Arena of Sompek Special Event
Star Trek Online regularly runs short term events with unique rewards to keep the player base engaged. The latest of these, the Arena of Sompek Special Event, has just gone live today and will run until to February 27th at 9:00 AM PST (17:00 PM GMT). Level 50 to 60 Captains can queue publicly or form bespoke groups to battle in the ancient Klingon tradition of the qaD HoS; an endless battle against allies and enemies alike. Set in a holodeck, teams of six players face waves of ever increasingly powerful enemies as well as environmental hazards. There are infinite respawns as long as there’s one active player. Once all players are incapacitated, the event ends and rewards are distributed based on how many rounds are completed. These include a choice of reputation marks, Dilithium, crafting materials and a voucher once per day, that can be applied toward a special reward, The Sompek Lightning Universal Kit Module.
Star Trek Online regularly runs short term events with unique rewards to keep the player base engaged. The latest of these, the Arena of Sompek Special Event, has just gone live today and will run until to February 27th at 9:00 AM PST (17:00 PM GMT). Level 50 to 60 Captains can queue publicly or form bespoke groups to battle in the ancient Klingon tradition of the qaD HoS; an endless battle against allies and enemies alike. Set in a holodeck, teams of six players face waves of ever increasingly powerful enemies as well as environmental hazards. There are infinite respawns as long as there’s one active player. Once all players are incapacitated, the event ends and rewards are distributed based on how many rounds are completed. These include a choice of reputation marks, Dilithium, crafting materials and a voucher once per day, that can be applied toward a special reward, The Sompek Lightning Universal Kit Module.
The Arena of Sompek is extremely enjoyable as well as quite challenging. I jumped straight in to this event today as soon as the servers came up after patching, joining a team via the group finder. Fortunately, all participants were well geared and soon came to grips with the event mechanics. Fire barriers, lighting strikes and the central zone becoming toxic, soon teach you to main your situational awareness and not to stay in one position. The enemies become increasingly stronger each time they spawn and can be from any of the factions, races and species that exist in the game. You may face the Borg so bring a frequency remodulator or a TR-116B rifle. Cover shields, overcharge turrets, solar gateways and other devices are invaluable. Teamwork helps.
Your success in this event very much depends upon who you group with. Therefore, you’ll likely to do better in an organised team rather than in a PUG. However, there is immense fun to be had irrespective of how you play the event. Our group managed to last twenty-six rounds on our first attempt which I thought was respectable. No one complained or was difficult in team chat which is always an added bonus these days. Furthermore, the STO community has been quick to post videos on You Tube and share tactics on the official subreddit. As ever the DPS focused community have already clocked in high round scores and doubtless a league table will follow. Yet this is an event that can be enjoyed by all STO players and is something Cryptic intend to make available regularly throughout the year, very much like “Hearts and Minds”. If they can tweak the time delay between rounds, they may well be on to a winner here.
Mordor or Bust: A Retrospective
My friend and regular podcast co-host, Brian, celebrates a significant birthday today. So first off let me wish him many happy returns of the day. Now while the Burton & Scrooge podcast is on hiatus, Brian has been pursuing his own side project; namely the Scrooge Uncut podcast. The latest episode is a retrospective look at Brian’s former LOTRO fansite and show, Mordor or Bust. The both these creative endeavours were a significant part of the LOTRO community, back in the halcyon days of the MMO. Brian had the unique experience of predicting LOTROs transition to F2P, days before Turbine’s announcement. He also caused a minor furore when he posted screenshots of every item in the LOTRO store while the beta test was going on.
My friend and regular podcast co-host, Brian, celebrates a significant birthday today. So first off let me wish him many happy returns of the day. Now while the Burton & Scrooge podcast is on hiatus, Brian has been pursuing his own side project; namely the Scrooge Uncut podcast. The latest episode is a retrospective look at Brian’s former LOTRO fansite and show, Mordor or Bust. The both these creative endeavours were a significant part of the LOTRO community, back in the halcyon days of the MMO. Brian had the unique experience of predicting LOTROs transition to F2P, days before Turbine’s announcement. He also caused a minor furore when he posted screenshots of every item in the LOTRO store while the beta test was going on.
This particular episode of Scrooge Uncut is a very personal recording. as Brian catalogues jumping in to the deep end of content creation without any prior experience. It is also a greats snapshot of what a fan community is like during a games heyday. What is so striking is the fact that Brian got so much traction with the game developers Turbine, over such a short period of time. The story of Mordor or Bust is a short one because the website and podcast endured for less than a year. Listening to Brian recount various anecdotes brings a lot of memories back for me as well. LOTRO has always had a very passionate community. Something that is lacking with other games over recent years. So much of the fan created content that use to fill blogs and podcasts, is now mainly corralled within official forums and sub-reddits.
On a personal note, I got in to podcasting due to Brian and his show, back in the summer of 2010. At the time, Turbine handled the North American release of LOTRO, while Codemasters dealt with the European market. I contacted Brian and offered to provide LOTRO news from across the pond and subsequently created short news segments that were used on the Mordor of Bust podcast. Because we got on so well, I soon joined both Brian and Fyurae, as a permanent presenter on the show. It was a lot of fun at the time, to be part of a very active community. Furthermore, 2010 was a very interesting year for LOTRO. So, enjoy Brian’s trip down memory lane. I think the show will resonate with a lot of listeners, especially those who were involved with the scene, circa 2010.
For Honor
Every now and then, I’ll see a trailer for a game and think to myself, “man, that looks cool. I want that”. The curious thing is, the ones that enthuse me the most are those that I know I’ll be utterly crap at. For Honor definitely falls into that category but I just liked the idea of running around hitting things with a huge sword so much I ended up buying the Gold Edition today. Luckily, I got a very good deal on a key, so if this game is beyond my skills set or fails to meet expectations I won’t be too disappointed. The last time I “come a cropper” with an impetuous purchase of this nature was with Watch Dogs, back in 2014. Spookily enough that was a Ubisoft game, same as For Honor.
Every now and then, I’ll see a trailer for a game and think to myself, “man, that looks cool. I want that”. The curious thing is, the ones that enthuse me the most are those that I know I’ll be utterly crap at. For Honor definitely falls into that category but I just liked the idea of running around hitting things with a huge sword so much I ended up buying the Gold Edition today. Luckily, I got a very good deal on a key, so if this game is beyond my skills set or fails to meet expectations I won’t be too disappointed. The last time I “come a cropper” with an impetuous purchase of this nature was with Watch Dogs, back in 2014. Spookily enough that was a Ubisoft game, same as For Honor.
For Honor is a curious hybrid game that doesn’t exactly fit in to any specific genre 100%. It is essentially a fighting game but there are MOBA elements, as well as systems and mechanics from both MMOs and RPS. It’s combat system is multi-layered. At first while working your way through the tutorial, the tri-directional blocks as well as the light and heavy attacks seem quite straightforward. However, as you progress these moves are complimented by charges, and throws plus special finisher moves. Combine all these with a target lock system and a high degree of situational awareness and you have a complex system with a wide variety of permutations.
As soon as you enter multiplayer mode, the reality of For Honor hits you and hits you hard. Combat is not over quickly, often coming down to a battle of wits and patients. You’ll frequently find yourself just facing off against an opponent, waiting for a tell. Fights are not just a forgone conclusion after trading a few blows. You can wear your enemy down to one third of their health, only to see them out manoeuvre you and then get you on the ropes. Victory can be stolen by both big and small mistakes. Then you’ll get organised players who fight collaboratively. Giving chase to someone whose fleeing may well lead you in to a trap. Then of course there are players who roam the battlefield craftily, watching and waiting to stab you in the back as you fight another.
Yet despite the inevitable frustration and steep learning curve there is still much satisfaction to be gained from multiplayer mode. Running away is a perfectly valid option and as the Irish novelist, playwright, poet and physician Oliver Goldsmith noted, “He who fights and runs away, may live to fight another day”. If you are not burdened by romantic notions of fighting honourably or a fair fight, then there is much fun to be had taking a predatory approach to combat. Lurking in choke points and shortcuts, slipstreaming more successful players or patrolling the battlements and throwing unsuspecting players off ladders as they climb, can be immensely satisfying.
Aesthetically, For Honor is very pleasing. Character models are suitably detailed and the combat animations feel suitably weighty. Stamina is an important factor in game play so you can’t simply mash keys hoping to get lucky. There is a broad variety of classes with some being harder to master than others. So far, I have stuck with the default Warden as it seems to be a good all-rounder. There is an air of credibility to the way he wields his broadsword. It would appear that the balance issues that some players complained about during the beta has been addressed. The matchmaking has not been unfair to me so far, although the peer to peer connection system obviously favours the host.
