Cancelling Titan

Bragtoberfest 2014

bragtoberfest_spooky

This month Izlain and J3w3l of Couch Podtatoes are running an event for the gaming community.  The idea is to have an entire month of remembering the good things about gaming.  The last few months have been frustrating to be a gamer, and the word gamer itself has been drug through the mud a bit by some misguided individuals with other agendas…  and their willing or not so willing peons.  The idea is to get back to the roots of gaming… and just play awesome games for the fun of it.  I was brought into the equation to help out with some logo work, and I did a couple of them that you might see used during the event.  For a better description you can check out what Izlain posted on his blog Me Vs Myself and I.

We all know that the last few weeks have been a frustrating time to be a fan of video games. There are sections of the Internet and our society as a whole that don’t necessarily see things the way we do, and a huge push back against women, other minority groups, and the industry have stigmatized the word “gamer.” I want to take it back. I want us to remember why we started gaming in the first place. I want you to enjoy being a gamer, and to brag about your accomplishments in games, be it a high score shattered, a nice piece of loot earned, or your name at the top of a leaderboard. That bragging can take place however you see fit, be it via your blog, on a podcast, in a video, whatever you want. Let’s just get back to our roots as gamers.

Bragtoberfest aims to make it fun to be a gamer again. We all game, and most of us also either blog, stream, vlog or podcast about games as well. Why not combine the two into a month-long event?

If you are interested you should definitely check out the Bragtoberfest 2014 nook as that Is where the contest will be running out of.  There are four major events that Izlain and J3w3l are running, as well as a slew of prizes to be had.  More importantly this is an embracing of the good that is left in gaming, and the enjoyment each of us have that first time we boot up a new game.  Also to get some buzz going, don’t forget to mention #Bragtoberfest when you post about the events.

Goodbye Alpha

Trove 2014-09-22 23-56-16-632 Monday night on a whim I hooked my good friend Rae up with a key for the Trove Alpha, since she had shown some interest in the game.  So we spent the evening wandering around the game, and I wish to god I had been streaming it… because the running commentary of her and I “discovering” things had to be hilarious.  Trove is one of those games that I really enjoyed early on, but have simply not played of late.  Each time I do manage to boot it up the game has changed so massively since the last time that I almost felt overwhelmed to even begin to play it.  If nothing else the game has shown players just how in a constant state of flux most game development is.  Trove has broken some of the rules and for the most part uses Reddit entirely for its user forums, as well as communicating copious amounts of information back with the community about what it has done and intends to do.

As much fun as we had, Monday night was a little bittersweet.  It was only after logging out that night and checking into the Reddit yesterday that I realized that it was in fact the end of Alpha events that we were seeing.  So many awesome things were going on, mostly that people were throwing down these pinatas full of loot on the ground for us to combat.  We both managed to get amazing Pinata mounts… that leave a trail of rainbows and sprinkles as you move around.  Sadly all of this went away that night as the servers went down.  We will not be able to play again until Thursday when the beta officially begins… and I have to say right now I am feeming to play again.  In the past I had pretty much played by myself, but to be running around with someone else was an absolute blast.

Trove 2014-09-22 22-31-52-013 Right now we have tentative plans to wander around Thursday night leveling.  I plan on working on Knight since that tends to be my favorite, and at this point I am not sure if Rae will be a Gunslinger or a Faerie Trickster.  At least a small part of me is hoping that the new Neon Ninja class will be ready at the start of beta.  I have to say the game is so much more solid than at any point I have ever played it in the past.  The biggest improvement is just how content dense the various biomes now are.  Once upon a time there would be a single element in the biome that was worth finding and clearing, but we stumble across all sorts of points of interest, each with their own bosses and treasure chests to  be found.  Right now I have an Alliance of Awesome guild running, so if you are playing or plan on playing let me know and we can get you invited.

