Raid PTSD

There is an interesting effect going on with my guild. A few of our members have been super serious about gearing up, and done a few Eternity Vault runs. So of course the next logical step was to start up a thread about raiding on the forums, trying to organize a run or two.

The R Word

All of these things are expected in a normal guild.  What was not expected however was the massive knee jerk reaction many of us felt at the mere mention of the “R word” again.  It’s like even talking about it again, made us want to run off screaming into the night.

Problem is many of us are basically in a state of what we have come to call "Raid PTSD". Essentially what I am seeing including myself, are a group of 30 somethings that have been in serious raid groups during our time in WoW. Once we left the game however, we’ve been almost shell shocked about the notion of committing to ANY scheduled playtime.

I was the first to talk about it on the forums, but one by one some of the others chimed in saying essentially the same thing. Was the raid life so traumatic that it left all of us somehow scarred by it? I know personally I find myself cagey about even agreeing to run a specific dungeon on a specific night, let alone carving out a block of my week to devote to raiding.

Real Life Matters

It feels like personally, for seven years I lived my life around the schedule dictated by my raiding. As a result I had to juggle real life to fit into this raiding box, and many times juggle my spouse as well. I am just edgy about the notion of climbing back inside that box again. I had some truly amazing experiences while raiding, but also had some pretty horrible lows as well.

This discussion started over on Google+ this morning, and in it Pete Smith of Dragonchasers cut straight to the truth of it.  It sounds like you’re growing up. I could almost paraphrase your post as "I’ve decided my wife and my marriage are more important than a video game.".  While I had already basically summed this up for myself shortly after leaving WoW, it was pretty powerful to see it written out like that.  Even more overwhelming however, has been the stories of my various friends going through the same things.

I guess what I am finding interesting is, once we all left WoW (or whatever game), each of us has gone through this same experience. One that I am not really seeing mirrored in the rest of the gaming community, or at least not widely talked about. What caused each of us to develop this "Raid PTSD" and others not. Is it because we stopped raiding for a period of time? Is it because we allowed ourselves to get back into the normal rhythm of life?

I am honestly curious if anyone else has gone through this?

Planet and Bonus Series Level Ranges

It’s been quite a while since I last posted.  Mostly over the convening months I just have lacked the drive to really write about anything I was playing.  I’ve spent time in Everquest 2, Lord of the Rings Online, Rift, various sundry single player games and most importantly Star Wars online.  Pretty much from the moment I played Beta Weekend the rest of the time has been helping my friends organize our guild:  Order of the White Mask.

Best Grouping Experience Ever

So over the last few weeks since launch I have been playing Belghast my Jedi Guardian over on the Shien PVE-RP server.  Prior to launch a good friend and I made a pact to level as a duo, so we have been leveling Tank/Healer as he is playing a Jedi Sage.  So far it has been one of the most enjoyable leveling experiences so far.  The group bonus however has lead us to end up grossly over level at any given point in the curve.

This could be due to the grouping bonus, or the simple fact that we are religious about doing every quest, getting every bonus objective, and making sure to weave in the various planetary bonus series.  After a conversation last night that left us confused as to the order we are supposed to be weaving the bonuses in, I decided to do some research this morning.  In no place could I find a list of all the planetary levels, with the various bonus series weaved in between in the proper level range order.

As a result I took the time to compile this list, figuring if I was having trouble finding it, a good number of other people might be too.  Some of the level ranges might be slightly off, but this should be a good base order compiled from the level ranges shown in game, and various quest level ranges.

Republic Planet and Bonus Series Order

 

Tython / Ord Mantell 1-10
Coruscant 10-16
Taris 16-20
Taris Bonus Series 20-22
Nar Shadda 20-24
Tattooine 24-28
Tattooine Bonus 28-30
Alderaan 28-32
Nar Shadda Bonus Series 31-34
Balmorra 32-36
Balmorra Bonus Series 1 35-37
Balmorra Bonus Series 2 36-38
Quesh 36-37
Hoth 37-41
Alderaan Bonus Series 40-44
Belsavis 41-44
Voss 44-47
Voss Bonus Series 1 47-49
Voss Bonus Series 2 47-49
Voss Bonus Series 3 47-49
Hoth Bonus Series 47-49
Corellia 47-50
Belsavis Bonus 50
Ilum 50