Dominion mode, is the easiest way to acquaint yourself with For Honor with its objective-based team play. Its design affords you a look at the games various complexities and helps you hone your skills. You soon learn that the game requires individual acts of heroism as well as coordinated action. Then there’s Duel, Brawl, and Elimination modes, all of which offer a spectrum of playstyles. And for those who like both challenge and “glory”, there’s a hardcore duelling mode without respawns. Furthermore, it should be remembered that although these differing modes all offer a variety of gameplay, the reality of each session is often quite different. There are equal chances for cooperation or chaos, especially in the four versus four deathmatch mode. Play this and you’ll soon be humming Yakety sax.
For Honor also sports a campaign mode. Like those associated with the FPS genre, people are often quick to write these off. Yet it so far has been quite engaging. The voice acting is solid and the cutscenes handsomely produced. The central story featuring a war between the three main factions in a nonspecific setting is somewhat abstract but if you can look beyond it, then the story will provide you with an alternative way of learning your class and perfecting your skills. And for those players like myself, who are not so good at twitch gaming and managing multiple systems simultaneously, there is always a player versus AI option. You can make this as testing or as easy as you like, thus ensuring that you can still know the pleasure of wantonly dismembering your enemies.
Like many contemporary games, there is still much to criticise on the business management side of things. DLC, cash stores, multiple buying options are all present in For Honor. Many potential players may well balk at the overall price of the game and season pass, preferring to purchase six month on when a deal can be secured. In my estimation, the long-term longevity of For Honor hinges on future map updates, as with CoD and other shooters. Ubisoft obviously feel this original IP may be able to sustain franchise and if you think about it, there is scope to broaden the remit of the game. Collaborative gameplay and complimentary classes may be one way to go. In the meantime, For Honor certainly satisfies your “hitting things with a big sword” itch. It’s a superior and nuanced fighting game whose uncomplex and unreconstructed raison d'être is its greatest virtue.
The Return of the DPS Meter
Back in the Summer 2015 I wrote about my flirtation with DPS meters in STO and how they are both a boon and a bane. Eighteen months later I’m still of the same opinion. Chasing numbers is addictive and a source of frustration when you don’t see any significant change. And that is what has happened to me. My overall DPS on my main Federation character has increased from under 5K DPS to somewhere between 23K and 26K DPS. These are perfectly respectable numbers but I hit 30K once and I want to see it again to ensure it wasn’t a fluke. So, I’ve been tinkering with various aspects of my build and regularly parsing my output but the results have been inconsistent. This has led me to do some further research which has highlighted a new set of problems.
Back in the Summer 2015 I wrote about my flirtation with DPS meters in STO and how they are both a boon and a bane. Eighteen months later I’m still of the same opinion. Chasing numbers is addictive and a source of frustration when you don’t see any significant change. And that is what has happened to me. My overall DPS on my main Federation character has increased from under 5K DPS to somewhere between 23K and 26K DPS. These are perfectly respectable numbers but I hit 30K once and I want to see it again to ensure it wasn’t a fluke. So, I’ve been tinkering with various aspects of my build and regularly parsing my output but the results have been inconsistent. This has led me to do some further research which has highlighted a new set of problems.
I guess the acronym is the biggest clue to my current predicament; damage per second. In STO players are advised to run several specific events to measure their DPS. Namely, Infected: The Conduit (Advanced) and Crystalline Catastrophe (Advanced). These six man events can be run privately or via a PUG. Both events are constructed in such a way that you can engage the enemy continuously from start to finish. There are no waves, therefore no breaks in the combat. Thus, the events can be completed quite quickly. This is favourable because the shorter the combat the higher the average DPS figure. Dying and respawning therefore will lower your DPS output when calculated.
Time is not the only variable. Irrespective of your build and stats, a player’s piloting skills and the way they use their skills rotation has a big impact upon their DPS output. There is an optimum way to proceed through both ICA and CCA and it clearly shows in the DPS meter log files. Attacks with slower cooldowns need to be used at the right time to ensure their availability when next needed. Specific enemies need to be eliminated at key times when running these events. Even something as simple as flying from one side of the map to another, needs to be done correctly, or else you’ll pull aggro and get out of sync with the overall game plan. It isn’t a question of just showing up and shooting.
Then there’s another factor that skews PUGs and has an impact upon DPS parsing. Group imbalance. When you set up a group among your friends, you can ensure that there is some sort of broad parity in builds. PUGs are far more random and you can find yourself grouped with players with both low and extremely high DPS output. Frequently I find myself in a PUG with at least one heavy hitter doing about 50K or higher. Effectively these players will own the event and do the lion share of the damage, thus resulting in a lower average DPS output for everyone else. Similarly, if you PUG with a group of poorly geared, inexperienced players, then again, your stats will be subpar due to the time it takes to complete the event.
It is a shame there’s not another way to calculate your DPS in STO, other than using meters and running these specific events with all their respective variables. I’m thinking along the lines of some sort of virtual calculator than takes the stats from your build and runs them against some sort of mathematical model. I guess it’s either not possible or more to the point, not allowed by Cryptic. I’m sure a little more research will provide an answer, as it has done so far. STO is seven years old and has a keen player base. Many of the things I’m currently pondering, have already been fully explored by veteran players. In the meantime, I’m going to take a break from build tinkering and focus on other goals, other than increasing my DPS. Gaming is supposed to be a source of fun, not anxiety.
The TGEN Tribunal #6
The Gaming and Entertainment Network was set up in 2014 by several podcasters as a way to promote each other’s shows and reach a wider audience. All the networks members have strong views regarding creating and maintaining communities. Hence it was decided to produce a quarterly roundtable podcast made up of network contributors to discuss and explore a wide variety of subjects. The shows are lively and informal in nature, although there’s often a lot of passion when it comes to the topics being discussed. Frequently the shows are based around questions that our network listeners have asked and the idea of the tribunal is to reflect the feedback we receive.
The Gaming and Entertainment Network was set up in 2014 by several podcasters as a way to promote each other’s shows and reach a wider audience. All the networks members have strong views regarding creating and maintaining communities. Hence it was decided to produce a quarterly roundtable podcast made up of network contributors to discuss and explore a wide variety of subjects. The shows are lively and informal in nature, although there’s often a lot of passion when it comes to the topics being discussed. Frequently the shows are based around questions that our network listeners have asked and the idea of the tribunal is to reflect the feedback we receive.
Due to the realities of day to day life, the TGEN tribunal was somewhat irregular in 2016. This is something that we hope to address this year, so here is the first show of 2017. The panel includes myself, Syl, Braxwolf and Brian and was recorded on Saturday 4th February. Despite some technical difficulties during post production, a coherent (well relatively coherent) podcast has been edited together for our listener’s enjoyment. We hope you find the discussions interesting and would welcome feedback or potential questions for the next TGEN Tribunal which is scheduled for April/May.
TV, Streaming & VOD. Starting a new MMO vs returning to an old one. The Warcraft movie, fans & box office returns.
Star Trek Online and the MMO Trinity
Although I will happily espouse the virtues of Star Trek Online, the multiplayer element of this MMO is very much optional. The central mission arcs are all solo friendly and although you can play through this content in a group, there is no major incentive to do so. The only times I have grouped during standard PVE content has been to help another player new to the game and when replaying a specific mission for the rewards if offers. The latter can be done a lot faster when grouped. The space and ground queues that are available at level 50 are designed for 6, 10 or 20 players but again the multiplayer aspect of these is somewhat arbitrary. Players can either join a PUG via the group finding system or set up bespoke event themselves with friends of fellow Fleet members. Beyond that there is no compelling interaction between players.
Although I will happily espouse the virtues of Star Trek Online, the multiplayer element of this MMO is very much optional. The central mission arcs are all solo friendly and although you can play through this content in a group, there is no major incentive to do so. The only times I have grouped during standard PVE content has been to help another player new to the game and when replaying a specific mission for the rewards if offers. The latter can be done a lot faster when grouped. The space and ground queues that are available at level 50 are designed for 6, 10 or 20 players but again the multiplayer aspect of these is somewhat arbitrary. Players can either join a PUG via the group finding system or set up bespoke event themselves with friends of fellow Fleet members. Beyond that there is no compelling interaction between players.
This difference handling multiplayer content was highlighted recently when I played through a featured instance in LOTRO. Although most of the six players present were somewhat over powered, and could blitz through most of the trash mobs, the final boss did require players to fulfil specific roles. There was a need for a tank to hold aggro, DPS dealers to burn the boss down and the healers and control class to heal and debuff. LOTRO was a game conceived and created when the MMO industry was still very much focused on the traditional trinity of classes. What I find curious is that STO was developed at the same time and technically has class distinctions that would support multiplay in such a fashion. Yet it has either never been implemented within the game or has been removed over time via various updates and patches.