Cancelling Titan

projecttitan Yesterday during an interview with Mike Morhaime the website Polygon broke the news that apparently the mystery project Titan has officially been cancelled.  For those who are completely unfamiliar with the name Titan and the mystery surrounding it, you can check out this excellent post from Massively running down the short history of a game that doesn’t exist.  For me I guess it feels weird to know now that Blizzard does not have a new MMO up its sleeve, and makes me wonder if they are completely abandoning the MMO genre in general in favor of games that are frankly easier to manufacture content for.  Right now Hearthstone is by all reports doing amazingly well, and they have managed to find a mix of value in their micro transaction model so that it does not feel abusive to the players.  Similarly with the ramping up of Heroes of the Storm, we have them formally throwing their hat into the MOBA arena which at least for the games that have done it right, is also a cash cow.  The amount of effort that it takes to develop a new hero for example is so significantly less than it does an entire MMO expansion.

Statistic: Number of World of Warcraft subscribers from 1st quarter 2005 to 2nd quarter 2014 (in millions) | Statista
Find more statistics at Statista
I feel like one of the things that most players do not understand is that World of Warcraft is following a very bell shaped decline.  Each time a new expansion is released there is a momentary bump, but the last one of these only raised the subscribers enough to cover the exodus at the tail end of the previous expansion before steadily declining again.  I am not trying to claim doom and gloom about World of Warcraft, but it feels like fact that the game has long since entered its golden years.  The positive is that both Everquest and Everquest 2 have enjoyed significant followings and stability long after the buzz died down.  In both cases they continue to churn out expansions happily, and for the small but extremely devoted fan base they are great places to be.  As such I more than expect that the same will be true for World of Warcraft.  I expect the game will likely taper off and flatten the curve a bit around 2 to 3 million players.  Looking at the number alone however, we can see that the game is at a level of subscribers that it has not been at since the sometime between the opening of AQ40 and the launch of Naxxramas in vanilla.

So I guess my question is this…  does this really mean that Blizzard as a company is moving away from the MMO model that they popularized?  Do they have another skunkworks project up there sleeves that they can surprise the player base with at a later date?  I realize talk about the decline of World of Warcraft makes a lot of fans nervous.  I am trying to do so with the least amount of hyperbole available, and in a way that is an non-incendiary as I can.  The truth is right now World of Warcraft still brings in a very significant amount of money.  As it ages however, that revenue stream keeps diminishing.  The question is, can they make enough money from micro transactions to replace the stability of the subscription dollar?  Will they be able to muster the same amount of fandom without an MMO to stir up the hysteria to eleven?  What does the future of Blizzard look like, and is it as dominant a force as it has been to date?

#ProjectTitan #Trove #Bragtoberfest

Familiarity in Proximity

Mega Servers Continued

A few days ago I made a post on about launch issues and game servers, and the problems and solutions that come from various server scenarios.  In my post I presented some discussion about the various styles of servers and the weaknesses that each have.  Mega Servers are an awesome technology but there are problems with it, namely that it reduces the casual proximity of players.  In my post Doone made a comment, and while I normally would have simply posted it as a reply…  I am thinking that maybe I need more space to go into my thoughts.  For sake of not having to make you jump through a bunch of hoops I am going to repose his comment here.

Im not sure why anyone thinks Megaservers make it difficult to build community? Do you mean that it’s too many people to build intimate connections? Because if thats the case, then we’re just talking about social tools, not megaserver tech. Players just need a reason to interact and that doesnt change because of megaservers.

AA’s current situation is embarrassing. Theres not any good excuses for their current situation. This isn’t the first MMO launch, not even the first MMO with land and other features that complicate server flexibility. Theyre simply unprepared for deliberate reasons. There’s just no way they didn’t know what they needed for a smooth launch.

It’s worse that people who shelled out hundreds of dollars to support development are reporting not getting that 4 day advantage they were promised. That’s a serious charge.

Should AA have gone Megaserver? I don’t see how this wasn’t mandatory given the kind of features it has. You need a vast server community that’s STABLE. And you can’t have that when your system is as inflexible as the one they’ve adopted. I think they’re sinking their own ship right now.  — Doone

While I agree with the bulk of what he said, I thought I should maybe clarify my points about mega servers.  At first glance they look like a magic bullet for the problem.  At the very least I thought they were a magic bullet for launch day woes, however they have their own problems that do not always show up early on.