 

Empire Planet and Bonus Series Order

 

Korriban / Hutta 1-10
Dromund Kaas 10-16
Balmorra 16-20
Balmorra Bonus Series 20-22
Nar Shadda 20-24
Tattooine 24-28
Tattooine Bonus 28-30
Alderaan 28-32
Nar Shadda Bonus Series 31-34
Taris 32-36
Taris Bonus Series 35-37
Quesh 36-37
Hoth 37-41
Alderaan Bonus Series 40-44
Belsavis 41-44
Voss 44-47
Voss Bonus Series 1 47-49
Voss Bonus Series 2 47-49
Voss Bonus Series 3 47-49
Hoth Bonus Series 47-49
Corellia 47-50
Belsavis Bonus 50
Ilum 50

SW:TOR Beta Weekend Review

Now that the NDA is officially lifted I am going to give the previous beta weekend a proper review. I will try not to give too many spoilers in the process, but there may be one or two that slips in. The history of me and Star Wars the Old Republic has been at times a love/hate relationship. When it was announced I formed a guild for the folks that were going to be playing it from my wow guild. However over time the hype surrounding the game just got to me.

For multiple reasons, mostly that I didn’t want to split folks up, and that I felt we needed someone truly excited about the game leading up the effort, I urged people to join the guild lead by another guild member. I did so as well, knowing that ultimately I would play the game if for no reason other than the fact that we had waited so long for it. At this point I was really skeptical about all the buzz surrounding it, and in general pretty damned dark on the MMO industry. As a result I have said some negative things about the game at several points, generally due to the grass roots hype machine. But all that said, I have been one to freely admit my mistakes… and I said I would gladly eat my words if the game lived up to the hype. So I went into this beta weekend expecting disappointment.

This is me formally eating everything bad I said about the game.

I have to say, I had more fun this weekend than I have had playing a game since the original days of WoW. The power of the game is in Biowares storytelling. From the moment you start you are wrapped into a unique storyline for your quest. Everything you do factors into that storyline. So while you are technically doing a Fed Ex or Kill 10 rats quest, you actually care about the outcome of your quest because it factors into a larger arc. Each step along the way makes sense from the perspective of who your character is and what your character is doing.

I think this primarily is what has been missing for me from games. Nothing you do in most MMOs has a real lasting effect on the storyline. While you may really matter to an NPC that asks you to go save his family, he suddenly gets amnesia as soon as you turn that ! into a ?. While you may spend countless hours of your life grinding up that faction to the max, it really has little effect on the world other than essentially giving you acces to the company store. Your decisions in TOR matter, and will determine what unlocks to your character and the paths you take.

Compelling Classes

Over the course of the weekend I purposefully set out to play several different flavors of character to level 10, which is the point you transition from the "newbie zone" experience to the next area. I played a Jedi Knight, Sith Inquisitor, Smuggler, and Bounty Hunter all the way, and then also spent a bit of time on a Republic Trooper and a Sith Warrior. Getting through the initial story arc on each area took me roughly 6 hours or so, so that is a good deal of playtime for getting to level 10. In other games i could get to 25-30 or so within the same block of time.

What impressed me by far the most was the fact that playing two classes on the same planet was a completely different experience. For example, while a Sith Warrior and Sith Inquisitor both start on Korriban, and you are essentially playing on the same planet, killing the same mobs, in the same dungeons…. the game play experience could not be more different. Since the storyline is wholy unique for each, by the time you get to each area it feels fresh and new even though you may have tread the same territory as another class.

On top of this another very impressive thing to me was how two mirror classes felt completely different. The Jedi Knight and Sith Warrior for example and perfect mirrors. You attain the same abilities at the same levels, so the are functional copies of each other. However each class has a unique style and feel. Everything in the Jedi Knight screams calm focus and skill, and your attacks are graceful lightsaber flourishes. Whereas with the Sith Warrior everything about the class screams hatred and raw brutal fury as your attacks are powerful slashes and hate filled strikes. While the two classes are perfect equals of each other, the animation and style leads to completely different gameplay.

