Breakup on Reentry

Returning Players

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If you have followed me for any length of time you realize I play an awful lot of games.  One of those traits also involves going back and re-exploring games that I have long consigned to the dust bin.  One of the challenges with this lifestyle however is trying to figure out what the hell you were doing some six months ago when you last touched a game.  This morning I want to talk about a problem that most games have.  As content is released there is often times no real thought about the folks that will come back to the game several patches behind.  While there is generally one game that I stay up to date with, and that game currently is Final Fantasy XIV…  the others sit in various states of completion with no real easy route back to where I last left off.  What ends up happening generally is that I start a brand new character, because it is simply easier to start fresh than try and sort out the options open to a formerly “level capped” character.  As a programmer it seems like it would be easy to create some sort of new features tool that lead you to what has been recently added to the game.  Various games have attempted this, and honestly Final Fantasy XIV has one of the better versions of this technology…  but it could still use a lot of work.

World of Warcraft has these quest boards in main cities that are supposed to lead you to the starting quests of new areas.  The problem being that you level so damned fast in that game that you always are well ahead of the quest completion curve.  The worst offender however has to be The Secret World.  In that game every single quest is essentially repeatable, so even if you are up to date… it can be a challenge to sort out what quests are new in a given region.  The last quest content I completed was the “Last Train to Cairo” from Issue 6, and even then I think I missed most of Issue 5 because I didn’t quite know where to start to find it.  Now we are sitting at Issue 12 and I know I have a ton of awesome content waiting on me.  As each has been released I have popped in to spend some of the lifetime membership currency that I gain each month.  The problem being… without significant research on my part I have no real idea where to start to even begin trying to sort these out.  I spend most of my free time consuming MMO content… and if this bothers me… it has to be an impassible wall to more casually interested players.

Content Advisement

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With the launch of Cataclysm, the World of Warcraft attempted to solve this problem by creating a series of billboards spread throughout the major cities that are designed to give you the start of a quest chain leading into new zones.  The problem there is that you level too damned fast, and I constantly had a back log of these quests telling me to go to various zones that were less than optimal for my questing experience.  While I applaud their efforts… I think all of these MMOs need to do a much better job at giving players advisement as to what they should be doing.  What I envision is an optional box that says what zone you should be in based on your level and or gear, and provide a series of quest suggestions that you never completed.  If there is a holiday going on, it should prioritize this and if you are at the level cap it should guide you to the next patch worth of content that you had not experienced.  This would go a long way in making returning players feel welcome and relevant in the game experience.  Considering I have done this dozens of times…  I can tell you that returning to an MMO that you tucked neatly away into your past… is a completely overwhelming experience.

Firstly you have to sort out your  bags, because I have not left a single MMO in a state where I did not have hundreds of items in my inventory with no memory of what was actually useful and what was simply dross that I picked up while killing things.  Next you have to sort out your quest log, which also is never really left in a neat state.  If you are the level cap you generally have a mixture of quests that you never completed and quests from whatever happens to be the current “daily” hub.  Upon returning generally speaking neither of these is much use, but at the same time I find it just as hard to sort through my quest log as it was to sort through my bags.  What I really want is some intelligence guiding my decisions.  Present me with options of things that players in my level range are normally doing.  Help me get back into your game, and set down roots again.  It honestly shocks me that no game company seems to have thought this one through.  There are a fixed number of new players out there, so many times established games are just trading their populations over time.  Anything a game can do to make it more “sticky” for returning players has to ultimately help the bottom line.

Breakup on Reentry

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Like I said Final Fantasy XIV does a decent job at this, but their own advisement window is greatly limited based on several factors.  The biggest is that most of the items in the list are limited to the zone you are currently in.  In the case of a returning player, they may or may not know what zone they should even be in.  For years I have been trying to play Star Wars the Old Republic again.  The problem being that I always end up playing on an alt character because it is simply too confusing to try and sort out what I should be doing on any of my three previously max level characters.  My original instinct has always been to go to the space station hub for my faction.  Problem there is that there were no sign of new quests.  I have repeated this process dozens of times, until last night it finally dawned on me that I should maybe return to my starship.  Sure enough waiting there for me was a quest chain starter leading me to Makeb.   The problem being… that since it took me two years to finally find this quest it was anything but obvious, which tells me there is a problem with the way the systems are working.

