Gaming, Science Fiction, Lifeless Planet Roger Edwards Gaming, Science Fiction, Lifeless Planet Roger Edwards

Lifeless Planet

When I first saw the trailer for Lifeless Planet, I found its initial premise very intriguing. It put me in mind of seventies science fiction movies, especially the idea of travelling to a distant planet only to find evidence of human culture. Its minimalist approach also seemed a positive factor, as I tire of games with an excess of controls. So, I placed the title on my wishlist and waited for a suitable sale. It appeared recently as part of a bundle, so I ended up buying it for £4.12 which is ridiculously cheap.  Now many of the reviews that I have read seem to be upset by the lack of game play within Lifeless Planet. It is fair to say that navigating the world and solving the puzzles certainly does take second place to the narrative. In fact, it may be better to classify Lifeless Planet as an interactive story. However, I am more than happy with this approach and do not feel that every title should be an arduous struggle of skill and twitch gaming. Things do get a little more taxing as you progress through the levels and advance through the story.

When I first saw the trailer for Lifeless Planet, I found its initial premise very intriguing. It put me in mind of seventies science fiction movies, especially the idea of travelling to a distant planet only to find evidence of human culture. Its minimalist approach also seemed a positive factor, as I tire of games with an excess of controls. So, I placed the title on my wishlist and waited for a suitable sale. It appeared recently as part of a bundle, so I ended up buying it for £4.12 which is ridiculously cheap.  Now many of the reviews that I have read seem to be upset by the lack of game play within Lifeless Planet. It is fair to say that navigating the world and solving the puzzles certainly does take second place to the narrative. In fact, it may be better to classify Lifeless Planet as an interactive story. However, I am more than happy with this approach and do not feel that every title should be an arduous struggle of skill and twitch gaming. Things do get a little more taxing as you progress through the levels and advance through the story.

The game follows an Astrobiologist on a trip to a remote planet that is supposed to be rich with life. After a fifteen-year journey the ship unexpectedly crashes on the planet surface. Our protagonist awakes to find his crew missing and the new world a wasteland.  As he journeys through the wilderness he finds traces of a Soviet Colony that appears to have been deserted decades ago. Is it all part of some sort of psychological test or has he sustained a head injury? Furthermore, is he alone on the planet or is the elusive female he keeps glimpsing, more than just a hallucination? 

Beyond running, jumping and navigating environmental hazards, Lifeless Planet asks very little from the player. Occasionally there are puzzles to solve but they are far from taxing. Obstructions mean that explosives are often nearby. Power cores for the alien generators are never too hard to find. Jumping in the low gravity requires some judgement but is quickly learned. From time to time your jet pack gets a minor boost but it is somewhat perfunctory. As is using the robot arm, which turns up midway through the game. The controls can be a little sluggish at times but rather than this be a deal breaker, I just consider it part of the ambience. Your avatar is after all wearing a cumbersome space suit.

The main selling point of this game is the story, ambience, soundtrack and vistas. Lifeless Planet is more interested in playing with your emotions than taxing your gaming skills. There is no combat, dismemberment or overpowered melee skills. Just a atmospheric tale that slowly builds the intrigue over time. The minimalist dialogue, mainly from flash backs and computer log entries are strangely melancholic. The game's use of music is sparing and often arrives to bolster the drama. However, it does not telegraph or mitigate the plot. The environment itself is also a major character. Although the right path is often easy to find, players are constantly drawn away by an urge to explore.

Lifeless Planet provides five or so hours of entertainment if you take a leisurely approach. The story is enjoyable and despite having a somewhat obvious message, it is earnest and relevant. This is a game to be experienced, rather than franticly "played" through. It oozes atmosphere and is satisfactorily different from standard indie fodder. If you are only interested in the traditional definition of a game, then it may well not be for you. For those that like the science fiction genre and strong narratives that make you think, then Lifeless Planet may well prove to be a very entertaining experience.

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Gaming, Mortal Kombat XL, Finish Him Roger Edwards Gaming, Mortal Kombat XL, Finish Him Roger Edwards

Mortal Kombat - Finish Him!