Informal Community

ffxiv 2014-09-22 18-11-33-975 There is a certain kind of community that happens spontaneously by just being around the same players each and every day.  For example the above picture is that of one of the late game hubs in Final Fantasy XIV Revenants Toll in Mor Dhona.  Upon arriving at the Aetheryte crystal I am immediately seeing some familiar places that tend to frequent it.  You can see a name marked in orange as someone I have already friended.  However more than that I recognize if not the names, but the guild tags of many of the players surrounding me.  There is a sense of familiarity in seeing the same players day in and out, and when one of them is in need you are more likely to step in and help out.  This is the way friendships in MMOs used to be formed through shared activity, not just shared guild tag.

ffxiv 2014-09-14 22-10-22-567 In Final Fantasy XIV it has instanced housing wards, where you purchase a house and in theory become neighbors with lots of other players.  Our house is across the street from a Market Board which is the way that you access the auction house economy.  Over the course of weeks of being in close proximity with several other players, we have struck up a bit of a friendship.  One of which is the name in orange in the above Mor Dhona photo.  There is lots of spontaneous interaction that happens just by being around other players and gaining that sense of common goals.  This picture is when we just spontaneously put on our brand new Dragon Warrior inspired Blue Slime King hats and started dancing together.  But the interaction has spread much further than that, and I’ve helped these players out in the world beyond our neighborhood, as well as had my heart warm each time I happened to see one of them out in the wild.

A Server of Strangers

eso 2014-03-31 21-54-58-07 I’ve played many games so far that have some form of a blended server environment.  World of Warcraft for the last several years has blended the leveling zones for the entire battlegroup to make each server feel more populated.  The most recent poster child for Mega Servers however was the Elder Scrolls Online.  Before launch they made several promises about creating a situation that grouped like minded players together into virtual servers, while still all being part of a much larger farm.  While we had one of the smoothest launches since they could easily scale up the hardware temporarily, and reduce it later as needed…  there are a lot of problems that came from not being with a fixed set of players.  Admittedly some of the issues are due to the poor decisions made with the user interface.

In the above image, can you easily tell where my group mates are?  Can you tell the names of players surrounding me?  In both cases the answer is a huge nope, and this poor design choice of obfuscating information about other players only served to make the mega server concept feel that more alienating.  Everyone that was not you became another nameless faceless person taking up room and competing for your resources.  While this is the extreme, I’ve had the same thing happen in World of Warcraft when I encountered players from other servers.  It was like that they were somehow less important to me, since they didn’t share the same server lineage.  I knew that I would likely never see them again, so why even bother trying to be friendly?

Familiarity in Proximity

WoWScrnShot_102913_165101 In a traditional server structure there is familiarity in your actions.  You end up noticing players that do the same things as you do.  It might be farming a specific location on the map because you like the look of it, or crafting at a specific machine.  In hub based MMOs like World of Warcraft, you spend inordinate amounts of time milling around whatever your faction end game city tends to be.  I would spend hours running circles around Dalaran while dealing with raid and guild business over text.  While doing this I used to favor certain areas of the town and vendors, and I started taking note of who else seemed to like milling around these same places.  Over time I would start up conversations and get used to seeing the same people.  If they were gone, I would wonder what they were up to and hope that they were okay.  Over the years there are so many contacts that I have made… that ultimately turned into later guild members that I made only because I noticed they were in the same place as me and decided to strike up a conversation.

The problem with the mega server is that it destroys this kind of familiarity through proximity.  I feel like Elder Scrolls Online was the absolute worst case of this, because not only did it rob you of being around the same people all the time… it also took their names and guild tags from you.  One of the important aspects of a guild is it becomes far easier to recognize than individual player names.  Over time you start to associate a certain kind of behavior with a certain guild tag, and then when you see one of those people leading an event you have an informed decision as to whether or not this is going to be a good thing.  As a guild leader, my people were amazing and the absolute best advertising I could ever have created.  I would get random messages from players who ended up running a dungeon with one of my people, and they wanted to take time to compliment me as guild leader on how nice they were.  It is this kind of interaction with others that I hope to preserve with whatever ends up being the next server model.