What got me on this topic was yesterday some friends and I were listing off “must have” features for an MMO.  Which got me thinking… that this is the one feature that no MMO really does a decent job of.  Please someone out there… put some thought into the experience of returning players.  The answer is not to ignore all of the content that came before.  The answer is to help players go back and experience the things that they missed.  As a result some sort of intelligent system is well worth the time it takes to build.  All we are really talking is a handful of database queries based on a few parameters, and then returning the relevant items to a window.  This would go so far into making returning players feel like they matter and are welcome in the game.  I cannot count the number of games that I have reinstalled… only to leave after a single night of trying to sort out what it was that I was doing when I last played.  In each case I “wanted” to play the game, but the game required more out of me than I was willing to give it.  When this situation happens all I really needed was a breadcrumb to lead me to what I should be focusing on.  On the positive side I did finally start the post release content in Star Wars the Old Republic, which is a thing I have been passively trying to do since the free to play conversion.  I would really like to see where that story goes before the launch of Fallen Empire.

Exploring Draumheim

Great Sell-Off

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Normally this morning I would go into my new game picks for the coming week to serve as alternate writing fodder to Blaugust.  However that is not going to happen because I am not really feeling like writing that post today.  I am struggling right now with a mix of allergies and asthma that have conspired to make me miserable.  One of the things about being sick is that you tend to surround yourself by things that feel comfortable or nostalgic.  Just as there is comfort food, there is also comfort gaming… and when I feel like shit I find myself wandered off into games I have pushed to the side.  Essentially when I am feeling my worst I am lease capable of dealing with the stress of interacting with other people.  As such yesterday and last night I ventured into a realm where almost nobody knows my name anymore…  Telara.  Rift was one of my games of the week for this past week, and with it comes a series of problems. Namely when I log in I am staring at a bag and bank full of dimension items and crafting materials.  I am not sure if you are the same as me in this aspect, but if my bags are a mess there are so many times I will log in and then log right back out because I cannot be bothered to fix that situation.  Honestly if I don’t do something quickly in Final Fantasy XIV I will be nearing that point as all of my retainers are clogged and my inventory continues to get more and more semi-permanent additions.

With Rift however I finally did something drastic.  Last October Rift released the Nightmare Tides expansion, and I still don’t have a character to the new level cap of 65.  During this time I have been accumulating crafting materials from doing the Minions minigame, and quite honestly I have more than I will ever actually use.  By the time I actually get around to hitting the level cap I will more than likely have just as much materials I do now.  So instead I decided to reinstall BananAH and post every single crafting material on the Auction House.  It cost a lot of plat to post everything, but luckily by the end of the night I had managed to quadruple the amount of plat I had going into this experiment, and there are still a bunch of auctions up there that may or may not have sold over night.  The money gained was a side benefit, the real mission was simply to clear the shit out of my inventory.  At some point I will do the same with the various housing bits, because there are some things I will quite literally never end up using in any design.  With the bags clear however I finally felt like I could actually go out into the world questing, and it improved my outlook on the game considerably.

Figuring Logistics

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While the great sell-off took care of one issue keeping me from playing Rift, I still had another big one standing in my way.  Rift has quite possibly one of the most complicated character creation systems, namely that for a given class you can have any combination of three different souls from a pool of ten potential souls for each slot.  If my math is correct… and I would seriously question that… but I believe that gives us 120 possible combinations with a pool of 76 talent points to distribute between your three trees.  What I am trying to say is that basically every time I decide to play the game it requires a bunch of research on my part to determine what the current “viable” builds are and what purposes they serve.  To say that Rift changes a lot is an understatement…  they are constantly patching the game and tweaking things and often times these have ramifications have effects that trickle out and make or break the last patches specs.  The class that I tend to care about the most however is the Warrior, and while I have a level 60 rogue and a level 60 cleric…  I tend to mostly focus on Belghast first and foremost.  So over the last week I have poked around the Class Guide forums and stumbled onto one that looked promising titled:  Warrior Solo Leveling (61-65).  Luckily it was not too far off from the build that I had tried leveling with before, so I was able to tweak out my hot bars without much issue.