The “Dungeon” Experience

For my Jedi Knight I leveled it in tandem with a friends Jedi Consular. I am the first to say that in most games I hate questing as a group with a passion. I find it a thoroughly frustrating experience, however playing together in this game was fun in that we each got equal say in what choices we made in the dialog trees. In a longer conversation it would flip back and forth between the multiple players involved making statements, so it gave a natural conversation feel to it. The biggest bonus was that we could participate in each others quests, seeing the storyline involved.

When we hit 10 and picked our advanced classes we set out to do the first Flashpoint. Now up to this point I had just figured Flashpoint was simply a rebranding of the dungeon concept. That really couldn’t be further from the truth. If you remember in WoW, the first time you did the original Deadmines, how dynamic moving through the heavily scripted zone felt as your interactions felt like they changed the flow of the dungeon story. This is the closest facsimile I can think of to how a Flashpoint feels.

Essentially you and your group participate in a segment of gameplay that feels like you are walking through a movie. While heavily scripted, everything you do feels very dynamic as you move through it. Each step in the dungeon, each boss you fight makes sense in the storyline. Every action you take fits into the larger story arc. Not really sure how I can go into more detail without giving blatant spoilers.

A Story that Matters

The biggest thing is that the story matters. When you get betrayed you feel it, you actually care about the characters and your interactions with them. When someone dies, it sucks, because over the course of a story arc, you have come to be attached to them. Lord of the Rings Online is a similar game where story matters, but when you mix it with Biowares superb voice acting and story telling it is a truly amazing experience.

All this said, I have gone from being deeply skeptical about the game, to being completely pumped about it and anxiously awaiting the launch. I am looking forward to having fun with you all again, and looking forward to recapturing some of that magic that WoW sucked out of me. All in all for me, it was worth every bit of hype that I had heard leading into beta weekend.

Not Your Target Audience

This weekend I spend a good deal of time in the car while driving up to see my mother-in-law.  This always serves as the launch pad for numerous conversations, one of which was a long winded rant stemmed from disappointment over Rage, but that in itself is better left for another blog post.  My wife lovingly listened in spite of not fully understanding a damned thing I was saying, however at the end she left me with a cogent nugget of advice.  “Sounds like you just might not be the target audience for these games anymore.”

Leave it to my wife, the math teacher, the being of logic… to cut through my rant and say something that makes sense.  Sure enough that little seed sat there the rest of the weekend sprouting. The more I thought on it the more I realized it had become true.  I think much of my growing dissatisfaction with the direction of games is due to this fact, that either through the changes in myself or changes in the market I am no longer the target for what is being built.

Aiming Down the Middle

The problem is the more I thought on it, the less and less certain I was there really was a target audience.  In this current era of the mega game, the current focus seems to be to cram as many features as possible into a game for as many different player bases as possible.  So in trying to create a game that appeals to raiders, casuals, explorers, achievers, role-players, pvpers, griefers, gold-farmers, campers, snipers, and crafters they try and walk a line where none of the groups get upset with the others.  But by the same token, none of them are ever actually happy.

Aiming down the middle gives you the widest swath of market share, but it also creates a thoroughly mediocre and shallow game play experience.  Dark Age of Camelot for example was a game of PVP brilliance at times, but offered some thoroughly mediocre and boring PVE game play.  Everquest II is one of the most detailed and intricate questing and PVE gaming experiences, by has never created any form of PVP worth mentioning. World of Warcraft…  well it has been all over the map, systematically ruining one aspect of the game to improve others at various points during its 7 year run.  Currently you have a mediocre but enjoyable leveling experience, and the only real stand out being the raid experience, but it suffers from the been there done that treadmill.

Trading Geek for Greed

So much focus has been placed over the last few years on widening the market to more than just traditional PC mmo gamers.  As a result there has been a general lowering of the “cost of entry” to the MMO game, reducing the learning curve.  This has had many effects on the community, and average skill level, but namely it has removed a good deal of the “geek” from the game.  Making everything seem a bit more simple, a bit more cookie cutter and in many ways less unique.

