Sep 30, 2012

[Every Game is a '3-Monther' for Somebody]

A great post from Chris over at 'Game By Night':
"Where do you find a game that’s not a 3-monther? The game with lasting power is the one where you can find a place to fit in with other players and continuously work at something. In WoW and RIFT, that’s raiding or PvP. In Guild Wars 2, it’s WvW. Maybe it’s RP for LotRO. It really doesn’t matter because the game with legs for me might be totally different for you.

No game is going to hand you the past. If you’re willing to work for it and find your niche, and can be flexible in getting there, you might just find that a game being a game is okay… and care a whole lot less when other people nitpick."
 Very true!


Related Reading:
The Cure for the 3-Month MMO Lies With Us 
Of Three-Monthers

Sep 24, 2012

[Torchlight II Impressions]

In simple list form, since I'm not feeling verbose:

MY LIKES:
- New Game+
- Randomized dungeons\sidequests
- Offline Singleplayer option
- Character/pet customization (this includes class builds/gear combinations)
- Fishing. If nothing else, because you can get permanent pet-transforming items from it.
- The Enchanting/Alchemy system... gambling for cool item buffs is a great gold sink
- Interesting item sets (the randomization of stats makes even two of the same item unique)
- The soundtrack
- The boss fights

DISAPPOINTMENTS:
- I wish Normal difficulty wasn't simply Easy mode with a different name. It's too easy, even for a newb to the genre like me.
- I wish there was appearance slots for gear, or the ability to pay a Transmuter to re-skin gear.
- I wish my Stash space was expandable.
- I wish you could get at least one full respec of stats/skills per character.
- I wish the story/setting was a bit better explained (How's anyone to know, for example, that the Zeraphi and Ezrohir are a race of ancient Ember-powered cyborgs unless you read the official wiki? The game sure doesn't bother to really explain who they are or why they're at war). I know that too much story exposition can bog down a game like this, but it could've used a bit more here and there... perhaps rolled into the short animated cutscenes between Acts.

Overall, I give the game 4/5 stars (for what my opinion's worth), and recommend it for anyone who likes the ARPG genre. It's a solid offering and very enjoyable.

What is it about fishing in RPGs that's so compelling?

Sep 11, 2012

[Take It Slow; Savor the Journey]

Words of wisdom about playing Guild Wars 2, from Ravious:
"I think one big issue that I am finding is start to dissipate is the freneticism of the herd. There is a drive to get to the end. I knew all along that there was no end game to get to. Yet, I still fell prey to “end game” discussions and talk about Zhaitain and final armors and weapons. It felt like I had to get there too. I really don’t… at least right away.

The other problem with Guild Wars 2 content is that it is incredibly high speed. Without having to turn in quests there is much less time to digest experiences. I didn’t realize how important this was for my 'fun' until I actually sat there watching the backside of the asura elementalist as he ran away. I wasn’t following my own advice. I need to slow down; reflect for that one moment. ‘I just did this, and it was great.’ Moments like that are not another belly-bombing slider going down the hatch."
  This observation about fully enjoying the game is very true, I've found; especially when it comes to getting the 'story' of a zone (which some have complained is lacking in GW2 due to there not being quest hubs to deliver it via quest text to players). However, the story is still there -- you just have to choose to speak to the various named NPCs and Heart taskgivers that you find, and stop a moment to listen to the banter of the townsfolk you come across rather than sprinting past (or away once your contribution reward pops). The narrative of the various maps in GW2 is not forced upon you; instead it's similar to real life in that if you are always rushing to the next goal and not stopping to investigate the world around you, it will mean you will get less out of the journey as a whole.

Something I found while exploring a random house.

Aug 16, 2012

[Is This the Coolest Housing System Ever?]

In my opinion, going by the info given in this presentation? It really sounds like it!


I keep getting more and more impressed by Rift's continued development. It's truly an example of smart, successful MMORPG management. If I ever go back to a sub-game, it'll probably be Rift. It didn't really appeal to me when it came out, but it seems like every update just makes the game better and better!

Aug 14, 2012

[MMOldtimers: Adapt or Move On]

  From Inventory Full:
"If MMOs were invented today, does anyone really think they'd set out their stall by asking for a hefty payment up front before you could even see the product, then demand another $15 a month just to keep using the thing you'd payed for? How did that ever work?

Well, it worked for a while because, as Wilhelm says, there was an Implied Social Contract, and, crucially, because the producers and consumers all came from the same culture. That lasted as long as it took for the word to get out that there was serious money to be made. Until WoW, in other words. Which, of course, charges a subscription. Because it can.

That brought in people whose dream was making money, not making worlds. They all tried to ape it and most of them ended up looking like monkeys. What works for WoW hasn't worked for anyone else because no-one really knows why it works for WoW. It shouldn't. It just does.
So here we are, we old-timers, leaning on our fences looking out at the tarmac being laid across the prairie all around us and wondering where the wonder went."
  Several years ago I struggled with being dissatisfied with where MMORPGs were going -- World of Warcraft was my first MMORPG, but I had embraced the ideal and concept of a 'virtual world' and wanted to see that ideal grown and built on, rather than the slew of WoW-clones released in its wake. I played several older games during this period (Horizons and Ryzom) just in time to see both go bankrupt and be largely abandoned to 'life support' status. This made me very discouraged. Games that seemed to want to be worlds were losing, while 'game-y' WoW clones kept coming (and WoW itself chipped away at it's 'World' as well).

  Toward the end of WotLK, I found I was mostly unhappy both with where WoW and most other 'real' (sub-based) MMORPGs were. I took a long break from blogging and became a tourist of F2P games, which I once scorned. And I found many fun, creative games in places I would never have given the slightest chance to before because of their lack of 'worldiness' and small scope. Along the way, I think my expectations normalized and I realized that those dreamy days of the past where people imagined a massive living, breathing, fantasy world as the future of MMORPGs were gone. That was not the future of the genre -- the future was going to be something else, something more 'game-y', and if I wanted to keep playing MMOs I'd have to accept that fact and learn to love them firstly as games, and not worlds.

  For some MMO oldtimers (many of whom's MMORPG histories are far older than mine), the future will be bleak. The new games will not offer anything they want, and if their older 'home' games die so will their desire to play MMOs. But I also think many of us will end up adapting our expectations, and learning to love the games we have instead of always wishing they were something else.


Related Reading:
Every Game is a 3-Monther

Aug 5, 2012

[Should 'AAA' Game Studios Die?]

Robert Florence at EuroGamer wrote a piece recently about game piracy and why it happens, which also touched on what he sees as a plague on gaming and contribution to the problem: the 'AAA Game Studio':
"The publishers who make these bloated AAA BLOCKBUSTER games that get booted down our throats at every fake awards show argue that they need to charge a premium price to keep delivering a premium product. But who says we need a "premium product", whatever that is? Did we even ask for that? Is that what we want from games? Massive marketing spend and homogenisation?

'But these giant companies would have to close down. People will lose their jobs!' And yes, that's horrible. No one ever wants to see people lose their jobs. But if these companies can only stay in existence by charging their customers extortionate prices for bland, safe product, should they even be there in the first place?"
  I found the article very thought-provoking, especially in the light of recent financial flops in the MMOsphere and the current feeling by many questioning whether the 'AAA model' may be harming the genre more than it contributes. The issue of budget-bloat demanding 'safe' derivative gameplay over depth and innovation and hype being peddled over substance is not something restricted to MMOs-only, and is a worrying trend in games as a whole.


Related Reading:
Three Things at E3 That Need to Stop, Part 1
What's Wrong With the AAA MMO Industry