However, the fleet system in STO really does foster a community spirit. My primary Federation Captain is a member of Reddit Alert and I must say that the fleet chat is extremely sociable. Where the game may lack a compelling multiplayer aspect, the discussions, debates and advice that is available in chat is invaluable. Many fleet members frequently group for the pleasure of it or to help others achieve specific goals. In some respects, this is does offer a degree of compensation for the lack of traditional multiplayer elements within STO. Considering the nature of the source material you’d have thought that the game would have been created with content that had specific roles for each class. Such collaborative play would have certainly been lore friendly.
For good or ill, mainstream MMO content has moved away from complex class interdependency and an inherent need to group for content. The majority of games now focus on PVE content that is solo friendly and offer players builds that allow them to selfheal and adapt to the content requirements. Perhaps the home of such class interaction is now the MOBA or the team shooters such as Overwatch. Taking a specific role in a group content in Star Trek Online would be very gratifying in principle. It would help create the illusion of being part of a larger Star Fleet. However, I think it is highly unlikely for the developers Cryptic to take such a step and introduce this mechanic retrospectively. Frankly the way the community now focuses on DPS builds I don’t think you could have a Tank class that could hold threat.
To Grind or Not to Grind?
As soon as I returned to LOTRO last October I immediately started replacing my level 100 gear with more appropriate items. I finally started using slotted armour and essences, using mainly the gear that dropped from quests along the way. As ever it’s not the best but it’s better than what I had. I never started the Dol Amroth repeatable quests that yield armour sets and as the gear is now only level 100, I’ve decided against that option. As I no longer have the time to regularly run instances, I can’t get a set from the Throne of Dread Terror (T2). Luckily, Turbine (now Standing Stone Games) introduced the Flora Barter system with Update 19: March of the King, which provides an alternative method of obtaining level cap appropriate gear.
As soon as I returned to LOTRO last October I immediately started replacing my level 100 gear with more appropriate items. I finally started using slotted armour and essences, using mainly the gear that dropped from quests along the way. As ever it’s not the best but it’s better than what I had. I never started the Dol Amroth repeatable quests that yield armour sets and as the gear is now only level 100, I’ve decided against that option. As I no longer have the time to regularly run instances, I can’t get a set from the Throne of Dread Terror (T2). Luckily, Turbine (now Standing Stone Games) introduced the Flora Barter system with Update 19: March of the King, which provides an alternative method of obtaining level cap appropriate gear.
So, I spent some time recently gathering the various plants in North Ithilien that yield Phials of Extract; the barter items need for the gear set. However, because I’ve been focused on other in-game tasks I didn’t really consider how long it would take to meet the criteria to obtain the full set of Light Weave Padded Armour for my Lore-master. Today I sat down with a pen and paper and did the math(s). A full set comprises of 6 pieces (no cloak). Each item requires 2 Phials of Sapphire Extract and 4 Phials of Amber. So, in total to purchase this set you need 12 Phials of Sapphire and 24 Phials of Amber. To obtain Phials of Sapphire and Amber Extract you have to combine lesser extracts such as Umber, Verdant and Crimson, which come from picking plants in North Ithilien. Sapphire requires 250 lesser extracts and Amber 125. So, to summarise here is a breakdown of the numbers needed for a full set of armour, be it light, medium or heavy:
250 Phials of Umber, Verdant or Crimson Extract x 12 to yield sufficient Sapphire Extract.
125 Phials of Umber, Verdant or Crimson Extract x 24 to yield sufficient Amber Extract.
In total a player needs to have 6000 of the lesser extracts (Phials of Umber, Verdant or Crimson) to then trade in for the necessary Phials of Sapphire and Amber Extract.
Now I spent approximately 90 minutes today collecting extracts from plants such as Horsetail, Dwarfsbeard and Elfspear (others species are available) and I managed to obtain 200 or so. The plants grow in a level cap zone populated by appropriate mobs and animals. So, you do lose some time in combat while collecting. Furthermore, like ore nodes these Flora are contested and you’ll often find yourself competing with other playes for them. Therefore, when you consider all these factors, I estimate it will take a calendar month to gain sufficient stocks of flora extracts to purchase the set. That’s a calendar month playing every day and investing and hour and a half of your time just collecting. It should be noted that there are now some repeatable quests that award random extracts as a way of trying to shorten this process but it really doesn’t make that much of a difference.
So, after figuring this logistical problem out I now have to decide whether I wish to “grind” for this armour set. It comes down to whether you feel that the time invested justifies the reward, or if it is simply too much work. Furthermore, I’ve been burnt several times in the past by Turbine when pursuing other gear grinds. I finally obtained my First Age Weapon from running Moria instances a week before Siege of Mirkwood came out with a new set of gear and weapons that made mine obsolete. The same happened with all the stuff I earned from Hytbold. No doubt Update 21 which is the Mordor expansion may well see a level cap increase. I want to be able enjoy any level 105 armour I obtain for at least six month before it gets replaced. However, I can at times be quite goal orientated so I may well embark on this project. Ultimately the deciding factor with any MMO is one of time.
MMORPGs: A Recurring Talking Point
Last night, I hosted the recording of the latest TGEN Tribunal, a quarterly roundtable podcast made up of members of The Gaming and Entertainment Network. Myself, Syl, Braxwolf and Brian discussed several subjects, one of which was regarding the MMORPG genre. The initial question was quite specific but the discussion soon expanded to cover wider aspects of online multiplayer games. Overall it was an interesting debate, as all present have been playing MMOs for years and have certainly seen their relationship with them evolve. When we finished recording it occurred to me that the subject of MMOs has been a major theme of many of the podcasts I’ve been involved with over the years.
Last night, I hosted the recording of the latest TGEN Tribunal, a quarterly roundtable podcast made up of members of The Gaming and Entertainment Network. Myself, Syl, Braxwolf and Brian discussed several subjects, one of which was regarding the MMORPG genre. The initial question was quite specific but the discussion soon expanded to cover wider aspects of online multiplayer games. Overall it was an interesting debate, as all present have been playing MMOs for years and have certainly seen their relationship with them evolve. When we finished recording it occurred to me that the subject of MMOs has been a major theme of many of the podcasts I’ve been involved with over the years.
For myself and many others, the appeal of the MMORPG lies in the concept of a persistent world that can be shared and explored with others. Although the inherent novelty of the multiplayer aspect of the MMO may have lost its lustre over the last decade, I still from time to time pause and reflect, whenever in-game, that all the other avatars around me are players like myself, sitting at their computers and looking for fun and engagement. The MMO genre also lends itself to strong narratives, often stemming from the intellectual properties they create or license. This is a major attraction. Then there’s simply the fascination of people watching. MMOs mirror aspects of real life with their economies and social hierarchies.
Over the years the genre has evolved, as have the communities that spring from them. The MMO has changed from a complex, time sink that was funded by subscriptions to a more casual and flexible experience. Free to play caused outraged, as did a move away from “hard core raiding”. But the genre still survived and the player base adapted. Allowing more players to participate with alternative business models certainly did have an impact upon content and the quality of some players. Certain MMOs that prided themselves on the rectitude of their player base, found out the hard way that not everyone was amicable by default. Yet regardless of all the challenges that have emerged and numerous prophecies of impending doom, the MMO endures and along with it so does our interest.
I played my first MMO in winter 2008 and I was not exactly an early adopter. By then, many of my peers had cut their teeth on titles such as Ultima Online, EverQuest and World of Warcraft. However my initial MMO experience came at the right moment, when I had the time and inclination to indulge my passion. And because my initial experience with LOTRO was so positive, I subsequently tried all major MMOs that were released thereafter. Thus between 2009 and 2014 the MMO genre was effectively my game of choice. In light of such an admission, it hardly seems surprising to see that enjoyment and affection reflect in my writing and podcasting. In more recent years it has also become apparent that my relationship with the MMORPG has changed, as the demands on my time mean I can no longer commit to a game in the same manner as I did a decade ago.
So, is there a point to all this introspection? Yes there is. After last night’s recording, I decided to search through my archive of podcasts that I’ve created over the last seven years. I found a roundtable discussion, similar to yesterdays. It was recorded in summer 2012 and features my regular co-host Brian, Merric from A Casual Stroll to Mordor and Syp from Massively OP and Bio Break. The show was specifically about the “future of MMOs” and although it’s very much couched in the context of the time, it still has some interesting and relevant points to make. Listening to it again, has certainly highlighted how I’ve moved on in some regards, yet in others I’m still quite enthusiastic. One thing does stand out for me; the fact that LOTRO is still a constant.
So I’ve reposted the podcast. If memory serves, this show was well received upon its original release and now serves as a quasi-historical document, in so far as being a snapshot of the MMO fan base at the time. At the very least it may raise a wry smile from among those who originally participated in the recording. Perhaps we could even do a retrospective of our own show at some future date and discuss what we got right and what we got wrong. In the meantime the MMORPG still endures and adapts to the modern gaming market. Perhaps it is that propensity for survival that makes it such an interesting subject to return to and explore.