One of the big strengths of Rift is also one of it’s great weaknesses.  The macro system is excellent and allows you to do some really interesting things with it.  The problem being the game also gives you so many sideways and optional abilities that you feel like you are required to macro everything together for fear that you miss some opportunity for not having 32 fingers to hit abilities with.  The big thing I like about this incarnation of the soloing build is that essentially I am really only using one macro, and all that does is chain a series of high cool-down single target abilities onto Empowering Strike.  The combo point dump abilities are on my bar separately, as is the main reactionary ability that I hit after using one of them.  The feeling is that things are less random than they have felt before when I have played a suggested spec.  I am hitting buttons largely because I know what the effect is going to be, and because I want to use it at that moment.  Sure I still have one single mixed bag ability, but it feels like it is less important than the things I am not macroing.  The other big thing is that it seems like my survival has gone up significantly, which was a huge problem I had previously.  I am still under level for the region I am hunting in, but I am wondering if that just means that I missed something important in the previous zone.

Exploring Draumheim

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At this point I had a spec and I had clean enough bags to be able to venture out into the world.  I had two ports available in Draumheim so I grabbed one and hoped that I had picked the right one.  It seems that I did as when I landed there were numerous quests available.  The zone is extremely cool with all manner of nightmarish abominations wandering around in the midst of the ocean that is being drained away.  The coolest thing about Draumheim is that it seems to be a nightmarish echo of Telara.  There are numerous places in the zone that represent areas from the game, for example there is absolutely a version of Meridian and Sanctum as well as a nightmarish version of Port Scion.  Similarly I ran into a copy of the great toad-like Greenscale, who represented the aspect of hunger.  When I first attempted to play Nightmare Tides I was not sure if I liked it or not, largely because I am not the biggest fan of underwater settings in MMOs.  Now almost a year later the subtlety of the expansion is starting to sink in.  It is less about us traveling to the physical plane of water, and more about us traveling into the physical manifestation of dreams and nightmares.  Nothing in the zones are quite what they seem, and last night I ended up helping out a series of existentially confused hay bales…  and I am not making that up… they are quite literally named that.

I still wish we had a more directed questing experience similar to the old world.  I know they went in this direction as a way of distancing themselves from the standard questing format of MMOs, but personally I find it somewhat lacking.  The story that is there is really good, but there just doesn’t feel like there is enough of it.  Mostly it feels like you can’t get through the content by only following the quests.  Instead of feeling like questing is optional it feels like I have to do every single quest, and do every single carnage quest that pops up when you kill any mobs…  and still do some dungeons or instant adventures or you run into the situation I am in… where I am one to two levels below the content I am  trying to do.  The leveling experience is much less directed, and this is a change that went in with Storm Legion… but the end result in both expansions was me constantly wondering what I am supposed to be doing next.  For most MMOs the leveling experience gets better over time, but I feel like Rift went in the opposite direction.  I get it that quest content is fairly expensive to create, and without the subscription model they don’t have that stable source of monthly income to keep said quest content coming.  The quests that are here however are really good, and one I did last night took me through a series of “computers” that showed little recorded vignettes from the past, all of them fully voice acted.  I like all of the things they have done to make finding quests more interactive…  but I wish we had more hub based quests as well to fill in the gaps in content.  I don’t want it to sound like I didn’t enjoy myself however, because I absolutely did.  I needed a game where I could be anonymous and lose myself in the experience of playing an MMO, and that is precisely what Rift gave me yesterday.  I still very much love Trion and the team behind Rift, and it is one of the games I will continue to suggest people check out on a regular basis.  I feel like they did the absolute best job of a free to play conversion that I have experienced to date, and I am willing to keep giving them more of my money.  I am just nostalgia for the way that questing used to feel in Rift is all.

More SkyForge Thoughts

Controller Support

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One of the questions left unanswered from yesterday was whether or not the game had controller support.  On a whim I picked up my controller towards the end of one of yesterdays streams and I noticed that I could in fact control my character with it.  Today I popped into game with the mission of trying to test this theory out.  It seems that maybe they are working on controller support but that it does not actually work fully.  I could control my character perfectly using both of my analog sticks, and if I hit the A button on my XBox 360 controller I could perform any of the normal actions that require the spacebar.  However it did not actually seem to interact with the world, and pressing A when not hovering over an objective did not perform the jump action, which is normally the default action for spacebar.  I went so far as to go into the keybindings section and it would not let me bind anything to controller presses.

