Bonus Stage: Changes

There have been various sundry changes in and involving the Tales of the Aggronaut site over the last few days/weeks.  Most of these have been fairly subtle and in the background, and have just been snuck in here and there by me.  However, with one of these changes being pretty significant, I figured today would be a good day to do one of my “Bonus Stage” posts and catch everyone up.

Chibi Bahmi Bel

bel_chibi_full This one has been in the works for a long time, since starting to play Rift.  One of the hallmarks of my website was the adorable Chibi version of ZA geared Belghast.  It was given to me by a good friend of mine Audrae, who if you follow the link has a special nack for Chibis.

For the Bahmi Belghast, she went off in a new direction for her.  She created it entirely in Adobe Illustrator using meshes for shading and such.  I really like the results and it gives a completely different feel to it than the original had.

As attached as I am to the new Chibi, I just could not bring myself to remove the original Zul’Aman Belghast from the banner.  So now you have a composite banner that includes both chibi’s back to back.  I think it works, but I am biased.  One thing is certain, the new Chibi looks amazing.

Website Facelift

Over the weeks since leaving WoW I have been making a series of tweaks to “unbrand” the website from being a purely WoW based one.  While doing these tweaks I have tried to give it a more “Rift” feel without making it a blatantly recognizable Rift-Only website.  I am not sure if I accomplished this, but I am overall fond of the tweaks.

One of the newest features is the blogroll.  In the past my blogroll was always out of date with what I was actually reading on a regular basis.  It was a pain to log into the dashboard and add and remove links, so it was something I did on a very irregular basis.  This lead me to start searching for an easier way to let my readers see exactly what I was reading.

Thanks to some helpful information from the interwebs… I have updated the website to pull in my actual Google Reader information.  Now you can see exactly what I am subscribing to and reading on a daily basis.  Currently the Blog Roll is divided into three categories: Rift Leaning Blogs, WoW Leaning Blogs, and General Gaming / Geek Stuff.  Of note, the last category is where I keep very obviously multi-game blogs like Spinksville or Kill Ten Rats for example.

Official Rift Fansite

You might have noticed, that I have added a logo to the bottom of the sidebar along with the Twisted Nether Blogcast ones.  I was contacted by Trion and told that they were going to add me to the Rift official fansites list.  I halfway expected a WoW Insider style bump, but overall there has been a slow trickle of people arriving at the blog from the list.  I am guessing that the majority of Rift players simply do not know about that page.

I think it is pretty cool that the Rift community support staff has been reaching out to various websites.  They definitely seem more aware of the gamer community and are making more gestures to support it than I have ever seen from another game company.  I am not exactly a major blog, so the fact that they have chosen to add me shows me that they are actually out in the trenches reading what the community has to say.

Gameography

I blatantly stole this concept from the blog “We Fly Spitfires”.  Over the last week a new link has appeared at the top of the blog, to my very own version of a Gameography page.  This was a fun little exercise as I tried to remember all of the various MMO games I have played, characters, and approximate levels.  I limited myself to only listing games that I have subscribed past the first month. 

In addition to games played, I created a list of all the various Alphas and Betas I have participated in.  After awhile this began to feel almost like a gaming resume.  I honestly didn’t realize it had been so many different Betas until I listed them out.  I knew that I had been in plenty, I am always looking for the ability to try new games as they are being developed.

Ariad The Gamer

I updated my about page, to rework it and add a significant change to this blog. Always in the past this has been solely my work, for better or worse.  However I was approached by a friend of mine, who wanted to start submitting articles.  I’ve know Ariad for going on seven years now, and had many a long winded discussion about gaming theory and application.  I am constantly amazed by his breadth of knowledge.

This is a significant paradigm shift in my blog.  No longer is Aggronaut, my personal vent platform.  Now we have actual contributors.  In the past we have had guest posts, but never a full contributor.  I am not sure if we will be adding any more, but I think this is certainly going to be a boon for my readers. 

I can’t promise that Ariad and I will always see eye to eye on issues, but I can promise that everything he posts will be as well thought as his comments always have been.  I hope you will all welcome him with open arms.  His first post should be arriving shortly.  I know I personally am looking forward to it with great anticipation.