UI Customisation
Game complexity can be both a boon and a bane; a selling point and a source of irritation. There are many titles that I enjoy that have a wealth of systems and mechanics that add greatly to the overall immersion and entertainment. The MMORPG genre excels at this. However, this data all needs to be displayed visually, in an efficient and intuitive fashion. It has to be readily available and easy to navigate. Naturally, there’s a fine balance between making such a system accessible without becoming a source of distraction. This is the challenge that all developers face when designing a user interface. However this problem is compounded further by the human element. Regardless of how well crafted a game’s UI may be, players will always wish to change it to suit their own needs and requirements.
Game complexity can be both a boon and a bane; a selling point and a source of irritation. There are many titles that I enjoy that have a wealth of systems and mechanics that add greatly to the overall immersion and entertainment. The MMORPG genre excels at this. However, this data all needs to be displayed visually, in an efficient and intuitive fashion. It has to be readily available and easy to navigate. Naturally, there’s a fine balance between making such a system accessible without becoming a source of distraction. This is the challenge that all developers face when designing a user interface. However this problem is compounded further by the human element. Regardless of how well crafted a game’s UI may be, players will always wish to change it to suit their own needs and requirements.
What I often find in the MMO genre, is that the UI is streamlined at the beginning of a game with all the essential data that you need to play, evenly distributed around the screen. This grows exponentially as the game progresses, especially with older titles that frequently suffer from skills bloat. LOTRO is a classic example of this with a wealth of data swamping the screen when you reach level cap. I remember having similar issues when I was actively playing SWTOR. I encountered the same in STO recently, especially with regard to the skills hot bar. This was growing and intruding further towards the middle of the screen, impeding combat.
Mercifully most games have the ability to customise the UI, allowing players to indulge their preferences. Furthermore custom HUD settings can frequently be saved and then loaded when required. Monitor size and screen resolution also play a part in this matter and can have a positive impact if altered. Many games also have a cottage industry of players creating and sharing their own custom user interfaces. LOTROinterface has proven to be very popular over the years. The WoW and ESO communities also have multiple sites and resources for such changes. In the competitive genre of MOBAs, a common interface between team mates can be advantageous.
I currently have a 24 inch monitor with a resolution of 1920 x 1200. It provides a fairly large gaming canvas and allows me to spread the various elements of the UI to the borders of the screen. However an excess of data on the periphery of your vision can be distracting, especially if it flashes or attempts to alert you in some fashion. I also find it an impediment if my hot bars start to encroach towards the centre of the screen. I don't know if this is due to a foible of human vision but I find it draws my eyes away from where they need to be. I've had such problems in STO recently with my hot bar resembling a pyramid, resulting is some judicious customisation.
The ability to alter a games GUI, raises some interesting questions. The most obvious is whether or not you actually need everything on-screen. My view is if you're not using a specific element of the HUD, then remove it and that goes for skills as well. Then there is the matter of whether games developers are doing their best to accommodate the needs of players with disabilities. Resizing elements and changing colour schemes, as well as assigning audio alerts can all be incredibly beneficial. Fonts can also be a bone of contention, with some not lending themselves readily to being scaled. A simple change of this nature can often improve gaming.
Personally, I would like to see more customisation options added to games. The mod scene in Skyrim really set the standard. I also like the way that some MMOs such as LOTRO have built in voice chat and access to social media. STO allows players to utilise third party audio players while in-game and The Secret World has its own internal web browser as part of the narrative. Although it is to a developer’s advantage to keep the player focused and in-game, facilitating customisation and providing multiple tools aids this process. Flexibility and accommodating change needs to be more of a driving factors in games development because no two players are alike.
The Geography of LOTRO: Part 2 Bree and Bree-land
In the second part of our look at the geography of Middle Earth, we shall be focusing of the town of Bree. It has a pivotal role in the events of the book and subsequently play a similar part Standing Stone Games Lord of the Rings Online. Before we start, let us remind ourselves exactly what Tolkien writes when introducing Bree to the reader. The following quote is the opening paragraph of chapter nine; At the sign of the Prancing Pony from The Fellowship of the Ring.
In the second part of our look at the geography of Middle Earth (part 1 is here), we shall be focusing of the town of Bree. It has a pivotal role in the events of the book and subsequently play a similar part Standing Stone Games Lord of the Rings Online. Before we start, let us remind ourselves exactly what Tolkien writes when introducing Bree to the reader. The following quote is the opening paragraph of chapter nine; At the sign of the Prancing Pony from The Fellowship of the Ring.
"Bree was the chief village of the Bree-land, a small inhabited region, like an island in the empty lands round about. Besides Bree itself, there was Staddle on the other side of the hill, Combe in the deep valley a little further eastward and Archet on the edge of the Chetwood. Lying round Bree-hill and the villages was a small country of fields and tamed woodland only a few miles broad."
This is a very clear description and to the developers credit they have interpreted this rather literally in the game. Focusing first on the town of Bree itself, Turbine have constructed a settlement that broadly conforms to Tolkien’s details. As you enter through the West-gate and follow the path of "The East Road" you will see the Hobbit holes and small holdings on the slopes of the hill. The homes of men are mainly to the East. "The Prancing Pony" inn is located at the top of the road, abutting to Bree hill itself. The building consists of two wings, as in the source text, though only one is accessible.
Where the game differs is in scale. Bree in LOTRO has been expanded from a simple village to a more substantial centre of commerce. This adaptation allows them to encompass all the crafting and training halls, along with the vendors and sundry NPCs. The only embellishment I personally feel a little excessive, is the town hall itself. It seems a little too ambitious for such a small and insular community. A similar view could be taken on several of the fountains and statues that adorn the various squares. The 2012 revamp has certainly made Bree more populous. Again, perhaps to the detriment of the lore. However, the hedge and dike that surround Bree are very much in accordance with the books and seem authentic.
Moving immediately outside of Bree into Bree-Land itself, we find both Combe and Staddle in the right locations. These being the respective local enclaves of men and hobbits. As specific details are lacking , Turbines visualisations are perfectly acceptable and not in any way excessive. The village of Archet however, has been moved considerably further North. This is to accommodate the fact that the area is a race specific starter area in the game and has been isolated to suit the mechanics of the game. Such local features within the Archet area such as "Bronwe's Folly", "Sprigley's Farm" and "Blackwold Roost" are non-canonical. However none of these are in any way contrary to prevailing regional design.
The above map and the one immediately below have been created using the original books and the subsequent histories of Middle Earth as a guide. They both depict a more Spartan and less populous village of Bree and a far more expansive Chetwood that extends in to the North and NorthEast. The Midgewater marshes are such a distance away as to not even be included on both maps. As are both Andrath and the South Downs. These points highlight the fact that Bree was the last major settlement East of the Blue Mountains before entering the Lonelands. This was a region that was unsettled and thus to a degree barren.
Turbines original condensing of Middle Earth was and remains a necessary factor in creating a viable environment for collective gameplay. However, on occasions, although LOTRO excels at capturing the spirit of Tolkien’s world, there are inevitable trade-offs. The loss of scale particularly in this region is a little disappointing and for those who may not be familiar with the length of original journey, may be somewhat perplexing. For those who wish for more technically accurate cartography, I would recommend the following books. Journeys of Frodo by Barbara Strachey and The Atlas of Middle Earth by Karen Wynn Fonstad. Both depict the routes taken by the fellowship and contain exacting details relating to dates and even the phases of the moon and stars.
Damning the Elder Scrolls Online with Faint Praise?
I recently wrote about how about how I finally purchased The Elder Scrolls Online, two years after the games launch. As the purpose of this post is to contrast my thoughts on the MMO both then and now and how they may have potentially changed, I must first reiterate how I felt about ESO initially. As memory serves, here is a breakdown of my initial impressions. I participated in the beta testing in 2014 and although I broadly enjoyed the game, I was not in any way blown away by it. Overall things took several hours to hit their stride as far as gameplay and enjoyment. I also felt that the early levels seemed too focused on establishing the narrative at the expense of the player getting into the game. Eventually I did get that Elder Scrolls vibe but it was not immediately apparent. The action combat needed refining and the multiplayer element frankly felt redundant, unless you were focused on PVP.
I recently wrote about how about how I finally purchased The Elder Scrolls Online, two years after the games launch. As the purpose of this post is to contrast my thoughts on the MMO both then and now and how they may have potentially changed, I must first reiterate how I felt about ESO initially. As memory serves, here is a breakdown of my initial impressions. I participated in the beta testing in 2014 and although I broadly enjoyed the game, I was not in any way blown away by it. Overall things took several hours to hit their stride as far as gameplay and enjoyment. I also felt that the early levels seemed too focused on establishing the narrative at the expense of the player getting into the game. Eventually I did get that Elder Scrolls vibe but it was not immediately apparent. The action combat needed refining and the multiplayer element frankly felt redundant, unless you were focused on PVP.