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Now of course if you wanted to go so far as to use Xpadder you could easily get this game up and running.  It takes care of the toughest part which is getting the analog movement feeling right.  My hope is that in subsequent patches it is going to add full controller support, and then this game is likely to increase significantly in enjoyment.  Left button spammy attacks feel less spammy when done with a controller button.  Since writing yesterdays post I have added another few hours worth of gameplay, and I have to say my verdict is still very mixed.  I even talked about it a bit on last nights podcast.  On some level I am feeling about this game much the same as I felt about Guild Wars 2 when it was in testing.  There is something that compels me to keep trying to figure it out, but at the same time I find it extremely easy to stop playing after completing a single mission.  The act of running a mission just wears me out, in a way that content in Elder Scrolls Online used to wear me out.  Things are so ridiculously tightly packed that on normal solo missions you spend so much of your time mindlessly grinding through huge encounters.

Isola Digs

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This morning however I ventured into what seems to be another large shared cooperative zone, much the same as the very first mission in the game.  It involved a series of around 25 smaller objectives that were scattered throughout the map.  The frustrating thing about this zone in particular is that the objectives were super linear, meaning when I tried to do my normal thing and hop off the path…  I missed an objective that I then later had to double back through the entire zone to go find again.  As a whole though I have to say I like this style of zone so much better than the little instanced mini dungeons I had completed more recently.  The game also feels better when lots of other players are wandering around, which greatly speeds up the amount of time it takes to burn through the various health bars of the bosses.  This tells me that a lot of my frustrations was simply that I was soloing content designed for groups to take down.  The fact that I could fairly easily solo content as a paladin, maybe points to that class being a little overpowered for this sort of thing?  Then again tanks in most games are adept at soloing bosses that were originally meant for a group to take down…  I am looking at you Deathknight.

SkyForge_FireWardenBoss The other cool thing about this region is that it seemed to be full of boss encounters that did not seem to be tied to a specific objective.  There may be a quest that I missed somewhere that opened these up, but from what I saw there was a fire, water and wind warden.  Above you can see me taking on the fire one.  The only thing missing elemental wise is earth, which I did not really see while wandering around.  I managed to get a few greens off these bosses, so my theory is they are just there to make your experience more interesting.  The boss fights with other players helping were significantly more enjoyable, but I could still shield up as a paladin and whittle them down until I succeeded.  There was only one single encounter where I even came close to dying.    At the last minute a wave of players rushed in and helped me finish the boss off.

Combat Still Repetitive

SkyForge_PaladinFinsiher2 All of this said… my problem with the combat still exists.  It just doesn’t feel like I can do anything interesting with the encounters.  I did add a new combo attack to my repertoire, and while I abused the hell out of it.. each individual fight still seemed to take a little bit longer than they should for the game to feel really “fun”.  The mobs still suffer from the same problem where they tend to be one trick ponies, and keep using the same attack sequence over and over.  There is almost always one thing that you should dodge out of, but other than that it is grind them down with your main attack until they are gone.  There are a lot of things I do like however when it comes to the interactions with other players.  This seems like a game where everything is open tagging, and if you are in an area and have dealt any damage to a pack… you seem to get full credit for the entire pack.  Similarly if there is an objective, it seems like everyone can click said objective, and that seems to have changed from one of the closed beta streams I happened to watch.

SkyForge_CryomancerHelp As a result I found myself wading into a lot of fights that I did not strictly need to just to help out the other players.  Unfortunately not a single one of them did I actually communicate with.  There are a lot of ifs about this game, and I am not quite certain how much I will be playing of it.  In theory I kinda dig the model of purchasing classes or having a slow tedious process of unlocking them.  To some extent I wish I had gotten in on the ability to play the Berserker, because I think that might be a class I would really enjoy.  I have heard that you can go to the training center and test drive all of the classes, much like you can test drive champions in a moba, so that might be one of the things I do next.  At this point I have played around five hours of the game, and I have enjoyed it just enough to keep me coming back to try and find the secrets that I seem to be missing as to why this game is really fun.  Ultimately there will be a point where I just give up on it, but I have not quite reached that yet.  After all it gives me a bit of a diversion from leveling my Dragoon and gearing in Final Fantasy XIV.  If you want to check out the last two videos I have posted since yesterday I will be embedding them below.