Rift PTS 1.2 Addition 1 – LFG Tool

So as I begin the process of sifting through my google reader, I noticed that we have updated patch notes for the upcoming 1.2 update.  The biggest change is the addition of a LFG system that they completely pulled out of thin air.  You can see some screenshots on the Riftjunkies website, but overall it looks really similar to the WoW Dungeon Finder tool.

This is one of those things that could be awesome, or horribly bad for the server community.  Basically as I have stated before, the Dungeon Finder was the single greatest contributor to the downfall of the WoW player base and community.  The real question will be, how does this effect the Rift community.  Overall Rift players seem to be more drawn from the “seasoned mmo veteran” category, rather than the “wow was my first game ever” column.  As a result, I am seeing a better player ethic, because these folks have been through it all before.

The majority of my t1 and beyond dungeons, have been made up of a few guild members and a large number of pugs from the various social channels.  As a rule, Rift players seem to have more patience, and more base skill than I experienced doing randoms in WoW.  So here is hoping that the community in rift are responsible enough to take this system for what it is, and not a way to get dungeons without consequences.

 

PTS 1.2 Addition 1

full patch notes can be found here

 

PTS 1.2 ADDITION 1

As a part of the Looking for Group release, there have been a number of updates to instances and item rewards – See below for details!

LOOKING FOR GROUP

* You can now use the new Looking for Group tool to queue for Dungeons, Rifts, or group quests with other players on your server!
* The Looking for Group icon has been added to the main menu tray in the lower left corner of the screen, and can also be opened with the default shortcut key ‘I’.
* Select from the group roles available to you based on the roles you currently have saved on your character.
* Queue for specific dungeon or expert dungeon groups, or join the random dungeon queue. Once a group is formed, members will be teleported to the chosen dungeon zone.
* Rift and quest groups formed through the Looking for Group tool are not automatically teleported.
* Queue for group quests currently in your or your party members’ quest journals from anywhere in the world and find others also looking to complete these quests!
* Additional rewards are granted for completing a random dungeon through the Looking For Group tool – these can be gained up to seven times per week but are not restricted in number per day, so you can do as many or as few as you like each day of the week up to the weekly cap. Save them all up for one day or spread them out; your choice!
* Additional restrictions based on gear also apply to forming groups for tier 1 and 2 Expert Dungeons through this tool.

GENERAL – INSTANCES

* Expert Dungeon Plaque of Achievement items have all received a power upgrade. If you already have these items, they will be boosted as well!
* Expert Dungeon final bosses are now guaranteed to drop an Epic item. No more finishing the dungeon and getting nothing but Rare items for the whole run. Epic items still have a chance to drop from the rest of the bosses in the zone.
* Some items have been weeded out of the Expert Dungeon drop tables that were very similar to others so you are more likely to see a wide variety of drops. Additionally, some items now drop from different bosses in order to spread out the range of drops available per fight.
* Your instance and raid lockouts are now displayed on a new Instances tab in the Character window.

BOSSES – INSTANCES

* These updates were released in a previous update to the Test Shard. Here is a recap of what has been adjusted and released to Test already. Please let us know your feedback on the Tier1 and Tier2 Expert bosses! We’re continuing to make adjustments to these.
* The health of general population mobs in Expert Dungeons has been reduced.

ABYSSAL PRECIPICE
* Kaler Andrenos: Kaler’s Ice Geyser now deals Water damage.
* Expert: Calyx now resets if pulled off of his platform. A blocking wall is also activated at the start of the encounter.
* Expert: Renthar should be less likely to chain high damage abilities on a single target.

CHARMER’S CALDERA
* Gronik: Slightly reduced the amount of power Gronik gains over time.
* Cyclorax now uses mana.
* Expert: Adjusted the encounter space around Ryka Dharvos so the lasers can’t be so easily avoided.

DARKENING DEEPS
* Expert: Glubmuk’s Poison Bolt should not hit characters fewer than 6 meters from him.
* Expert: Scarn’s Wind Buffet no longer ignites smoldering bones.
* Scarn’s Smoldering Bones stay on fire longer.
* Incinerator Gerbik now uses mana.
* Non-boss NPCs in Darkening Deeps no longer count toward quests requiring dungeon boss kills.

DEEPSTRIKE MINES
* Kaleida: Reduced the radius of her crystals’ AoEs substantially.