Upon my return, I found that the starting zone was still very much a handholding exercise with regard to the game mechanics and the central story. These “nursery” areas are always tend to be problematic for the MMO genre, often falling between two stools. Some players will find them to too hemmed in and on rails, yet there is a need to teach those new to the genre the basic mechanics of the game. Once out of the starter area, things do pick up and it becomes clear that the game leans more towards Skyrim that to other traditional MMOs. If you elect to play ESO with the standard interface, then it’s incumbent upon you to explore the world and figure things out. If you want a more contemporary MMO experience with mini-maps and a wealth of prompts, then add-ons are your friend.
Second time around I felt far more confident about ESO. Certainly, two years’ worth of patches have ironed out a lot of bugs. The combat is more fluid and will provide you with tells if you so wish. The quest lines are well written and engaging, as is the voice acting. The colour scheme is still very muted and this is a far from vibrant game world. However, the games aesthetics suit the lore and match the previous iterations of the franchise. My experience this time round was also enhanced by the wealth of videos and FAQs that are now available for ESO. I had to watch about thirty minutes of video in total to get an adequate handle on the games systems and intricacies. So overall this was a better experience for me, thus proving the old adage about not being an early adopter. The only thing that remained conspicuously the same was the issue of other players. So far, I’ve had no compelling reason to group or interact with them.
Admittedly, I have only been playing for a few days and therefore ESO may well have further revelations for me that will radically change my opinion on the game. Yet I have a nagging concern that that may not be the case and I’m just going to get more of the same. Namely, an MMO with various systems to progress, gear to grind for and a wealth of well written quests to embark upon. All of which is perfectly acceptable but far from exceptional. To summarise everything so far is okay. In fact, one word can sum things up. Adequate. Now there’s a word that often misunderstood so let us remind ourselves with its dictionary definition. Adequate (adjective) satisfactory or acceptable in quality or quantity". This office is perfectly adequate for my needs". Synonyms: sufficient, enough, ample, requisite, apposite, appropriate, suitable.
Now this raises a very interesting point. Is there anything is wrong with a game being just adequate? Why does every new MMORPG have to be revelation and gaming epiphany? To find an answer to this question, let us consider the realities of our own lives. I doubt very few of us receive utter perfection from any of the services we pay for or products we buy. I drink some well-known but distinctly mainstream brands of beer and spirits. That is not to say that they are not enjoyable but they are not anything special. They are merely serviceable. Society does not overtly balk at the notion of adequacy in other industries. So why are gamers aspirations regarding the MMO genre so much higher than those in other aspects of their life?
Some may feel that the use of such words as "adequate" is simply damning ESO with faint praise and that it is far from a complement. I'm not so sure. I think that the primary reason for ESO’s continuing existence is the franchise itself. This is after all the most current iteration of the Elder Scrolls mythos and it satisfies fan’s needs. The quality of the game, which I am arguing is not all bad, is a secondary consideration. If this was an MMO stripped of the vestige of the IP, perhaps it would not enjoy the level of success that it currently does. Perhaps adequate proves that ESO is still a work in progress, on a continuing journey of self-improvement. Being deemed acceptable and workman like across a spectrum of game mechanics is ultimately preferable to a broken game or one that excels at something and fails at others. At present ESO adequacy is sufficient reason for me to continue playing. After all I’ve played many adequate games over the years and have still enjoyed them.
Star Trek Online: Season 12 and the 7th Anniversary
There’s a lot going on in Star Trek Online at present. The game is currently celebrating its seventh anniversary which means there’s a chance to earn a new Tier 6 Lukari Ho’kuun Science Vessel, via the repeatable Omega Molecule Stabilization anniversary event. Season Twelve has also just launched, with the featured episode Of Signs and Portents. The story continues with Starfleet’s joint exploration with their new ally the Lukari, and features actor Tony Todd reprising his role of General Rodek. There is also the addition of the Lukari reputation faction, along with two new Tzenkethi Space Queues and Battlezone. If this wasn’t enough Cryptic have also added a new Kits and Modules Research School to the existing R&D system as well as a new lock box, featuring 23rd Century ships and technologies.
There’s a lot going on in Star Trek Online at present. The game is currently celebrating its seventh anniversary which means there’s a chance to earn a new Tier 6 Lukari Ho’kuun Science Vessel, via the repeatable Omega Molecule Stabilization anniversary event. Season Twelve has also just launched, with the featured episode Of Signs and Portents. The story continues with Starfleet’s joint exploration with their new ally the Lukari, and features actor Tony Todd reprising his role of General Rodek. There is also the addition of the Lukari reputation faction, along with two new Tzenkethi Space Queues and Battlezone. If this wasn’t enough Cryptic have also added a new Kits and Modules Research School to the existing R&D system as well as a new lock box, featuring 23rd Century ships and technologies.
As ever, Cryptic have been generously giving away free items from the C-Store over the course of the anniversary week, including uniforms, skills points, ships slots and drydock spaces. Furthermore, the console version of the game continues to grow, with the recent PC expansion Agents of Yesterday being ported to Xbox One and PS4 next month. Executive producer Stephen Ricossa stated in a recent anniversary letter that “2016 was not just another amazing year for Star Trek Online, but the best year we’ve ever had” and is confident that the game will thrive this year. “There are even more fantastic releases planned for 2017, and a continuation of the current story line that will grow and weave as it takes us well into 2018”. Marketing spin notwithstanding, the abundance of new material across multiple platforms appears to show that Star Trek Online is doing well in the current MMO market.
Conversely, at a time when STO is thriving, other MMOs are either treading water or in some cases facing imminent closure. Turbine will be shutting down Asheron’s Call at the end of January and it doesn’t look as if there’s likely to be an eleventh-hour rescue from a third party. In fact, Turbines exit from the MMO industry to focus on mobile games, indicates that the MMORPG as a genre is no longer considered as lucrative as it was a decade ago. Many developers have learnt the hard way that creating a World of Warcraft clone that produces the same level of financial success, is nigh on impossible. Star Trek Online, like LOTRO, endure mainly because of the popularity of the core IP and the inherent loyalty of the fan base.
Where LOTRO, under the auspices of Warner Bros. never fully tied in to the Hobbit feature films, it will be interesting to see if the new TV show Star Trek Discovery gets incorporated in to STO. Bearing in mind that Cryptic have so far included direct lore references from all previous Star Trek shows and even the J J Abrams movies under the guise of the Kelvin Timeline, then I’d say it’s more than likely certain. Enjoying such a cordial business relationship with the rights holders CBS, certainly seems to be proving healthy for STO. It’s curious that matter of the game license has never become such an issue among the fan community as it has with LOTRO. In the meantime, there’s plenty of content to explore in STO, ensuring my regular presence in the game for the immediate future. As a lifetime account holder, I feel that I always have the option of taking a break from the game, should it require it but so far, since May 2015 I’ve been pretty much continuously kept busy. Not bad for a seven-year-old MMO.
Yet Another Divided Community?
Overwatch is currently celebrating the Chinese New Year with an event that adds not only additional cosmetic skins but also a new game mode. Capture the Rooster is a themed variation of capture the flag. What makes this new content so interesting is that Blizzard initially stated that such a game mechanic would not be viable for the game, due to the abilities of specific characters giving them an unfair advantage. However, the developers have placed a time delay between capturing the flag and when a player can run with it, allegedly mitigating this loophole. Yet despite this change Capture the Rooster is still proving controversial with the player base. Feel free to peruse the comments section over at Polygon or on the Overwatch subreddit for further information. The key to success appears to be with having a balanced organised team. Thus, guilds that player regularly fair better than players who just auto group.
Overwatch is currently celebrating the Chinese New Year with an event that adds not only additional cosmetic skins but also a new game mode. Capture the Rooster is a themed variation of capture the flag. What makes this new content so interesting is that Blizzard initially stated that such a game mechanic would not be viable for the game, due to the abilities of specific characters giving them an unfair advantage. However, the developers have placed a time delay between capturing the flag and when a player can run with it, allegedly mitigating this loophole. Yet despite this change Capture the Rooster is still proving controversial with the player base. Feel free to peruse the comments section over at Polygon or on the Overwatch subreddit for further information. The key to success appears to be with having a balanced organised team. Thus, guilds that player regularly fair better than players who just auto group.
This point and others demonstrate the divide that has quickly formed within the Overwatch community. As ever this division forms around player styles. Specifically, casual players who auto group and play for fun and those who pursue ranked competitive gameplay. I’ve read a lot recently about the alleged “toxicity” of the Overwatch community but have not encountered it myself until recently. But then again, I have been “playing in the shallow end” with regard to my time in game. I usually just use the Quick Play facility to auto group with players of my level. If I want to try and familiarise myself with a new character, then I play against the game AI. So far, all my interactions with other players have been positive. There’s been a few crass comments but they’ve been few and far between. However, as I recently hit level 30, I decided to give the Competitive Play ago and the difference in behaviour was striking.