The Happy Medium

2012-08-22_234640 As I said in my first post, I think there is a happy medium somewhere.  I think the ultimate version of mega servers, allows you to checkmark certain characteristics that you favor and then creates essentially a virtual server populated with the same players every time.  Similarly I think there are ways for games to maybe more easily identify players that you have interacted with in the past.  The biggest problem with Elder Scrolls Online is that every player felt anonymous.  Even my own guild members, I struggled to locate them in a mob.  This should never be the case, you should always be able to pick your friends and guild members out of the biggest sea of names and faces.  Similarly I think it is important to be able to identify players, because it allows you to form those connections in your mind that if I saw this player in my crafting hub and they are out here doing the same action…  I am invested in maybe going that next step and inviting them to a group.  I want us to keep the best aspects of the traditional server structure, and find new ways to scale them as we go forward.

I want to leave with an excellent post from Sig of Crucible Gaming called “How WoW Ruined MMO Gaming”.  While the title is hyperbole, there are some really good thoughts contained within, and it seems like Sig  mourns the interconnectivity of the previous era of gaming.  Once upon a time we needed players, and as such generally treated them better.  As games have removed the need for having other players we have eroded that base of civility.  While in many cases I think that World of Warcraft has poisoned the well in doing away with some things that were absolutely normal previously, I don’t think we are in an unredeemable state.  Final Fantasy XIV has proven to me that there can exist a game that is both social and modern at the same time… and that has a thriving and cohesive community.  I think the ultimate trick will be finding ways to take what they have done there and scale it to other games.

Of Game Servers

The Server Dilemma

This week there has been a bit of a war waging in the ArcheAge community between two factions.  The first faction wants them to open new servers so that they can play the game and not have to wait in 10+ hour long queues.  The second faction doesn’t want new servers to be opened at any cost, because it serves to dilute the community, and in a game where land ownership is a crucial part of the experience there is no real way to merge the servers.  I feel like this is one of those arguments when both sides have equal merit.  Generally speaking when a company spins up new servers to help cover the launch weekend users, they also end up having a bunch of completely dead servers months later that have to be merged.

The ultimate problem with new servers, is that we want to play with our friends.  By nature an MMO is a social experience, and at this point most of us bring with us a large group of friends and acquaintances that we want to be in close proximity to.  As such lots of players will roll on another server only to get the feeling of actually playing the game they crave, but ultimately later on re-roll once the opening weekend crush is over to be in the same place as their friend.  So I feel like new servers by nature are a damned solution to the opening weekend problem.  Any servers that spin up are by nature less valuable to established players than the original servers.  They will have less of an economy, and less resources to run any group content.  Having done this multiple times, there is a certain pride in playing on a “day one” server.

Abolishing the Server

For a long time I thought the solution to this problem was to simply do away with the server infrastructure entirely.  Elder Scrolls Online launched with a Mega Server infrastructure, where instead of pool resources into smaller named and classified clusters of servers… they just dumped all of them together in one of two larger data centers US and EU.  This allowed them to simply add more nodes to the cluster to gently smooth out the server load without actually interrupting the users experience.  I have to say after the what has to be hundreds of game launches I have experienced…  this concept made for one of the absolute smoothest I have seen.  We were able to get in and play without needing to fuss about what server our guild was going to be on.  It solved so many issues and let us get in and play with our pool of players.

The problem there however is that as the population dwindled and our regularly nomadic guild did what they were good at… and moved on to the next big thing, we were left without much of a community.  The only intimacy we had in that game was that which we brought with us.  Coming back to Final Fantasy XIV it has refreshed my understanding of just how important that server community is to the overall feel of a game.  The night we bought player housing, we had various folks from different guilds popping by our house and welcoming us to the neighborhood.  Our housing district has not one but two dedicated linkshells for communicating with “neighbors” and after months of doing hunts and fates we’ve joined other really social linkshells that flesh out the rich community feel that I had been craving.  So while the Mega Server answers one question, I feel like it comes up lacking in the social aspect greatly.

A Transitional Population

The Rift launch looked like pretty much every other game launch in memory.  I compared a game launch to a natural disaster the other day, because really it is very similar.  There is this crashing wave of users that hit the servers, and that which they don’t break they flood to the point of bursting.  After the storm clouds cleared they were left with the same problem as always.  Some servers had massive queue times, whereas the others where relatively dead.  World of Warcraft tried to solve this problem by allowing players free character moves between overpopulated servers to very specific under populated ones… and as a result a bunch of thriving communities were born out of the leftovers of higher populated ones.  We would not have the Scryers or Wyrmrest Accord servers were it not for this process, so it feels like it mostly worked well.