THE FALL OF LANTERN HOOK
* Oludare: Fixed the targeting method used by Oludare so he won’t turn to face a new target while cleaving or rear-kicking (in the face).

FOUL CASCADE
* Expert: Sparkwing learns to use his ranged abilities. It’s super-effective.

GREENSCALE’S BLIGHT [Raid]
* A number of new Relic quality weapons have been added to Greenscale.
* Prince Hylas: Slightly reduced the absorption amount of Spiritual Barrier.
* Prince Hylas: Modified the amount of damage increased by Avenging Wrath.

IRON TOMBS
* Expert: Players immune to knockback will no longer be immune to Totek’s Ancient Fury.
* Expert: Bonelord Fetlorn’s Boiling Marrow no longer affects pets.
* Guardians now respawn next to the Messenger of the Vigil.

KING’S BREACH
* Expert: General mob populations have been reduced by a few pulls.
* Expert: Immunity to knockback no longer prevents damage from Konstantin’s spikes.
* Expert: Konstantin’s Cleaving Strike now has a proper effect radius.
* Expert: Konstantin’s Mathosian Fury displays an on-screen warning before use.
* Expert: Players within 3.5 meters of Konstantin receive a 20% damage bonus.

REALM OF THE FAE
* Expert: General mob populations have been reduced by a few pulls.
* Chillblains: Fixed the targeting on the Elemental spawn, which was not working reliably.
* Luddoghan: Made some adjustments to prevent his ground goo from targeting the tank.

RUNIC DESCENT
* Rictus: Adjusted how Rictus uses his abilities and reduced some of the associated stuns and stun durations.
* Expert: There is now a text warning when Eliam gains Dark Fury.

WARDROBE SLOTS

* A wardrobe set’s icon can be dragged onto ability bars to create a shortcut for quickly changing your character’s outfit (similar to Role icons on ability bars).

RIFTS AND INVASIONS

* Zone and Colossus Events are now easier to find. Zones that have active zone events now have a special icon next to the zone name on the main map. Mousing over the icon will display a tooltip showing the current progress of the event.
* Expert and Raid Rifts now have Achievements!

COMBAT

* Fixed pets losing effects that were on them when teleporting or entering/leaving an instance.
* Toggling auto-attack no longer triggers certain cases of reactive abilities.

CLERIC

DRUID
* Crag Hammer: Increased the damage of Rank 6.

PURIFIER
* PTS BUG FIX: Ward of the Ancestors: The blocker preventing recasting on the same target can no longer be removed by removing the buff.

SENTINEL
* Word of Hope: Fixed tooltip to match the new functionality.
* PTS BUG FIX: Healer’s Covenant: The blocker preventing recasting on the same target can no longer be removed by removing the buff.

MAGE

ARCHMAGE [PvP]
* Steelweave: Now correctly reduces only Physical damage received from players instead of all damage.

CHLOROMANCER
* Nature’s Touch: Updated ability description to clarify how this works with Lifegiving Veil.
* Lifegiving Veil: Fixed an issue with heals from Livegiving Veil receiving a bonus from Spell Power twice.
* Fixed an issue preventing Corrosion from triggering healing from Livegiving Veil.

PYROMANCER
* Ground of Strength: Now increases all magical resistances by 125, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun.

STORMCALLER
* Static Discharge: Fixed an issue causing the damage portion to retain the effect of buffs that were active when the ability was cast but no longer active when the damage portion triggered. Damage is now attributed to the person triggering the damage instead of the caster of the buff. Static Discharge now triggers off of damaging spells and abilities and no longer triggers off of auto-attacks.

ROGUE

ASSASSIN
* Slip Away: Should now work more consistently against NPCs.

BARD
* Anthem of Fervor: Will no longer be overwritten by lesser buffs.

MARKSMAN
* ALPHA BUG FIX: Marksman’s Pedestal, Sniper’s Pedestal: Fixed a tooltip bug where the increased damage with ranged weapons was not displayed correctly.

RIFTSTALKER
* Flashback: Can no longer be used when carrying the Fang of Regulos in Black Garden.

SABOTEUR
* Spike Charge: The Bleed effect from Spike Charge should now trigger Blood Rage on your pet if you have soul points spent in Ranger’s Blood Rage.