Competitive gameplay can be a good thing, or so I’m told. Please insert all the usual platitudes about team dynamics, creating communities and building character here. I’m not sure if they are applicable to all players but I’m prepared to consider that not everyone partaking of Competitive Play in Overwatch is ill-mannered and ill humoured. Yet the reality is that a lot are and as ever they leech all the enjoyment out of the proceedings. Tantrums about changing characters as well as blame and anger after a lost round are all too frequent. As ever, racially abusive terms, sexually violent threats and brooding rancour liberally abound in text and audio chat. There’s a somewhat tiresome and tedious inevitability about this state of affairs. Furthermore, it’s sad because the ranked games in Overwatch, do tend to be better. Players show a far greater understanding on their character’s skills and have better situational awareness. I must admit I’ve been impressed by the standard of the games I lost. It’s just a shame that all this goes hand in glove with a simultaneous race to the bottom.
I and possibly many of my colleagues have reached a point now in our respective gaming lives where these kinds of community divides are just a fact of life. Ranked playing simply comes with baggage and you just have to roll with it. If such a mechanic is introduced in to any game, then this kind of behaviour always manifests itself. Of course, different developers try different approaches to correct this situation, with vary degrees of sincerity and success but I suspect it is ultimately unsolvable. The anonymity of the internet simply frees people from social convention and shows that perhaps our default position isn’t as nice as we would like to think. So, it’s back to the “shallow end” for me. I have insufficient skill anyway to truly thrive in ranked gameplay and as a result I don’t enjoy such an environment. As for the issues of division and “toxicity” (which is a nebulous term) perhaps they just prove that the brotherhood of gamers, so often extolled, is a myth and that we all play for vastly differing reasons. Therefore, why should we all get along?
Looking for the Right RPG
Sometimes when you try something new, you can inadvertently enter the market at the top end. For example, if the first fantasy novel you read may be The Lord of the Rings or the first RPG game you play is either Skyrim or The Witcher 3: Wild Hunt, then you’re definitely dealing with A list products. Although this has the benefit of providing a high quality personal experience, it also comes with a downside. The bar for such content has now been set extremely high and subsequent forays into similar territory may not be as good or enjoyable. To use a clumsy analogy, once you’ve had Châteauneuf-du-Pape, your local stores economy brand may no longer suffice.
Sometimes when you try something new, you can inadvertently enter the market at the top end. For example, if the first fantasy novel you read may be The Lord of the Rings or the first RPG game you play is either Skyrim or The Witcher 3: Wild Hunt, then you’re definitely dealing with A list products. Although this has the benefit of providing a high quality personal experience, it also comes with a downside. The bar for such content has now been set extremely high and subsequent forays into similar territory may not be as good or enjoyable. To use a clumsy analogy, once you’ve had Châteauneuf-du-Pape, your local stores economy brand may no longer suffice.
I have grown to like RPGs in recent years. I enjoy the open world environments and the scope they offer for epic story telling. When done well an RPG creates the illusion of a living world. This can range from major events that have an impact upon the landscape, all the way down to the banter that is exchanged between NPCs in the town centres. For me the most important factor in all of this is the underlying narrative. I want to like the central character and participate in an engaging story. Effectively, The Witcher 3: Wild Hunt has spoilt me rotten and I would very much like to have a comparable experience with another title. However, finding such a game can prove difficult.
Recently I revisited Arcania: Gothic 4 and played through the main game as well as the expansion, Fall of Setarrif. The game's mechanics are perfectly adequate and the combat, crafting and skills point allocation have been straight forward. The game engine is not too shabby and ingame world looks quite vivid. The climate changes from sunshine to rain and the wind sways the foliage, producing a pleasant and credible environment to explore. The different zones do feel a little to artificially hemmed in at times, which can break the illusion that this is a true open world but it’s not a deal breaker. Sadly the sea is not accessible and you cannot swim from the coastline due to invisible walls
The character models are acceptable but upon closer inspection are repeated quite a lot within the game. You cannot customise the look of the character that you play, which is a little disappointing. The voice acting is also somewhat patchy and there are dialogue glitches that occur from time to time. The subtitles do not always match what is said, which can be both confusing and hilarious. Which leads me to the games overall story which is sadly an arbitrary fantasy adventure. It not excruciatingly bad and I've endured far worse in the past. It's just very generic with the usual tropes, faux lore and geographical locations. The dialogue is a very stylised form of "Olde English" with liberal use of UK colloquial slang.
It's a shame that there aren't more open world games based in different settings. The RPGs, despite having some high-profile forays in to the science fiction genre, still seems to be predominantly, fantasy-centric. Can we not have a change? This is one of the reasons I like Sherlock Homes: Crimes & Punishment and The Testament of Sherlock Holmes. I love the authentic Victorian world that developers Frogwares have created with its attention to detail and period atmosphere. Such an environment would be ideal for an RPG but sadly these games are not technically of that genre and merely hint at the potential of true open world. The bottom line is that fantasy sells, having a tried and tested track record, so it takes a bold vision to do something different.
Even with the latest technological resources, creating an expansive open world game which simulates a living world, as well as populating it with well-defined NPCs, is time consuming and expensive. As a result, game’s such a Skyrim and The Witcher 3 are few and far between. The PC port of Grand Theft Auto V, despite sporting a fantastically detailed sandbox environment sadly lacked the depth of narrative that I look for. It was a similar story with Watch Dogs. It makes me wonder if the RPG genre will ever reach its full potential, due to the fact that gamers aspirations and developers financial imperatives seem to be at odds with each other. In the meantime, I'll soldier on and try another of the RPGs I have in my Steam catalogue. Let’s see if there’s any mileage in Risen 3: Titan Lords.
Housing in MMOs
Having recently returned to The Elder Scrolls Online, there is a lot of excitement within the community regarding the introduction of housing in the next major game update in February. So far from the information that is available, there’s a wide variety of house styles and customisation options available. Properties can be bought furnished or unfurnished and players can further embellish their respective dwellings by crafting specific items for them. Housing also includes the usual fast travel options to and from their location and access can be shared among friends and alts. There’s a more detailed breakdown at The Elder Scrolls Online website and so far, ZeniMax seem to be offering all a comprehensive version of the current popular MMO mechanic.
Having recently returned to The Elder Scrolls Online, there is a lot of excitement within the community regarding the introduction of housing in the next major game update in February. So far from the information that is available, there’s a wide variety of house styles and customisation options available. Properties can be bought furnished or unfurnished and players can further embellish their respective dwellings by crafting specific items for them. Housing also includes the usual fast travel options to and from their location and access can be shared among friends and alts. There’s a more detailed breakdown at The Elder Scrolls Online website and so far, ZeniMax seem to be offering all a comprehensive version of the current popular MMO mechanic.
LOTRO is also implementing a housing upgrade with its next update, allowing home contents to be placed where the player wants them, as opposed to relying on predefined “hooks”. Again, this is an improvement that has been long awaited by the LOTRO community. Over the years, previous developers Turbine frequently promised changes to the housing mechanic but sadly failed to implement them. At present homes and the homesteads in which they are located, simply offer the same services as the major towns and social hubs, with the benefit of some extra storage. In fact, as far as I’m aware there is no major social dynamic to any of the housing systems implemented in any of the top ranking MMOs.
It is this social element or the lack of thereof that is predominantly of interest to me. Let us not be diverted with questions regarding the purchase of in-game housing. In the modern MMO market making premium housing available for cash purchase is simply a no-brainer. What you can do with housing is a far more interesting talking point. At present housing mainly offers in the MMO genre additional storage, an opportunity for aesthetic customisation and convenient support services. For example, in LOTRO if you repair your gear from a vendor based in the homestead, there is a discount. STO and SWTOR can offer access to personal and account banks as well as the auction facilities. STO is a little different to other MMOs in so far as your ship is your home to all intents and purposes.
What housing across most MMOs fails to do is offer any additional social facilities or unique group content. Players can group together and generate their own social events but they can also do that in other areas such as Bree, Earth Spacedock or Divinities Reach. Considering how many MMOs have strong social communities, especially among roleplayers, you’d think that game developers would be quick to capitalise on such human resources. If there were more reasons for players to use their homes and spend time in the homestead areas, the demand for housing would increase, thus bringing more revenue to any game. Housing could also provide a potentially different way to play MMOs. If crafting became more accessible via housing, players could level by developing their own cottage industries.
However, it is only fair to consider the other side of the argument. Some players may well like and prefer the relative tranquillity of housing as it is currently implemented. Not everyone wants to find fifty plus players embarking on a lengthy social event next door to them, spamming emotes and indulging in shenanigans. And many of the more recent MMOs do not seem to be as actively social as the older ones. So far, I have seen no compelling reason to join a guild or interact with other players in The Elder Scrolls Online. Guild Wars 2 is also a game I have predominantly played alone and it still seems to lack any essential social mechanic. Perhaps dynamic grouping effectively renders more complex social interaction redundant.
