May 15, 2012

[Guild Wars 2 is Evolutionary, Not Revolutionary]

  One aspect of many of the promotional shpiels for Guild Wars 2 that I disagree with now that I've played the game is the concept that the game is The Next Generation of MMO That Even People Who Hate MMOs Should Try. This is a claim we've heard from dev studios many times in the past since the release of WoW, and in every case the reality has been the opposite -- with the game mostly having the same core gameplay guts as World of Warcraft with just a new skin and some shallow diversionary bits added on. So understandably many people are skeptical of the similar-sounding hype building around Guild Wars 2.

  I myself virtually ignored the development of the Guild Wars 2 until the very end of last year, when it was announced that the game was definitely seeing release in 2012 (In general I'm not a hype-follower of unfinished projects that have nothing to offer except fancy promises -- Hero's Journey taught me that lesson). Once I started researching the game, I found lots of things that sounded really neat but I still wasn't going to start get invested with too much excitement before trying it myself first. Since I haven't played a sub-MMO in nearly 2 years I didn't mind putting forth the full purchase price in order to get a spot in the announced Beta Weekend Events -- it's been long enough since I've bothered to seriously look at any AAA MMO that I felt it was worth the risk of disappointment.


  I have to say, that once I got in and starting getting a feel for the game, I was sold. True, the public has only seen levels 1-20 so far and for all we know all the PvE content after that could be a a total fiasco, but it really feels as if the core mechanics of the game are solid and interesting enough that weaknesses in PvE content (if they exist) might not be enough to kill the game. If nothing else the PvP alone seems to be a big hit with the folks who like that sort of thing, which speaks for the soundness of the combat mechanics. And the Dynamic Events just -feel- seamless and organic and so much more fun than the staid cliche of text boxes, mob-tapping, spawn camping, and drop-farming that for some reason has never changed since MMORPGs were invented. And as a multitude of others have already said, the detail and love that has obviously gone into the art design, animations, and lore of the game is breathtaking in it's scope.

  But as my topic title says, I think some people are hyping this game in the wrong way. Guild Wars 2, in a move similar to Vanilla WoW's original strategy, has taken many of the annoying, boring and negative gameplay traits of so many MMORPGs (which have for some reason still been held onto as 'core aspects of the genre') and thrown them out the window. But it is still a familiar MMORPG at it's heart, and is not some kind of total revolution in online RPG experiences.

  If you hate MMORPGs (or Themepark MMOs at all), you need to ask yourself what about them isn't fun for you, and then see if GW2 has changed that genre convention in their game. Because if you just hate being sent by people to wander the countryside on the behalf of NPCs and killing monsters for exp? Then you will be rolling your eyes at having to do these same things in GW2. Do you hate having to read lore or pay attention to quest dialogues? Then the Personal Story aspects of the game will fall flat for you. If you think 'playing dress-up with your character' is inane, you will not be interested in the main carrot of dungeons and crafting in GW2 (unique item skins). If you want full action FPS-style combat, then the hybrid model in GW2 with limited dodging and the ability to tab target will not scratch that itch. The game is also not a Sandbox; those who chafe at anything other than Total Roleplaying Freedom will not find that here, either.


   BUT if you still love MMORPGs as a genre; if you're still into the whole 'explore a fantasy world and experience a story' thing and are just tired of stuff like static 'hotkey skill rotation while standing still' combat and gear treadmills and quest logs and mob-stealing and outleveling content and being unable to play with friends if they're the wrong level, wrong class, on the wrong server, or in the wrong faction, then there might be something for you in Guild Wars 2. But if you're burned out on the whole quest-based RPG thing and want to play a fantasy-themed Entirely New Type of Game? Then keep looking because such a thing has yet to be made and GW2 is not it.

Related Reading:
[RPS] Wot I Think: Guild Wars 2

[Diminished But Not Gone]

Ever since I quit WoW for good in 2010, I've been a MMO nomad. The problem with being tired of WoW's formula but still into RPGs is that so few of the other MMORPGs available during those two years differed significantly from it in their play mechanics, while those that did tended to be too old school in terms of grind or were just not my cup of tea in other areas. I'd resigned myself to dabbling in F2Ps and singleplayer games for the forseeable future, and therefore my interest in blogging waned to pretty much nothing, to the point where I even deleted this blog for a time. I figured a blog without readership or consistent updates just wasn't worth keeping around.

But it was Tobold's recent post about 'Writing for an Audience of One' which inspired me to un-mothball the blog and be more willing to write -for myself- and not care so much how active or on-topic it is. So I figure it can't hurt to keep this place around, especially with Guild Wars 2 on the horizon which may just rekindle my interest in ranting about MMO-related topics regularly again. But even if it doesn't, that's okay. If nothing else this place can always be a fun reminder to myself how my views and opinions on gaming have changed (or not) over the years.

[Interview With a Goldseller]

An oldie (2010) but a goodie, and still relevant to many games today:



Despite the vitriol with which most MMORPG players attack goldfarmers and the whole concept of RMT, the fact is that this market has existed since the birth of the MMO itself and in many ways is actually -enabled- by many of the conventions that oldschool players have held dear since day one (such as monthly fees).