Port Naori – Instanced Dungeon-like Mission

Isola Digs – Open World-ish Shared Zone Mission

(was still encoding at the time of posting this… so might have to check back later)

SkyForge Impressions

Recreating Belghast

SkyForge_BelvsBel Skyforge is one of those games that I have consistently been unable to decide if I am interested in.  There are certain aspects of the game that I really like, but then again there are certain aspects that I am really uncertain of.  [Edit] Having to rewrite a chunk of this real quick because I was under the false impression that this game was from a Korean publisher.  I guess this is primarily a Russian game with the assistance of Obsidian an American company.  I guess this explains why I could easily create a character I liked when I have so much trouble doing this in most Korean MMOs. [UnEdit] So I was pleasantly surprised that I could create “Belghast” or at least a reasonable facsimile.  In the above comparison you can see the traditional old school “WoW Bel” against what I was able to create using Skyforge, and I am pretty happy honestly with the look and feel.

SkyForge_WeirdManTouchingMe Last night I spent some time streaming my first few adventures into the game, and as such did not take a lot of screenshots.  The result is you are going to end up with a lot of screen captures from my stream that include my little chat blocker box thingy.  As the weird little man that is touching my face asked me what I think…  that is ultimately going to be my mission this morning.  I can’t really call it a review, since I have not spent more than a couple of hours playing it.  I can however talk about my thoughts.  There have been so many times I have missed out on a games open beta period only to kick myself later when I start to get interested in the game.  Similarly there have been many games that I bought my way into… only to find out later that I didn’t really care for the game at all.  Even though I am still very much engrossed in Final Fantasy XIV and spent about four hours playing that last night AFTER my foray into Skyforge, I felt I owed it to myself to give the game a test drive.  Similarly if you are on the fence and looking to my article to give you some guidance… I highly suggest you just try the game yourself while it is free.

The Setting

SkyForge_MoreQuestText For those who have been around MMOs for awhile, you will remember a game that was discarded somewhere along the way called Imperator.  Mythic games had originally planned on building its “Rome in Outer Space” title but quickly dropped the title when they got the license for Warhammer Online.  After playing a little Skyforge I seriously wonder if someone from that original Imperator team rebooting this idea over at either Obsidian or Allods.  Imperator_CollesiumThere are only a few screenshots from the original Imperator team around, but to the right is one of the more interesting ones.  From what I have seen of the world of Skyforge, it very much shares the same look and feel of a “Rome in Space” concept.  To carry this even further the enemies and their leaders have a very “ancient egyptian” feel to them, which makes me wonder if we are going to see a lot more of these “high tech ancient  civilizations” concept as we get deeper into the game.

Skyforge 2015-07-17 06-07-54-37 The game does a decent job of setting up the story of how you came to have the powers you do and setting up a reason for why you can die multiple times and keep respawning.  Your character is an Immortal, and just like in Highlander your powers do not manifest until you have died the first time.  The introduction to the game is the story of how you died during what turned out to be a suicide mission.  One of the interesting things about the game is that you play a fully armored character during the introduction and then choose your appearance later as you are telling your tale.  While I may have missed it, it did not seem like I had a way to change my gender during this introduction.  So I am wondering if that means that quite literally everyone is “male by default” until you get back to base and choose your gender and appearance.  This did not bother me on a personal level, but I could absolutely see how this would really be a sticking point for some folks and rightly so.  As you can see from the screenshots… the world is absolutely gorgeous and every little aspect of it feels highly detailed.