I have fond memories of the original Mortal Kombat game. Upon its release for consoles in 1992, I promptly purchased the Sega Genesis/Mega Drive version, as this version featured all the fatality moves in their full and uncensored glory (The SNES version did not). I spent hours trying to learn the various key combinations to unlock the death blows. Often whenever the game uttered the phrase "Finish him" I would descend into a panic driven frenzy of random button mashing, in the pious hope that I would unleash the torrent of extreme violence that the game was so vilified for. Sadly, even at such a young age my reactions were still lousy, and my “technique” seldom worked. On the few occasions that it did it was a major cause of celebration. Bearing all this in mind, I recently I acquired Mortal Kombat XL for PC from a discount internet key seller. At the time of writing this post, you can pick up this version of the game for as little as £10.53 which is very cheap. Furthermore, this version includes all the DLC bonus characters for the game such as Jason Voorhees, Leatherface, the Alien Xenomorph and the Predator.

I have fond memories of the original Mortal Kombat game. Upon its release for consoles in 1992, I promptly purchased the Sega Genesis/Mega Drive version, as this version featured all the fatality moves in their full and uncensored glory (The SNES version did not). I spent hours trying to learn the various key combinations to unlock the death blows. Often whenever the game uttered the phrase "Finish him" I would descend into a panic driven frenzy of random button mashing, in the pious hope that I would unleash the torrent of extreme violence that the game was so vilified for. Sadly, even at such a young age my reactions were still lousy, and my “technique” seldom worked. On the few occasions that it did it was a major cause of celebration. Bearing all this in mind, I recently I acquired Mortal Kombat XL for PC from a discount internet key seller. At the time of writing this post, you can pick up this version of the game for as little as £10.53 which is very cheap. Furthermore, this version includes all the DLC bonus characters for the game such as Jason Voorhees, Leatherface, the Alien Xenomorph and the Predator.

So, after twenty-six years has anything really changed with regard to Mortal Kombat as a franchise? Overall no. Apart from the obvious graphical improvements that technology brings, this is still very much an in your face, über violent and proudly exploitative fighting game. Bad guys and heroes alike spout faux Sun Tzu wisdom, sport generic "bad ass names" and have incomprehensible back stories. No one ever gets the least bit phased when encountering the supernatural or particularly worries when a fellow contestant dies horribly in a tournament. All female characters still have outsized chests, although they've gotten over their pathological loathing of sports bras in this instalment of the game. The crass giggle physics have been dialled back as well. Yet because Mortal Kombat is such an utter caricature of so many pop culture tropes, it is somewhat hard to take umbrage with it. The game is what it is and lacks any pretentions. If you want to play competitively, then you can pit your wits and more importantly reflexes, against other players online. If like me, your twitch gaming days are behind you, then you can fool about in the “shallow end” and simply spar against bots with the difficulty set low.

Furthermore, not only has Mortal Kombat remained consistent over the years, but so has my lack of skill and manual dexterity. I still struggle with executing the kill moves and my failure has become even more pronounced. Earlier today, fuelled with a nostalgic sense of bloodlust and a bottle of indifferent Merlot, I spent several hours working my way through Tournament mode in Mortal Kombat XL. My frantic contortions sadly ended in disaster. After desperately button mashing my way through a fight with Scorpion, I finally bested him. Yet as soon as the game announced, “Finish Him”, my mind went completely blank as to the what was the key combination of my special kill. As frustration and panic kicked in, I rose from my chair and started randomly pressing controller buttons with great vigour, while uttering old Anglo-Saxon colloquialisms. It did not end well. The net result was a knocked over a glass of wine, a ripped a T-shirt and unplugged Xbox controller. I found myself on the floor, confused, bruised and feeling very old. Walter was also unseated (he's the Panda) and the only fatality that ensued was to my dignity. Be warned people. Mortal Kombat can be as equally dangerous to the player as it can be to the in-game characters.

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Do Other People Spoil Multiplayer Games?

Despite its numerous flaws, I really like Friday the 13th: The Game. I enjoy the basic premise and have a great deal of love for the intellectual property. Sadly, like so many multiplayer games of this nature, its Achilles Heel is its player base. Every 20-minute round in Friday the 13th: The Game is a total lottery. Trouble often starts while waiting in the lobby for 8 people to join the game. By default, those with gaming headsets and mics are automatically “live”. Hence the garrulous inanities, trolling and abuse starts almost immediately. Thus, the first thing you have to do to make matters tolerable is to mute all those present. Once the game begins, again it’s a gamble as to whether anyone is interested in working collaboratively and actually achieving any of the in-game goals. If more than one player spawns near a building, it becomes a race to see who can plunder potential resources first. Use of the four-man vehicle can also be a bone of contention. It is not unusual to see one player abandon those that have contributed to repairing the car and just make off with it. Some players will subsequently runover their comrades just to steal their loot.