WARRIOR

PALADIN
* Tip the Balance: Slightly reduced the internal cooldown on Tip the Balance.

REAVER
* Shroud of Entropy: Now shares a stacking group with other damage reduction abilities to keep them from being stacked to unintended levels. It now stacks with Power from the Masses and Imbued Armor.

RIFTBLADE
* Avatar of the Rift: Fixed a bug causing this to increase the damage of Avatar of the Rift’s damage shield, Burning Blood, and Elemental Touch by more than was intended.
* Fiery Burst: The damage-over-time component from Fiery Burst will no longer overwrite the same components applied by other Riftblades.
* Burst abilities in general: The debuff component on Burst abilities no longer overwrites debuff components applied by other Riftblades.

VINDICATOR [PvP]
* Stand Off: Now properly roots the Warrior in place.
* Phalanx: Duration reduced to 10 seconds, max range reduced to 10 meters. Now applies a debuff that prevents the target from being affected by Phalanx for 60 seconds.
* Forced Recon, Furious Blades: Now only trigger against players.

VOID KNIGHT
* Fusion of Flesh: Fixed a bug causing this to trigger off of the Void Knight’s own abilities.
* Fixed a bug with Reckless Strike, Rift Tap, and Furious Rage, where they were not generating enough threat.

WARLORD
* Fixed a confusing error in the tooltip for Call to Entrench.

ZONES

DROUGHTLANDS
* Ancient Wardstone quests in Droughtlands now with 100% more actual rewards!

IRON PINE PEAKS
* Dabbling in the Forbidden: Fixed an issue that would sometimes cause the Ritual Altar to not be usable.

MERIDIAN
* Expert Dailies have been moved to Epoch Plaza and are now given out by Lord Olangdon.

SHIMMERSAND
* Whispering to the Winds: Fixed the second objective for this quest so it can be completed.

STILLMOOR
* Past is Prologue: Simplified how this quest is available – now offered by Donal Sumptor immediately after completing ‘Rise and Fall’.

PVP/WARFRONTS

* Black Garden: Riftstalkers’ Flashback can no longer be used while carrying the Fang of Regulos.
* The Battle for Port Scion: The stacking buff Sourcestone Empowerment, granted from turning in Sourcestone, no longer reduces damage taken.
* Reduced the favor cost of Cultist’s Focus to 8550 Favor. It was previously priced as a 2-handed item.

CRAFTING

* A number of new recipes have been added to the Artisan Stores.
* Blazing Resistance Runes are now Epic quality. Sharp Runes and Accurate Runes are now Rare quality. These recipes have had their ingredient cost adjusted to reflect the updated rarities.
* Minor Catalysts now only drop from Elite or dungeon mobs.
* You can now click on the Loom in Lantern Hook to open the crafting window.

UI/SETTINGS

* The Artifact pane of the Character window now has a built-in search – search for the artifacts you’re missing, or search for the collections themselves!
* You can now click on an artifact or empty artifact slot in the Artifact pane while viewing the Auction House to search for that item.

CLIENT/SERVER

* Bandwidth optimizations.

The Classroom Analogy

Today was the release of the 4.1 patch in World of Warcraft, and amongst it’s features was the infamous “Call to Arms” dungeon finder feature.  There has been much discussion in the blog community about how this feature is tantamount to bribing tanks to run in PUG groups.  As I discussed in my post I present the notion that this will not actually solve anything.

Sheer bribery sadly solves none of the core issues that keep tanks from wanting to queue for random dungeons in the first place.  Good tanks, simply do not need to queue for randoms, as they are in demand with their friends to run them.  However the problem behind this issue is the fact that the PUG environment has degraded to a point where no one really wants to put up with the frustration.

Over the years, the game has gone from an environment where most players were capable of competing in most areas, to one where there is a massive chasm between skill have and have nots.  The question is, why is this the case?  Why has the game degraded to a point where the average player is simply not prepared for the realities of post leveling content.

Lack of Training

A few weekends ago I was sitting at On the Border restaurant, having a conversation with my wife.  As an educator, she was concerned about trying to cram as much learning as possible in the last few weeks before her upcoming end of instruction exams.  As a conscientious educator, she wanted to make sure her students were prepared for anything they might encounter on the impending exam.