From my perspective, I always like to have more options than less. I also like social functionality to be optional and not essential. Therefore, I welcome any improvement to housing for any MMO along with any bespoke future social content. As long as it comes with a toggle in the UI settings then I’ll deem it an equitable arrangement. If a big guild wants to use its housing to a higher degree and access potential in-game benefits, then it should be afforded such an option. But I would also ask the developers to make judicious use of the phasing mechanic or offer the option to buy a “remote house” for those of a more solitary disposition. I am neither a strong advocate of either mantra, “better together” or Hell is other people”. I believe that the truth lies somewhere between the two.
The Abandoned Graveyard
In LOTRO, as you travel north of Bree along the Greenway, there is a small cleft in the hills to the left of the road. It’s southeast of Saeradan's Cabin, east of Thornley's Work Site, and south of the Festival Grounds. In this remote spot is a small abandoned graveyard within a low walled enclosure. An empty cabin overlooks the site and a solitary mourner weeps at the grave of a departed friend. It’s a rather mournful place and somewhat esoteric. The mourner doesn’t bestow any quests, nor do any of the other NPCs in the vicinity. In fact, beyond the aesthetic, this location serves no apparent purpose in the game. So, what is the purpose of the abandoned graveyard?
In LOTRO, as you travel north of Bree along the Greenway, there is a small cleft in the hills to the left of the road. It’s southeast of Saeradan's Cabin, east of Thornley's Work Site, and south of the Festival Grounds. In this remote spot is a small abandoned graveyard within a low walled enclosure. An empty cabin overlooks the site and a solitary mourner weeps at the grave of a departed friend. It’s a rather mournful place and somewhat esoteric. The mourner doesn’t bestow any quests, nor do any of the other NPCs in the vicinity. In fact, beyond the aesthetic, this location serves no apparent purpose in the game. So, what is the purpose of the abandoned graveyard?
Well after a little research, trawling through old forum posts and defunct websites, it would appear that this particular location represents a storyline and quest hub that was removed from the game during its development. Breeland is one of the original areas of LOTRO that came with Shadow of Angmar. It is quite common for material to be removed from a game during its testing. There are (or at least were) other examples of such in LOTRO. At one point a hidden Hobbit village, west of the Shire, was still accessible in the game. As for why such content was changed I cannot say. Size, relevance or quality may well have been deciding factors.
There is certainly some evidence remaining within the graveyard area itself that sheds light on a possible story arc. To the right of the cabin is an old wagon. Next to it is a corpse with a dagger in its chest. There are also skeletal remains scattered around the area. Was someone caught grave robbing and subject to summary justice? Also there’s the graveyard mourner and her reference to old Cal. Both present interesting possibilities. Who are they and what is their history. There is also one grave that differs from the others by having a small bush (or flowers) growing on it. Is this of any significance?
The graveyard itself is also a point to ponder. In western culture, such places are usually linked to major religious institutions. Yet Tolkien does not mention any comparable equivalent bodies in The Lord of the Rings. In fact, theirs is a conspicuous lack of any major organised faith in the source text. Although a Catholic, Tolkien conspicuously avoids any major theological elements in his work. With regard to burial practises, the only references that I can immediately recall are to barrows, burial mounds and tombs. So, is a graveyard a little incongruous, or should we just accept it, assuming it to be the standard manner of dealing with the deceased of Middle Earth?
There may well be more examples of residual stories and quest littering the game. However, they may not be as tangible as the abandoned graveyard. As the game has been revamped on several occasions, it gets harder to tell. So many NPCs, items and quest locations have been moved over LOTROs lifespan, it’s possible that many potential clues have now been lost. Yet these anomalies do add a great deal of character to the game which is one of the reasons I return to LOTRO frequently. And there presence provides more reasons to explore the MMOs extensive regions and zones.
The Geography of LOTRO: Part 1 The Shire
One of the most engaging aspects of The Lord of the Rings is the expansive and detailed world that Tolkien has created. His love of maps combined with his detailed descriptions of the geography of Middle Earth, makes a credible and living environment. The Shire in particular is described in great depth, becoming a character in itself within the narrative. So, when Turbine developed LOTRO a decade ago, they were faced with an extremely difficult task of adapting this territory into a suitable MMO environment. However, the results have been well received and this region has remained a firm favourite with LOTRO players. So, I thought it would be interesting to look in more detail at selected areas of Middle Earth and explore the subtle differences between the game and the source text over a series of blog posts. So, let us start where the story begins, in The Shire.
One of the most engaging aspects of The Lord of the Rings is the expansive and detailed world that Tolkien has created. His love of maps combined with his detailed descriptions of the geography of Middle Earth, makes a credible and living environment. The Shire in particular is described in great depth, becoming a character in itself within the narrative. So, when Turbine developed LOTRO a decade ago, they were faced with an extremely difficult task of adapting this territory into a suitable MMO environment. However, the results have been well received and this region has remained a firm favourite with LOTRO players. So, I thought it would be interesting to look in more detail at selected areas of Middle Earth and explore the subtle differences between the game and the source text over a series of blog posts. So, let us start where the story begins, in The Shire.
One of the most important factors to consider with regard to an MMO map, is size. No matter how much of a Tolkien purist you are, I do not think that any game player would be happy with an exact scale realization of Middle Earth. It would mean taking days to travel anywhere, which far from practical for an MMO. Remember that it took Frodo, Sam and Pippin two and a half days to get from Hobbiton to Crickhollow on foot. So Turbine have reduced the scale in a measured and reasonable way. They have also morphed the in-game map to give locations a more even spread . This is quite noticeable in "The Shire". Green Hill Country has been drastically reduced in size and several northern settlements such as Oatbarton and Dwalling removed from the map and relocated to the next in-game area. It should also be noted that at present, the entire "South Farthing" is absent from the game. In light of Standing Stone Games recent acquisition of the game, perhaps this area will appear later in a future expansion.
Despite these adaptations, Turbine have still managed to recreate the spirit of The Shire. They have maintained the rustic feel with the farmlands, orchards and such embellishments as waterwheels and windmills. It is easy to balk at the encompassing mountains ranges that effectively fence in each gaming area but one is hard pressed to come up with a suitable alternative. As a gamer, I have never been a big fan of invisible barriers as they are jarring and can break immersion for some. The Shire is also filled with a wealth of features taken directly from the book, varying from the well-known to the subtle. Various taverns and farms can be found which most readers will be familiar with, as well as more esoteric landmarks such as Three Farthing Stone.
When you contrast the in-game map with one from the books, you discover much that is missing from LOTRO. As mentioned earlier, some may well feature in future expansions. Currently in LOTRO, The Shire has a gate not far from the homestead entrance, that separates the "South Farthing". Beyond this should lie such settlements as Hardbottle, Sackville and Longbottom. The latter being the main area for the cultivation of pipe-weed in The Shire. Another thing to consider is the substantial reduction in size of Green Hill Country. Although I can see the necessity to do so, it does mitigate a plot point. Unspoilt areas of forest such as the Woody End, were rare in this region of Middle-earth. This was a main reason that the High Elves still visited The Shire and is therefore of significance in terms of the story. It should also be noted that much of the infrastructure of the area (roads and bridges) were originally established by the Dunedain. The region was initially was a part of Arthedain, and as such a part of Arnor. It was at one time part of the farm land for that kingdom.
The Shire remains one of the most popular areas in LOTRO. Turbine managed to create a depiction of Tolkien's work, that despite practical compromises, has not been trivialised or suffered from "Disneyfication". It captures the essence of the source text, which in itself is based on pre-industrial West Midlands of England and offers a very striking visual interpretation. As one of the first areas made for the MMO, The Shire has a level of attention to detail that has been missing from some of the more recent zones. Perhaps that is why it resonates so well with the community. You’ll find region bustling with players throughout the year.
The Elder Scrolls Online, Again
I participated in the Beta testing of The Elder Scrolls Online in spring 2014. Overall I found the game agreeable enough but chose not to purchase it upon its release, due to the subscription model and a lack of time. Like many MMOs the initial launch was problematic and the game had numerous issues and bugs. Within a year, the game was re-branded with a buy-to-play business model and extensive patching made the overall game more equitable. As a result, I’ve had my eye on The Elder Scrolls Online: Tamriel Unlimited for a while and frequently toyed with the idea of buying it. Perhaps one of the reasons I’ve held off from purchasing the game is because I have such fond memories of Skyrim and therefore wonder if I’d prefer a new RPG to an MMO.