The Paladin

SkyForge_PaladinShield Since I tend to always play tanks in MMOs… I opted to roll the paladin.  I am not sure if EVERYONE starts as one of three classes, or if this is just limited to the Open Beta, but I was limited to a choice of Paladin, Cryomancer and Lightbinder.  These represent the tank, dps and healer essentially, and this is a game much like Final Fantasy XIV where you can swap your class at any given time.  Unfortunately the Paladin is the only one of the starter classes that I have any interest in…  there are really three classes in this game that interest me and that is the Paladin, Knight and Berserker.  Now we are going to start delving into some of the negatives.  Combat is similar to Neverwinter Nights which in itself is not bad.  Essentially it is a combination of mouse clicks augmented by abilities you cast off keys around your WASD and numeric keys that tend to have long recast times.  It uses a system similar to TERA in that your secondary mouse button is a variable combo ability.

SkyForge_PaladinSpinAttack As a Paladin my combos offered an impressive 360 degree whirl attack that you can see above, a single target lightning bolt, and a frontal cone slash attack.  The problem being is that the combo system seemed to have a mind of its own.  In Tera it related to a certain number of clicks… in Skyforge it seems to be tied somehow to your character animation.  As a result I found it really hard to predict when I could hit a specific attack and always seemed to have the wrong ability available as my combo attack at the wrong time.  Now this combo tree is something you can fiddle with freely and maybe given some time I could sort out how best to use it.  However it gives the combat interaction a bit of a “sloppy” feel to its design.  I find myself greatly preferring the ability to press a unique button for each attack rather than allow the game to sort all of that out for me.  I know at least if I press the button, an ability will fire…  instead here it felt more like the game was playing for me sometimes and I was simply mashing the attack buttons blindly.

SkyForge_PaladinFinisher I feel like all of the attacks were designed to look and feel impressive.  For example the above screenshot is of me executing my finisher, that shows up when the mob is low on heath and there is a pop up window telling me to hit E to use it.  It involves me throwing the mob up into the air and then a bolt of lightning or holy power or whatever it is that Paladins care about striking them back down to the ground.  Again this felt like something I had to freaking mash E for whenever the mob was getting close to being low enough to use it… because my main attack seemed to run away with itself and I would get locked in a combat animation that seemed to be of variable length.  The thing I keep coming back to is that maybe this game feels significantly better when played with a controller than with a mouse and keyboard.  I need to sort through the settings and see if it supports my Xbox 360 controller because this might be an awesome offering to the console market more so than it is to the PC one.

My Impressions

SkyForge_PaladinCharge Like I said at the start of this I have really not spent much time playing the game at this point.  I got in yesterday morning and last night, and between those two play sessions I have completed two of the small instanced missions.  After the second mission I went back to the main hub and got yet another one… and then decided that I was not really having enough fun to keep playing that night.  That is a bad sign, for me personally.  I love combat and combat missions, and if a game wants to throw me at kill X things… I generally eat them up like warm cobbler covered in ice cream.  The problem is… I just found the combat boring and repetitive.  I feel like maybe I am not grasping the “master plan” to its design but it really felt like I had to wail away at random with abilities and mash my shield whenever it was up to keep from taking damage.  It really did not feel like there was much structure to the flailing about, and I found this frustrating especially compared to say the Cryomancer that I watched Jabberant play that seemed to have lots of strategy to it.  It could just be a side effect of my being used to Final Fantasy XIV where every single key press feels like it has some importance behind it.

I’ve embedded my play session from last night so that you can see how the game looks and feels while moving through combat.  I am not giving up on this game quite yet, but I will say my first day of play was “strike one”.  Maybe it feels better as I go along, but I have a feeling that pretty much all of this game is going to be a Lobby/Instance approach with no real “open world” to go exploring.  I might be wrong, and maybe I just have not seen “leveling zones” yet but the whole thing feels a lot like the way DDO did content, mixed with the combat styling of Neverwinter Nights.  All of this said, since you can get in now for free and give it a spin… then I suggest you try it out for yourself.  Maybe you will find it a refreshing experience, and not the boring and repetitive one that I found.  Maybe I was simply in the wrong mindset, because yesterday was a really long day.  In any case I am going to give it a few more shots this weekend to see if it does anything for me.  Sometimes games take a bit for me to enjoy, and this might be one of those.  In any case I am happy I gave it a shot before “buying in”.  So far the verdict is pretty mixed, but I wanted to at least put my thoughts to paper for anyone who might be interested in them.