Despite its numerous flaws, I really like Friday the 13th: The Game. I enjoy the basic premise and have a great deal of love for the intellectual property. Sadly, like so many multiplayer games of this nature, its Achilles Heel is its player base. Every 20-minute round in Friday the 13th: The Game is a total lottery. Trouble often starts while waiting in the lobby for 8 people to join the game. By default, those with gaming headsets and mics are automatically “live”. Hence the garrulous inanities, trolling and abuse starts almost immediately. Thus, the first thing you have to do to make matters tolerable is to mute all those present. Once the game begins, again it’s a gamble as to whether anyone is interested in working collaboratively and actually achieving any of the in-game goals. If more than one player spawns near a building, it becomes a race to see who can plunder potential resources first. Use of the four-man vehicle can also be a bone of contention. It is not unusual to see one player abandon those that have contributed to repairing the car and just make off with it. Some players will subsequently runover their comrades just to steal their loot.

None of this is unique to just Friday the 13th: The Game. This sort of behaviour has existed for years in the FPS genre and is also common place in games such as PUBG and Overwatch. However, what concerns me is that this appears to be a growing problem. It’s a blight that spreads from game to game, forum to forum. It’s no longer something that can just be written off as a vocal minority who revel in the anonymity of the internet. Large swathes of gamers are happy to behave poorly when online so perhaps it is time to consider that “being nice” is not a universally held default position. If the politics of western society has taught us anything in recent years, it’s that the prevailing social conventions that exist are not unanimously upheld or believed in. The present backlash against the mainstream has shown that many do not want to be constrained by the status quo in other areas of their life. Emboldened and free from the “shackles” of last centuries manners, anger and distain have bled through into the mainstream. If politics, public debate and social etiquette are giving way to the lowest common denominator, why should gaming be any different?

The problem with gaming toxicity is that its seldom addressed, due to its associated cost. To effectively identify and investigate problem players in any genre of game, requires a human agency. It is time consuming and expensive. If it was something that could be administered efficiently via algorithms or cheap outsourced labour, then it would more than likely be done. It would possibly even be used as a selling point. However, at present we are just left with a problem that no one wishes to address. As a result, we have a choice to either cultivate a thick skin and endure trolls and abhorrent behaviour or rely upon what tools we have to circumnavigate such issues. Hence muting all other players by default and such like. However, rather than resolve the issue, it just normalises such behaviour. It’s a classic example of treat the symptoms, not the cause. It also fosters an attitude of distrust of others, which is paradoxical when many co-op games are dependent on other players to fulfil their remit. Furthermore, continuously encountering and enduring unpleasant players slowly leeches the enjoyment out of any game.

Unfortunately, I cannot end this post on a positive note or with a proposed solution. This problem is part of a wider change that has taken part within society. Some believe removing internet anonymity is the solution, but I think that may be a classic example of a knee-jerk solution and throwing the baby out with the bath water. Reducing rights and freedoms should always be a last resort, done under the auspices of the wise with numerous checks and balances. Sadly, the wise are ever growing minority in most western governments. Another “workaround” is to migrate to different genres of games. MMOs still have pockets of civilised players and have a reputation for cordial community relationships. But why should I have to limit myself to specific types of games, just to avoid malcontents and troublemakers? Or is there a kernel of truth in such advice.

My next point is purely a case of thinking out loud, but is there a relationship between toxicity and the kind of games that you gravitate to? I’ve heard cogent arguments that certain personality types thrive in certain professions. The morally unscrupulous and those lacking in empathy apparently do well in highly competitive business environments and the financial sector. Can the same be said about gaming? Are certain genres which revolve around competition, league tables and bragging rights effectively magnets for the emotionally maladjusted? It’s food for thought. Whatever the reasons, I do wonder if in the future, whether some games will eventually collapse under the weight of their own problem player base? Multiplayer games are dependent on social variation. A game filled exclusively with trolls does not strike me as a recipe for growth or financial success.

