.  The reason why that $15 a month is so important is they are getting the entire portion of it.

Someone Has to Pay

Ultimately if we want nice games… someone has to pay for it.  Either these huge gambles can be paid off in box costs and monthly subscriptions… or they can be financed on the backs of a handful of “whale” players.  But ultimately there is no such thing as a free ride.  Game development and game infrastructure have large fixed costs that simply cannot be justified away by a players desire to not spend a dime.  We have nice free to play experiences in essence because players that came before you… paid for the cost of going there first.  They helped to pay off the loans that these companies I am sure have to take out to bankroll this kind of protracted effort.

AAA game studios simply cannot afford to build games out of the goodness of their hearts.  They have to pay ultimately hundreds of people just like you and me to build and support the games.  These are not nameless faceless corporations… they are businesses just like the one you likely work for… with a human resources department, and social security tax deductions and payrolls to make.  This is a real job for someone, and we can’t expect them to get some beer and pizza and knock out a game in their free time.  Overall the game industry pays some pretty shitty wages as compared to the IT industry as a whole.  I know for a fact that I make well more than any of my friends that currently work in the industry… and have pretty much since my first job out of college.

It is almost expected that part of the benefits package for these folks is the fact that they “get” to make games for a living.  Thing is though… they had to gain their skills the same way all of us did, with lots of hard work and sweat equity and now they work in an industry with next to no job security… because it all hinges upon the whims of whether or not gamers like us ultimately purchase their product.  So ultimately… all of these things factored in… I have ZERO problem with the concept of buying a box and paying a monthly fee when it is something I am committed to.  My friends in the industry need to eat, and pay rent, and survive on a day to day basis just like I do.

Free to Play

The free to play model seems to work extremely well at financing the daily upkeep and expansion of an existing game.  I think it has been the savior of a lot of games that have filtered their way out of the popular consciousness and were no longer drawing in active subscribers.  It is awesome being able to fire up an account you haven’t played in years, and revisit old characters.  While you are there more than likely you will spend at least a little money on the game.  Essentially it is the model of “some money is better than no money”.  The thing is, like I said above each and every one of these games that we vaunt so highly as free to play successes all had their time of box sales, expansion sales, and monthly subscription fees to pay back the excessively expensive development costs.

Do I get frustrated when a game that I have purchased the box for… and paid multiple months worth of subscription fees goes to free to play?  Hell no… because while I might bitch and moan on a regular basis about various aspects of gaming… I LOVE the games I play.  Whatever helps a game I have cared about succeed is ultimately going to be good for me personally in the long run.  The games that reward me in some way for being there in the early days and helping pay off the huge debt a company brings with them after a game release…  I love those even more.  But I go into their free to play conversion knowing that ultimately they will be better off in the long run with incremental sales.

Additionally players who start at the beginning of an MMO will always have a tangible lead on players that start later, especially if the game converts to free to play.  You have a head start in the economy before it stratifies, likewise you understand the lay of the land and where to acquire the best stuff.  When Rift went free to play my account had so much stuff unlocked thanks to longevity of play that a starting player would not have had.  For the explorers you get the feeling of actually discovering things before they are common place and on every website.  So while you might have had to pay for the box and subscriptions, you are getting something for your trouble that no one will be able to take away from you.

The games that did not have a box fee and a subscription however have to claw their money out of you somehow.  So while I get annoyed at loot boxes and item purchases and artificial gates to my gameplay… they are just trying to survive however they can, because ultimately at launch they were millions and millions of dollars in the hole at day one.  I feel like launching as free to play is going to forever doom a game to jumping through coin slotted hoops as you play the game.  Rift right now is the best player experience but I feel like it is only that way because they had two years and an expansion of relative success to pay off and fund a fully functional staff during all that time.

Wrapping Up

So if in a few years time… The Elder Scrolls online… that I have used as an example all the way through this post… decides it is beneficial to it to go free to play.  I will greet the change with open arms, knowing that ultimately this is going to be the thing that keeps a game I hopefully will love healthy and open to the public.  Going to go ahead and wrap this up, and likely get it posted.  I hope you guys have a great weekend and that I can survive tomorrow.  Sorry for breaking my own rules and cheating a bit by double posting on a Friday… but expect that I will have a normal post on Sunday.

Evergreen Content

After some technical difficulties caused by the fact that my upstairs computer appeared to have come back in a half alive state after what I can only assume was a power blink caused by last nights storms…  aren’t run-on sentences awesome?  I am finally sitting down at the computer to write this mornings post.  Additionally I am drinking the sweetest cup of coffee ever… because in my half awake state… I dumped the Splenda designated for my wife’s cup into mine.  The end result is a cup of coffee with like six packets of sugar in it.

Evergreen Content

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One of the things that has always frustrated me with MMO design is the fact that the higher up in level you are, essentially the fewer options you have for where to spend your in game time.  What I mean is that usually games spend a good amount of time to provide alternate starter zone experiences, and then those usually funnel into shared zones for your faction before dumping you out into a ladder of zone progression towards the “end game”.  Once you arrive at the end content you experience the same thing… everyone is pushed towards the same few content items.