The problem at hand with MMOs in general, is there is no solid focus on educating the player base.  In a classroom, the teacher must constantly challenge their students.  If you spend your time doing nothing but meaningless busy work when the time comes for that final exam, chances are the vast majority of your students will fail miserably.  You would not have prepared them for the high expectations.

In MMOs, the growing trend has been to make the leveling process easy and quick for the players, so they can ascend to the higher level content as fast as possible.  The problem with this notion is that while this is good for already skilled gamers as they level their second or third character, it does a massive disservice to the new players that each and every MMO is trying to actively recruit.  Through this style of leveling, you have given your players none of the necessary tools to be able to tackle the harder challenges that await.

A Shift in Focus

I’ve mentioned this before, but my last character leveled in WoW, was my Worgen Druid.  It took me a little over 2 days played to get from level 1 to level 85.  60 levels of that, was spend leveling through content I had never seen before, since it was brand new with the massive changes that came from the Cataclysm expansion.  While I will admit, as a six year veteran I am probably far better at the game than your typical staring player, it still tells me that the leveling process has been completely trivialized.

Game developers have to move away from this “low cost of entry” attitude in a blatant money grab for new players.  They have to switch their focus to treating the leveling process as classroom time.  Leveling your character should teach you all of the skills you will need to have to be able to participate in higher level content.  Giving players the easy road while pushing through those levels has created an environment where fresh 85s do not know how to use the basic skills their class requires.

I don’t really see this as being specifically harder than the current way.  Each level the character gains, builds their repertoire of skills so that as you progress through the content the designers can present the players with more interesting challenges.  When you reach the level cap, you have been taught everything you need to survive in the end game.

Dungeons as Raid Training

If leveling gives the characters the basic skills needed to play their class effectively, then Dungeons should reinforce good grouping habits.  Moving through instances should help the player pick up various skills needed to transition into raiding.  The system should be designed in a way to reward the character for spending the necessary time in dungeons, to gain sufficient gear to be able to not be a drag on raid groups.  Currently the drive is to rush through the gearing phase, and in the past players have been able to skip it completely.

I know on my various alts, I was able to step into raids and complete well within a few days of dinging 85.  Granted I always made a massive push for gear, but if I were a new player I would not have soaked up enough necessary skills to be able to move forward.  Spending time running dungeons for gear, needs to be a rewarded practice.  Going into an instance under-geared puts undue stress on the entire party, so this “Raid Education” phase needs to be treated in such a way that players gain something to keep building upon.

Universal Currency

One of the  best advancements I have seen came in the Rift system of universal currencies.  From the moment you step into your first rift or invasion, you begin earning a currency called Planarite.  Regardless of what you do from that point on, Planarite has value to you.  The key significance between level 10 content and level 50 content is the volume that you earn.  It gives players a feeling that regardless of what they are doing, they are building something that will be just as useful at level 1 as it is in the endgame.

The problem is, this concept is not nearly as common as it should be.  In WoW you are awarded various tiers of points for completing different difficulties of content.  The problem is, after a short while, that low level currency becomes completely meaningless to the average player.  So much so that they have been forced to implement a series of ways for the players to spend this currency at a resource loss.

Why is this a bad thing?  It rewards behavior that is not beneficial to social gaming.  In the example of random dungeons, you gain Valor Points for the first random heroic dungeon you do of the day (I realize that system changed somewhat in 4.1).  As a result you have just given players a reason not to help out with anything other than this one dungeon a day, or in the case of 4.1 patch the first 7 randoms each week.  So as players level and need gear, there is no reinforcement of the practice of more experienced members of the group helping out the lower level ones.

In the case of a universal currency, regardless of what a player does, they are always gaining a small bit of benefit from the action.  While it might sound mercenary, this small bit of reward alone can incentivize the player base in a way that the sheer bribery of “Call to Arms” really can’t.  It is a fundamental shift in the way players think about group interactions.  If they go into something knowing that no matter they are do, they are helping themselves while helping others, it builds a stronger community ethic.

Seeing the Big Picture

The problem is, I feel that most MMO design doesn’t really see the journey as a whole.  I am not saying that there is not some amazing content along the way, because there are some amazing quests and lore out there.  What I mean is that publishers fail to see their game as a process of gradually training the player.  Much as education is an investment of time in the students, leveling should be a similar investment in trying to create the kind of players that designers want to build content for.