I participated in the Beta testing of The Elder Scrolls Online in spring 2014. Overall I found the game agreeable enough but chose not to purchase it upon its release, due to the subscription model and a lack of time. Like many MMOs the initial launch was problematic and the game had numerous issues and bugs. Within a year, the game was re-branded with a buy-to-play business model and extensive patching made the overall game more equitable. As a result, I’ve had my eye on The Elder Scrolls Online: Tamriel Unlimited for a while and frequently toyed with the idea of buying it. Perhaps one of the reasons I’ve held off from purchasing the game is because I have such fond memories of Skyrim and therefore wonder if I’d prefer a new RPG to an MMO.
However, to cut a long story short, a deal turned up recently on a key selling site and was still there a week later. So, I took advantage of this favourable offer tonight and bought The Imperial Edition of The Elder Scrolls Online for just under £14. This particular variant of the game comes with the following bonuses and extras:
Imperial Race: Play as an Imperial in any alliances.
Imperial White Horse: This in-game mount has the same stats as any other horses in the game.
Rings of Mara: Receive the blessing of Mara, the goddess of Love, who will bless your union with a partner of your choice (aka friend).
Mudcrab Vanity Pet: A self-explanatory cosmetic pet.
Another thing worth noting about The Elder Scrolls Online: Tamriel Unlimited, is that the game client is currently up to a whopping 38GB which is not an easy download, even for those with a decent fibre connection. The game also has an optional subscription service (ESO Plus) that allows access to the various DLC that have been released in the last year. These can be unlocked for a monthly cost of £8.99 or bought permanently using the in-game currency. For the meantime I shall defer both options. It remains to be seen whether I need additional content as there may be sufficient in the base game. The Crown stipend that comes with the sub is not a compelling bonus at the moment.
Because I’m the sort of gamer that likes to know in advance “what’s what”, I’ll probably read a few FAQs and websites before I jump in to the game. It may beneficial for me to join a US rather than European server, as I know several people that play The Elder Scrolls Online: Tamriel Unlimited and they are all in North America. Another major plus that this MMO offers, is the opportunity to write about a game again, which is something I’ve been struggling with recently. So, expect to see some posts regarding my initial experience in Tamriel over the next week or two. Hopefully it will be a positive one.
Meanwhile, Back in LOTRO
The recent news regarding Standing Stone Games’ acquisition of LOTRO has certainly re-invigorated the fan community and led to some renewed wider interest in the game. I’ve kept my own subscription going mostly out of curiosity for LOTROs future, rather than a burning passion for the MMO. In fact, on Laurelin server, it’s pretty much business as usual. My kinship has a core group of players who logon regularly as do most others. Key regional hubs such as Bree and the Twenty-first Hall are relatively busy, usually with role players and music groups running events. Beyond this there doesn’t appear to have been a major change at present to the game’s overall population. Perhaps something tangible needs to be added to LOTRO first before we see such a shift.
The recent news regarding Standing Stone Games’ acquisition of LOTRO has certainly re-invigorated the fan community and led to some renewed wider interest in the game. I’ve kept my own subscription going mostly out of curiosity for LOTROs future, rather than a burning passion for the MMO. In fact, on Laurelin server, it’s pretty much business as usual. My kinship has a core group of players who logon regularly as do most others. Key regional hubs such as Bree and the Twenty-first Hall are relatively busy, usually with role players and music groups running events. Beyond this there doesn’t appear to have been a major change at present to the game’s overall population. Perhaps something tangible needs to be added to LOTRO first before we see such a shift.
In the meantime, I continue to work my way through various regional quests in The Beacon Hills, Taur Drúadan and North Ithilien, in a leisurely fashion. My primary character is a Lore-master at level cap that I’ve had since I first started LOTRO back in Winter 2008. Yet despite numerous in-game achievements over the last eight years, I still find outstanding deeds to do and activities to pursue. LOTRO has an inordinately large amount of content and landmass to explore. At present, I’m spending some time on my Explorer vocation that I’ve neglected of late. The tenth tier was not unlocked, so I focused on that today. Crafting ingots is still a trying affair. Plus, I only just noticed that an auctioneer had been added to the Bree Crafting Hall, which shows how infrequently I visit.
Another more recent addition to Bree is the Scholar’s Hall (opposite the Cat Lady’s House). This has apparently been added to LOTRO to accommodate the Mythgard Institute's academic lectures with the Tolkien Professor, as well as concerts and other community events. Although I welcome such a venue being added to the game, its distinctly Gondorian style of architecture (and not Anorian) does seem a little incongruous, considering its location. I suppose it’s easier to use existing in-game assets than create new ones. The interior is suitably sumptuous and reflects the various regions of Middle-earth. Let us hope that the faithful find it useful and to their liking.
I recently found some use for my LOTRO points (formerly Turbine points), spending several thousand of them on Relics for my Legendary Items. Although the store Settings, Gems, and Runes may not be the best, they certainly offer both convenience and a leg up on those I had already. Their addition to my weapons has had a tangible impact upon my stats. I have also finally grasped the nettle and started equipping slotted armour and adding appropriate essences. In the past, I have eschewed this game mechanic because it adds another layer of complexity that lazy players such as I eschew. However, I found that I had sufficient funds to buy suitable essences and have started grinding for the latest armour set.
Having no significant alts, means that I have a lot of time to spend on my primary character. Therefore, at present, my time in LOTRO is spent at a sedate pace. I set straightforward goals and pursue them in a manner that still allows me to enjoy my surroundings. The ambient music in North Ithilien is of a high quality and I suspect that some material that was recorded earlier on in the games life, was kept back for key locations. My recent tinkering with my build means that even an indifferent player such as I, doesn’t have to worry about survivability. All in all, I go where I please and face no major challenges, which is how I like to play. I dislike being underpowered and at a disadvantage. Let us not forget what Conan said about what is best in life.
Such is my personal status quo in LOTRO at present. I must admit it’s an advantageous position to be in. It certainly allows me to reflect upon what may be coming next in 2017. Will the Daybreak Gaming Company offer a new tier of subscription? There are occasions when I do regret not buying a lifetime sub but I wouldn’t be surprised if that gets replaced by something else. A new broom always likes top sweep clean and all that. Then of course, there is the small matter of getting to Mordor and may be beyond? LOTRO in the Fourth Age is an interesting proposition. Over to you Standing Stone Games. We await new content.
Landmark to Close on February 21st
It was announced yesterday by the Daybreak Game Company that the MMO Landmark will be closing on 21st of February. Landmark joins an ever-growing list of titles that have closed since DGC acquired SOEs back catalogue. As ever the press release does not give any specific details as to why the game is to be shutdown. However, it is more than likely down to operating costs versus profits. Furthermore, irrespective of the corporate reasons for the decision, there are still numbers of Landmark players who will be saddened by the news. This development is also of interest to LOTRO and DDO players, due to the Daybreak Game Company recently becoming the publisher of those titles.
It was announced yesterday by the Daybreak Game Company that the MMO Landmark will be closing on 21st of February. Landmark joins an ever-growing list of titles that have closed since DGC acquired SOEs back catalogue. As ever the press release does not give any specific details as to why the game is to be shutdown. However, it is more than likely down to operating costs versus profits. Furthermore, irrespective of the corporate reasons for the decision, there are still numbers of Landmark players who will be saddened by the news. This development is also of interest to LOTRO and DDO players, due to the Daybreak Game Company recently becoming the publisher of those titles.
Now if you peruse the comments section of a site such as Massively OP, then you’ll find statements such as “LOTRO is fine” and there’s nothing to be concerned about because DGC is just the publisher for Standing Stone Games. However, I don’t think the situation is as binary as that and it would be wise to scrutinise the business relationship between DGC and SSG more closely. Because I and others suspect that DGC may well have underwritten SSG costs, when they acquired both DDO and LOTRO from Turbine and Warner Bros. If that is the case, then such financial involvement give DGC far more leverage with SSG than merely publishing their gaming catalogue.
Too many gamers allow personal sentiment and affection for the games that they play to blind them to the realities of business. MMOs as I have said time and time again are not social services but products to be bought and sold for money. The moment any product doesn't meet the expectations its owners, then it's future is in question. I would have thought that was abundantly clear by the way Warner Bros. cut LOTRO and DDO loose, as they organise their balance sheet for their pending acquisition with AT&T. Why should the Daybreak Gaming Company, itself a subsidiary of a Russian venture capital company, view its assets any differently?
Game Developers often have the best of intentions for the products they make. Artistic vision and ethical practises may well be key to their business ethos. However, unless those that create have total financial and therefore legal control, then such noble aspirations can and are frequently side-lined. In my experience business is usually driven by those who control the purse strings, which once again returns me to the question of whether DGC are merely SSGs publisher or is there a more complex business relationship? Are LOTRO and DDO going to be measured by criteria set by their developers or someone else? If these games survival is dependent on targets set by DGC, then their future may not be as rosy as some like to think.