When an expansion is released the same thing happens again but even more limiting.  You are pushed out of the “old world” content and into a much smaller new world with the same very vertical progression path.  Everything about the old content becomes completely disposable as it is immediately replaced by the shiny new things from the expansion areas.  Not only is the new content separated by distance usually, but it gives players absolutely no incentive to ever return and revisit the older content.  As a result each time an expansion is released the players are ultimately throwing more and more content in the dustbin.

A Better Way

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Granted some games do a much better job at addressing this problem than others.  In Rift when mentoring down you receive xp and rewards as though you were doing content at your level.  The same is more or less true with Guild Wars 2 and its always mentored system of scaling the player down to the content level at all times.  But in neither system do you really address the problem of lost dungeon and raid content.  Ultimately you can get rewards similar to what you could earn at level, but you will never actually be able to progress your characters in the same way unless you are always doing the latest and greatest content.

With the advent of systems like StoryBricks that allow for smarter AI encounters, I keep wondering if this is now the time to have a much better system.  Ideally this would work better in a system without hard level ranges, and more a “tiers of gear” approach like The Secret World has in place.  What if a mob could perceive you as a greater threat based on your “tier” and ultimately fight “smarter”.  This would make the old content scale to whatever level you happen to be at the time.  The old encounters would be evergreen in that beating them at Tier 1 would be significantly easier than beating them at Tier 4.

Horizontal Progression

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As a result you could continue to “pay out” the best tiers of gear, because all content would essentially scale up to meet the level of the players taking it on.  In a mixed level group it would get far more tricky.  You would have to do some sort of an average level for the encounter, but ultimately the base idea is that as you level your character you continue opening new doors to experience, rather than constantly closing permanently the doors behind you.  I feel in part that this is so enticing as no amount of hard worked content provided by the designers would ever be considered “throw away” or “leveling” content again.

This of course is a massive pipe dream, and I am sure there are all measure of technically limitations to what I propose, but I have always wanted a world that scaled to me that I never outgrew.  We can have this concept in single player games like Oblivion, I just think its time that we see a proper implementation in the MMO world.  One added benefit is that being able to progress regardless of the content you are doing… incentivizes players to do the right thing socially… and assign their friends and guild members through that “old world” content.

Socially Beneficial

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Being one of those players that regularly helps out the “young-ins”, it can be frustrating knowing that you will not actually progress your character while doing this thing that was “socially” the right thing to do.  Games like Rift or EQ2 provide alternate advancement paths that make it much more enjoyable, since you know you are ultimately still making your character better in the process.  However… would it not be that much cooler if you could provide a system that allowed for both the low tier player and the high tier player to receive the best type of rewards they could get… together in the same group?

It is always awesome watching a new player get their first really awesome item, because you grouped up with them to help them through a challenge.  Would it not be equally exciting for them to watch you getting the same because you chose to help them?  I have had a mantra for awhile… “anything that prevents me from playing with my friends is bad” and this is exactly the opposite of that.  It makes sure that playing with my friends will always benefit me in the same ways it benefits them.  Sure the content might be ultimately more difficult when you have 3 tier 1 players and 2 tier 4 and the end difficulty level is something in the middle…  but as group you will be able to work through the challenges.

The Problem

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As I sit here to write this post, it feels like it is coming out super esoteric… and as a result I am hoping to place it more firmly on the ground.  In my office on the wall are lots and lots of maps, and many of them are from MMOs.  There is one above my monitor that came from the Kunark expansion to the original Everquest for example.  As I look at the glorious landmasses that are all these games… I am bit sad thinking that so many of those zones I will never have a valid reason to return to.  They will never again be truly important to me, the same way they were when I was first leveling through them.

I would just like to see a design scheme that makes it always valid for us to return to the content we know and love and have conquered and find completely new challenges.  This goes double for dungeon and raid content.  Wouldn’t it be cool if you could zone into Blackwing Lair in WoW with a group of friends… and get an encounter tailored to fit YOUR level… and not a “roflstomp” soloable mess?  The worst part about the “e-sport-ification” of raid content, is that we are constantly having to throw away fun experiences for whatever the newest tier happens to be.  Sure you can always return to the older stuff, but it has been trivialized by the progression you have made since then.

I would just like to see something that fixes this.  So that a zone stays epic regardless of when you tackle it, and that there will always be new and more exciting challenges and rewards to be found there.  With the construct of scalable AI and encounters…  I think that maybe finally this concept is ready to be explored.  I have no desire to stay in the starter zone, grind boars, and become amazing like they did in the South Park spoof… but it would be awesome to be able to go back to that low level content and have a reason to be there.

Wrapping Up

Well I need to wrap up and get on the road.  I feel as though I have laid out a huge rambling mess.  Hopefully this will make sense to someone.  It has been a concept bouncing around in my head for awhile and all the talk of Storybricks and EQ Next and Scaling Mob intelligence has dislodged it enough that I wanted to try and put it down into words.  I feel like I am fairly grossly unsuccessful at doing so.  I hope you all have a great day, and I hope you can grasp the crux of what I was trying to say.