Learning how to play an MMO game took an act of effort on the player, it took a commitment to learn.  That was an unwritten commitment to the community, that they would learn how to become a member of it.  It could be overwhelming, and the number of new concepts and jargon mind boggling but as you began to “grok” them it quickly became intoxicating and you craved more knowledge.  Not only did you sell a gamer on your world, but you also sold them on MMOs for life.

Granted I don’t want to return to the era of Everquest, but I think we have gone too far.  I fear that we are replacing what were living breathing worlds, with a disposable experience that is easy to learn but equally easy to forget.  When you ask nothing of the user, it takes nothing for them to leave.  But when you give them something to work for, a path to follow, something they have to figure out on their own that isn’t always handed to them…  I have to think more often than not they will stay.

The Money Equation

One of the biggest disservices to the gamers has been the fact that gaming has shown up on the radar of big business.  It has taken a business that previously was “for gamers, by gamers” and laced it with easy venture capital money with many strings attached, and as a result success has become a zero sum game.  Games like World of Warcraft with it’s once vaunted 12 Million player subscriber base and Call of Duty: Black Ops and its 5 day $650 million dollar sales record have set wholly unrealistic goals for the rest of the industry to live up to.

The game industry would be so much healthier as a whole if there were 13 $50 million dollar games, than one $650 million record breaking game.  The need to chase the big dollars has made the game industry very risk adverse.  Stick to a pattern that works, market it towards the majority, and win.  But the problem is this same business instinct is causing some truly bizarre results.

I’ve been playing Everquest II for the last few months, and by all accounts I would call it a success.  It isn’t WoW, but it is still there and has had a pretty wide following for the last 7 years, that to me is a win in any book.  It has an extremely loyal fan base, almost zealously loyal at times, and are very clearly a niche.  Explain to me then, why on gods green earth they have decided to focus EQNext (EQIII) at the PVP Market?  Everquest 2 is not a pvp game, has never had a viable PVP vehicle, and in general nobody much cares about PVP other than a shortcut to easy loot. 

Why on earth would you alienate your already loyal fan base by targeting the new game at a market they do not care about?  The answer is simple and dumb.  They don’t have the PVP market, and on some moronic level they feel they can do what no one has done yet. They feel they can manage to create a game that is equally compelling to the modern PVP gamer and to the PVE gamer.  Even though WoW is hemorrhaging users still, it still has more users than any other MMO, and they still feel they have to compete with it.

Myth of the One True Game

One of the things that needs to die for us to get past this rut in gaming is the myth of the wow killer.  Right now World of Warcraft is definitely on the downward slope of relevancy, much as I have seen all the other once great games go through.  But those great old games never actually die, they just get stuffed off somewhere on life support.  What we need right now is games like World of Warcraft, Rift, The Old Republic, The Secret World, and Guild Wars 2 to each gain a comfortable and sustainable share of the MMO gaming market.  Sure ultimately someone will be on top, but for the health of the gaming market there needs to be less of a difference than there has been to date.

I still don’t think in this generation we are going to see much innovation in the realm of the AAA MMO title.  They are still going to firmly be rooted in the past, with Secret World and Guild Wars 2 being the notable “Great Hopes” at breaking the mold.  However I think that if we can reach a state of market share equilibrium we will finally start to see some indie development in the MMO sector.  I think the first few might be simplistic Minecraft style derivatives, but they will come eventually.  Especially with the plans Notch has for the Adventure update, I feel Minecraft itself will actually become more “Indie MMO” over time.  The MMO genre got its roots in the MUD, and I think it might just return that way.

I think Indie games and the ease of digital publication are ultimately going to be what pulls us out of the stagnation.  Sure not every game will end up a success and sell millions, but many will serve as examples and showcase the talents of the next generation of developers and designers.  Others will server to prove that yes, that plan that has been sitting on the shelf for years really could work on a larger scale and turn into the next blockbuster.  While I love playing those AAA titles (like Dragon Age II currently), I am also out there supporting those great Indie devs like Dusty Monk (I need to devote some blog space to Atomic City Adventures: The Case of the Black Dragon, it’s really fun ).  I really do think it is the Indie games that will change the dynamic.