Rift however went a step beyond this in allowing any character to transfer to another server for free.  There were some restrictions initially about transferring from PVE to PVP, but over time these went away as they patched in the “Faction as Fiction” concept.  This allowed players to self sort, and overall it seems to have worked.  I’ve moved around quite a bit during the time since this went live in that I started on Shadefallen a server that was whisked away in a great depopulation of servers.  From there I moved to Faeblight, and then to Deepwood to hang out with Liore and the Machiavelli’s Cats…  and then back to Faeblight again because I missed being on a Role-Playing server.

This solved the problem of being fettered to a server and having your friends disappear on you.  You could freely transfer elsewhere to play with a different pool of players.  One of the big problems I have with World of Warcraft right now is that my friends are so splintered across so many different servers.  While you can do cross server grouping to an extent, it just isn’t quite the same as being on the same server and in the same guild.  At $25 a pop it would simply be cost prohibitive to move my army around to another location, even though Argent Dawn where we are currently has seen it’s better days.  With the Rift situation it becomes relatively easy to move your guild to a new location and set up shop again on more favorable shores.  The big thing that Rift is missing however is an equivalent to the BattleTag system that gives you a simply way to connect all of your friends with one single ID.

The Hybrid Approach

I feel like maybe there is a hybrid to these options out there that we just haven’t seen yet.  I really like the concept of the mega server in that it removes the work of even having to discuss what server everyone will be located on.  It also opens things up.. so if you meet someone that plays the same game as you…  there is never that moments later heartbreak when you realize you are on different factions or different servers.  What I think we are missing is the concept that Elder Scrolls Online talked about when they were launching, that never quite panned out.  Originally the idea was that while everyone would be on a mega server, we would be able to self sort into pools of players with like interests.  This would apply an almost dating website series of questions to identify what types of goals you are focused on when you play an MMO.  Then through these questions you would be sorted into the cohesive community that best represents your interests.

So when you are wandering around the Capital city, you are seeing the players that represent your tastes in MMOs.  If you like being around role-players and crafters, you would end up being shuffled into a very collaborative environment.  If you like competing with other players and doing battle to determine who has the most skills… then you would be shuffled into a very competitive focused environment.  I feel like a scenario like this would give me some of the permanence from the community that I found I craved when I came back to Final Fantasy XIV.  I like being involved with the community just outside of my guild.  Guild is a comfortable home for me, but it isn’t the end of my universe, and I crave interaction of new ideas and new players.  I feel like this self sorting mechanic would allow for both seamlessly.    You could have different types of players in the same guild, but self sorting into their own little “perfect community”.

The Solution

Essentially I have seen a lot of solutions for the same problem, and each of them has fallen short.  That doesn’t mean that we should just declare that there is no right answer to the problem and fall back to the old tried and true server structure.  I feel like traditional servers are going to be a thing of the past, but we need to find ways of carrying the best aspects of that intimate server community forward with us.  I am interested in seeing how people solve the problem moving forward.  Games like Landmark and eventually Everquest Next will be tasked to solve it, and with Landmark they are already moving in what feels like the right direction.  The ability to move between servers freely gives you the ability to play with anyone also playing the game.  The permanence of an individual island however gives you a localized community feel.  Do I think it is perfect?  No, but I think it is a step in the right direction, and I hope more games try doing something new instead of falling back on the pitfalls of the server.

Dark Portal Closes

Larva and Whales

Last night we recorded our 21st episode of AggroChat, and it was a pretty enjoyable time.  I was joined by the original cast of Ashgar, Rae and Kodra.  This issue was more defined by what we didn’t want to talk about than what we actually wanted to talk about.  A few of us wanted to avoid the gamersgate debacle at all costs, and overall I think we did a fine job of doing just that.  The result was a very organic discussion that started with talking about what we had been playing, and ended with us delving into various items.  Who needs show notes right?