Sure there exists plenty of content online to do this training process, and those who are willing to dig for it become the upper-class of players.  The problem is, we the gamers who read blogs, information sites, and forums are in the gross minority.  Your average gamer, wants to be able to come home from a long day at work, log into a game, and lose themselves in this rich world you have built for them.

Designers want to build compelling content that requires a high skill level to conquer.  Currently however, they are doing next to nothing to build this kind of player.  There are some games that do it better, than others.  Rift for example, is  challenging from the moment you leave the opening tutorial.  However even in this case, there is no real focus on teaching the players how to play their classes in a slow and focused manner.

If we shift the paradigm, and begin to act like those dedicated Educators out there.  We will build up this strong player base with all the tools they need to conquer the content the designers really want to be creating.  I might be naïve, but I believe that we will be able to raise the base skill level of the players, rather than nerfing existing content to make it more accessible.

The Final Exam

If we treat the leveling process as time spend in the class room, and leveling dungeons as quizzes.  It lets us move the players onwards to the final exam knowing they will be prepared to conquer it.  This is a far stronger base to build a game upon rather than what we have currently.  Based on the growing disillusionment among my generation of gamers, something has to change. 

I feel that we can rework the basics of the MMO genre and produce a game where the leveling process feels more meaningful.  No player, enjoys grinding through content for no purpose.  In the current system, there is no valid reason not to simply start characters out at the maximum level.  In fact, one of the EQ2 designers has suggested that. 

EQ2 producer David Georgeson presented the question, what if players could create a free level 90 character, thus bypassing the content and skipping straight into the endgame.  Problem is, statements like this tell the players that every bit of that sub 90 content is meaningless.  Having walked my way without any challenge through the leveling content in WoW, I can certainly say that it feels meaningless.  It feels like the leveling process is this menial task given to the players to keep them busy for awhile.

If MMOs are going to remain viable as a genre, the entire Journey needs to be meaningful.  The players need to feel like they are a part of something bigger than themselves.  That everything they do is building to something larger, preparing them for something on the horizon.  There are great examples of lore and quests that give this feeling, but the problem is these are one snapshot of a larger photo album.  The entire game needs to feel like the player is going somewhere epic, and each quest they complete, each zone they move into, is building to something truly amazing that will be resolved through dungeons and raiding.

If designers are willing to shift focus, I feel in the long run this will create a more skilled base, and at the same time create a happier player base.  When you know the other players you are running with are skilled, that point of rejection against running with strangers is far less.  There are certain guilds, and raids you know harbor good players, so when you encounter them you are more likely to help them out.  Wouldn’t be be amazing if the entire community were made up of these “known good” players.

Wrapping Up

I realize this is an odd topic, but this is something that has been incubating in my mind for awhile.  I really feel that something has to change to raise the base, rather than separate players into skill based silos.  Thinking of the game, like an education process makes sense to me.  We go to high school, to gain the necessary skills to carry us into college.  We go through an educational process to give us the skills we need for our job, even if this is comprised of on the job shadowing.  Why would we think that our gameplay would be any different?

Warcraft Broke Me

It was a very dreary Easter weekend here in Oklahoma.  Honestly it felt very little like easter at all.  It was much needed, since some parts of the state have been without water since November and we were bordering on dustbowl era type conditions.  So here I had a weekend filled with rainstorms, and three days worth of nearly uninterrupted gaming because of it.  Granted I had to do a fair bit of work to help out my wife, but overall I got plenty of time to play around.

Rift-Lite Weekend

Flaming Hole of Fun Here is the odd part however.  I spent almost no time comparatively in Rift.  I would log in, chat around with some guildies, do a crafting daily and then log out.  I felt no pushing desire to be in game, and I knew my not being around wouldn’t really cause any issues.  The question you are asking yourself at this point, is has the rift evangelist gotten tired of the game?

No I am very much still enjoying what time I do spend in the game, and I cannot see myself playing another MMO at the moment.  However I find myself in a position where I just don’t want to take any one game super seriously at this point.  I think the years I spent raiding and leading a guild in World of Warcraft have broken me.