Aug 25, 2011

[Avoiding MMO Burnout]

At Massively: Justin Olivetti goes over his first experience with MMO burnout:
"[O]ne day, out of the blue, I realized I was sick of it. A cold trickle flowed down my spine as I couldn't conjure up any feelings of excitement, pleasure, or interest in this game. All of the accomplishments and achievements I had worked so hard to get became absolutely meaningless to me in the space of a couple minutes.

I logged out, canceled my account, and then fell into a several-day funk when I was thrashing about as I tried to figure out how to fill this now-gaping void in my free time. Slightly pathetic, yes, but no less real for it.

In retrospect, I see how I stacked the deck for such an enormous crash, and many years after it, I now have a much better handle on how to deal with burnout than I did back then. In today's Perfect Ten, I want to pass along my meager wisdom and experience about how to deal with this event... because it happens to most of us, sooner or later."
  I can relate to Justin (and many other MMO players') experience, because I've always been a bit of an obsessive personality, which can carries over into the games I play. It was my natural inclination to play a MMO for long stretches of time, wanting to see every bit of content I that I could as fast as possible. With World of Warcraft (my first MMO), I actually didn't experience burnout until toward the end of Burning Crusade, which was the first time I started actually trying other (lower profile) games like Ryzom and Horizons (now called Istaria). I realized that a high-pressure min/max grind was not what I enjoyed the most, and playing WoW that way was actually taking a game I enjoyed and making it a stressful chore. So I learned to play SLOWER, to take breaks, to not be afraid to do something 'inefficient' ingame for my own fun. Racing to cap is something I no longer care about in games, nor am I obsessed over having 6% less optimum dps or whatever. When I find a game I like, I don't want to ruin it for myself by losing sight of what I enjoy about it and turning it into a job.

  Taking a break from my 'main game' and trying others helped me (as a MMO newbie) discover my preferred game mechanics and playing style. I also got to try games with different concepts and types of content, as well as meet new friends. There's nothing more sad to me than reading rants from players who used to 'love' a game to pieces, until burnout turned all that passion into bitterness and boredom, since they can't bring themselves to STOP PLAYING and TRY DOING SOMETHING ELSE. For as much as some people deride 'casual' playing, in many situations of pre- or total burnout, trying that for a while (or permanently) is actually the only way to prevent ruining a game for yourself forever.

Related Reading: The More Alts, the More Burnout 


Jul 22, 2011

[Pay-to-Win: The Forums Do Not Speak For Your Playerbase]

via Tobold's Blog; a great presentation on one dev company's learning experience regarding Free-to-Play, 'Pay 2 Win', and discovering who their playerbase really is (hint: it's not the majority of people raging on their message boards), and their surprising discoveries about what their players really want.

It's an interesting look into the development of a successful Western F2P model, the lessons they've learned, and the surprising facts revealed by tracking their customers' actual behavior vs paying attention to player-drama on internet forums.

Jul 14, 2011

['Free' Actually Means a Lot of Money (For Developers)]

via The Escapist:
"The core gaming audience often seems to disregard such [F2P] games as child's play or not worth their time. I myself am guilty of having been excited about an upcoming MMO only to dismiss it after discovering it was free-to-play. The perception, in America at least, is that if you are giving your game away for free, then it must not be very good.
"What we're trying to do is change the perception out there that free-to-play games are B-games or C-games," Kern said. "We asked ourselves: Why not release a top-quality game under this model? There are free-to-play games out there making hundreds of millions of dollars per year on this model. That is more than enough to support top quality development."
And in the current economic climate (which seems set to continue for quite some time), F2P may very well be what allows many future MMOs to succeed at all. Rather than reducing the  'perceived value' of a game, using a F2P business model could actually increase it (if the game is built around it, rather than adopting it out of last-ditch desperation as most Western games have done). Ever since the 'box + 15$ monthly fee' model was invented, it's been clear that MMO players have never minded spending money to support the games they enjoy (and in the case of games like WoW, they're even willing to drop extra money on top of that monthly fee to get pets/mounts/etc, which actually adds up to spending more than it would cost them to buy those things in the average F2P game!) -- the F2P model only makes options more flexible for those who wish to support their game with cash to do so at their own rate, as well as removing the original monetary 'barrier of entry' that so many MMORPGs built on the traditional model seem unable to get away from. Believe me, MMO gamers do not need their arms twisted to get them to cough up cash if they're having fun in a game, and the cash shop is fair.

I remember back when even offering a Free Trial was something you only saw months after a game was released, as if the devs didn't want to let people see if they even LIKED the game before making them spend 30$+, which seems like more of a gouge than a game that has an optional cash shop that allows you to d/l it and try it for free as long as you want. Successful Western games like World of Tanks, Battlefield: Heroes, Wizard101 and FreeRealms have shown that it's not just an 'Asian thing' for games built around F2P from the very start to work, and work well.