I named the episode larva and whales because Kodra has been playing this super complicated puzzle game called English Country Tune.  So far I have yet to figure out why exactly it is called English Country Tune, because it seems to be mostly about moving blocks around… some of which are called Larva for no apparent reason, and others are called Whales for similar lack of reasons.  When I was listening to the recording, the whole discussion just seemed ridiculous.. and I figured that had to be our title.  Later on we got into a discussion of the Wildstar server mergers and how our opinions might have changed a bit on the mega server concept after getting into Cactuar in Final Fantasy XIV.

Dark Portal Closes

wowcancelledagain It is a rather dramatic subheading for what in truth is not a terribly dramatic act.  Yesterday morning while writing my blog post, I ended up talking myself into cancelling my World of Warcraft account.  In a way I guess it was writing about the Nightmare Tide expansion in Rift, that made me realize just how not interested I am in anything to do with Warlords of Draenor.  There have been a few times over the years when I have cancelled World of Warcraft, and in almost all of them it was the result of some negative reaction to the game.  It wasn’t providing me this or that, or I was frustrated with these changes… or more often than not the lack of changes.  This time around I feel completely apathetic about the future of this game.  I have friends that work on it, and lots of blogger and gamer friends who are still devoted to it, so I hope it does extremely well and provides them a fun environment to run around in.  I think it still provides lots of good things for the faithful, but at this point I have just lost the desire to be in Azeroth.

I think the biggest evidence of my need to just close things down is the fact that I have not played the game since April or maybe even earlier than that.  I have kept my account active for one reason and one reason alone… I was wearing the Guild master title in the guild I started back in 2004.  The only times I would actually log in, were to throw out an invite to someone who was wanting to check out the game.  It felt frustrating to have a game I was not playing at all slowly bleeding money out of my accounts each month.  Similarly I have come to the realization of just how much the game has changed, not in the content or the client… but in the community.  Playing on the Cactuar server in Final Fantasy XIV has made me realize what I missed about Argent Dawn.  The experience in Final Fantasy is much like it was in the early days of that server.  Coming back each time seemed to remind me just how many people that I once cared about were no longer playing the game.

Similarly I came to the realization that I no longer need World of Warcraft as a $15 a month chat client.  The folks that really matter to me I have contact with through social media, instant message, email or even the battle.net client.  So I no longer have to rely on World of Warcraft to help glue together bits and pieces of my world.  I realize the surest way to return to WoW is to claim you are never returning to WoW.  I can’t make such a claim, but it does feel like it is over now.  I am leaving not because I am mad at the game, or that I am disappointed by the game…  I am leaving because I feel no desire to play the game.  After months of having access to the Warlords of Draenor alpha, I find that I have maybe played the game a grand total of six hours.  I hope it will be a rousing success, and they already have my money…  but I won’t be crossing through the dark portal.  At the end of November, my Dark Portal is closing and likely for good.

Fun with Malboros

ffxiv 2014-09-07 00-01-27-499 If you ask a Final Fantasy fan what their most dreaded encounter is, I would imagine that Malboros rank pretty high up the list, more than likely directly below Tonberries.  The constant fear of not being able to move out of the “bad breath” attack makes fighting them super frustrating.  The Final Fantasy XIV version is every bit as terrifying as the worst versions in any of the console games, and in their infinite wisdom the developers of 14 decided to create a dungeon almost entirely devoted to them.  Last night I got to tank Aurum Vale for my good friend Thalen who is slowly creeping up on 50.  This dungeon is needed as part of the promotion system for your grand company, and it unlocks access to the highest rank stuff, so as a result we end up periodically running it for the up and comers.

I actually thought the dungeon was nowhere near as bad as I remembered it.  It might be that we all greatly outgear the dungeon, but in truth that shouldn’t factor too heavily since Aurum Vale is the last of the dungeons that mentors you down.  For the level 50 players this means a frustrating experience of losing all of the stuff you got when you dinged 50, as the dungeon mentors you down to level 49 exactly.  The biggest frustration with this is the fact that I lose Infuriate the ability that gives me a 5 stack of rage on demand.  It is basically my steel cyclone on demand button, as that is one of the best ways to get threat on all of the things quickly.  In spite of these frustrations I had a really good time.  I have to say I actually enjoy tanking the lower level instances for guildies as they need them.

#FFXIV #WoW #AggroChat