I Think I Broke It

Did I Do That? If you have read my blog for long, especially dating back to the wow era of it, you will be able to tell that once upon a time I was a fairly devoted raider type.  At my worst I was raiding something, nearly 5 nights a week.  On top of this, I felt this overwhelming need to log into the game.  It wasn’t that I really wanted to play the game that badly, or that I had that many things that I really wanted to accomplish.

I had this overwhelming sense of responsibility for my very large guild, my raid group and large server community of friends.  Logging in felt like a job, as I had to wade through a sea of purple text each time I logged in.  Buried amongst the “hi bel!” tells, were always a series of guild or raid issues that had to be dealt with in a leadenly fashion.  Of which I dutifully responded with as much helpful advice as I could muster on a given night.

WoW had long ceased to be a game for me, and more like a second job.  Logging in each night, showing up at raid times, became like punching a clock.  House Stalwart was my baby, that I had nurtured for six years, and much of my pull to the game was tied up in its survival.  We grew from a small group of friends, to a semi-successful raid team but it had severe tolls on me.

Gaming for Fun

Gaming for Fun.... Dip? One of the problems with leading a guild, is the time commitment pretty much means there are alot of things you simply don’t have time to do.  One of the big ones was the fact that with the amount of time spent raiding, you really didn’t have any free time to play any of those other games you used to enjoy.  For me this was a constant drain, and I jealously watched other friends enjoying the new titles as they came out knowing I wouldn’t have time to participate.

When I left WoW last month, it started a chain reaction for me.  While initially I left to play Rift, in the grand scheme it has been a major paradigm shift.  In essence, I broke a shackle that one specific game had placed on my leg.  At this point, I cannot see tying myself to another game as completed as I did Warcraft.  While I leveled up relatively quickly in my normal fashion in Rift, I don’t feel the strong commitment to the game that I once did with WoW. 

I think this is a good thing.  I am open to new games that come along, but can still enjoy the MMO I am working on at the same time.  Lately for example, I have been playing the hell out of Oblivion.  It is a game I never really got very far in due to raiding commitments, and with the impending release of Skyrim (11/11/11 will be here before we know it) I want to play through the entire game to prep myself for the new content.

I have a similarly long list of games, that I either didn’t play at all, or didn’t really give enough time to that I want to go back through and play.  I feel like by playing WoW I have missed so many other things, that I want to go out and try and catch up.  On top of my number one hobby, gaming, there are others that got neglected like writing and photography. 

I used to go regularly on weekend photo shoots to various spots taking photos of the urban landscape.  However with the feeling of “needing to be there”, it took much of the enjoyment out of these sessions.  As the whether warms up, I look forward to going out with my wife again to various places on a photo safari.  She normally sits in the car with the windows rolled down and reads while I roam all over hells half acre in search of something that catches my eye.

Zen of the Flake

Zen of The Flake In my guild, we have been talking about raiding in general a good deal lately.  I would really like to see the various raid content in rift, but I think I have changed too much to do so successfully.  Right now I have trouble looking at my nights of the week and saying that I will be committed to log in and show up at a specific time on a specific night.  In my post-raid life, I enjoy not having to plan my days, not having to say “sorry hon, I can’t I’m raiding”.

I think a good number of the folks in Manastorm follow this same mold. I think in the grand scheme we are going to have to create some loosely organized raid nights.  Go off and do whatever we can with the number of players we have.  I can’t really call myself casual yet, because when I do play, I play extremely seriously.  However I just can’t see myself being locked down to a schedule again.  I hate to think that I will be one of those players I long called “flakes”, but it seems like they had the right idea all along.  At least in this case I am being up front about it.

Odd Start to the Week

Odd Start to the Week I realize this is a pretty odd post to start a new week.  Everything in it has been weighing heavily on my mind, so I wanted to get things out there.  The biggest problem I have had lately is my desire to try and convert hardcore WoW players to this new reality I have arrived at.  While I still love Rift, I kind of see it as Methadone for hardcore WoW players.  If Everquest was the gateway drug to WoW for me, Rift has been the first step towards the cure.

I am sure Trion, doesn’t really want their game to be thought of as Methadone.  However I have played Rift from a much healthier mindset than I played the Blizzard juggernaut.  So I mean that statement with the greatest of respect.  Somehow Trion has managed to create something enjoyable and compelling without turning us into crack babies.  I am not sure if this was an intentional design ethic, but I appreciate it.