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Gaming, Player Created Content Roger Edwards Gaming, Player Created Content Roger Edwards

Player Created Content

Seven years ago, Cryptic Studios released the Foundry toolset for players of Star Trek Online. The software is used to create custom missions, which are then submitted to a database for the community to review. Needless to say, over the years hundreds of new bespoke missions have been created. Despite concerns, the overall quality of content has been very high. Popular and notable creations are now showcased by Cryptic. A sensible ruleset has ensured that poor quality, lore-breaking or exploitative material is filtered out or prevented. Broadly this this works and works well, adding a great deal of new content to the game and effectively extending the life cycle of the MMO. The Foundry system can also be found in Cryptic’ other MMO, Neverwinter, where it has met with similar success.

Seven years ago, Cryptic Studios released the Foundry toolset for players of Star Trek Online. The software is used to create custom missions, which are then submitted to a database for the community to review. Needless to say, over the years hundreds of new bespoke missions have been created. Despite concerns, the overall quality of content has been very high. Popular and notable creations are now showcased by Cryptic. A sensible ruleset has ensured that poor quality, lore-breaking or exploitative material is filtered out or prevented. Broadly this this works and works well, adding a great deal of new content to the game and effectively extending the life cycle of the MMO. The Foundry system can also be found in Cryptic’ other MMO, Neverwinter, where it has met with similar success.

This is not a new idea and many games in the past have had the capacity for players to edit and create material themselves. Some of the best content for Unreal Tournament was created by its fans. Superhero MMO City of Heroes had a comparable editor called the Mission Architect. Users apparently created more quests on its launch date, than the development team had in five years. Needless to say, such facilities do have a positive proven track record with certain games. Then there is there are add-ons and UI customisations that many RPGs and MMOs support. The Elder Scrolls Online is quite challenging to play unless the player adds various mods that customise the interface and improve systems management. At the very least, players will often seek to customise the HUD of whatever game they are playing. LUA scripting facilitates this and subsequently, you’ll often see a great variety of UIs when watching Twitch streams of games such as WoW or LOTRO.

Now of course there are some who will argue that this is nothing more than the gaming community doing the game developers job for them. However, when it comes to systems such as The Foundry, who better than gamers themselves to know and produce, exactly the right sort of content that they require? Concerns over quality control have been addressed over the years and what actually makes it to the live game is often very well written and paced. I certainly think that this degree of player involvement can certainly extend the lifespan of a game. Is not the most common complaint levelled at any MMO, the lack of regular new content? Therefore, is not player created content a potential solution?

Sadly, this is not a binary question. The use of player created content has a multitude of consequences. There are issues of copyright, ownership and other legal issues to consider. It is more than likely that these are currently weighted in favour of the developers and publishers at present. Then there is the financial side of things to consider. Allowing players to create content may be beneficial in attracting a new audience but will it generate sufficient revenue? Some may suggest charging for player created content but that has proven a PR disaster in the past. Then of course there are differing types of player created content. For example, LOTRO has a community that regularly organises its own events and social gatherings. It’s a process that runs mainly on goodwill. Yet to try and formalise or monetise such activities would be difficult and potentially disastrous.

With the MMO market becoming extremely competitive and “live services” emerging as the latest industry buzzword, it will be interesting to see if there will be a wider flirtation with player created content. Putting aside morals and ethics and looking at things from a purely business perspective, the idea of players making game content that can then be sold back to them is surely an appealing concept. The only obstacles that logically stand in the way are ones of marketing and PR. Landmark experimented with something of this kind before it was closed, and it would be fascinating to see what the internal memos had to say about the experience. But the games industry is reticent to risk another debacle such as the one caused by Star Wars: Battlefront II. For the meantime, I suspect that player generated content will remain as it is in games such as STO and Neverwinter. But if we have learned anything from contemporary society it is that nothing is truly off the table.

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This is Why We Can't Have Nice Things

"This is why we can't have nice things" is a well-established internet meme. Over time it has been over used and has become a bit of a cliché. Yet under certain conditions it can still be utilised in a pertinent fashion to make a salient point. Recently, something somewhat innocuous and trivial occurred that caused me to recollect this saying. The incident itself is not of any major importance but it resulted in me realising that this sort of thing happens more and more often these days. Allow me to explain myself.  I like many of you frequent a few forums and subreddits. On one particular site, a thread was derailed by someone who decided to just simply name call. Nothing unusual there I hear you say. But for me personally, it was one time too many. Name calling serves no purpose in an adult debate, so I decided to point this out. Eventually, the problem post was removed as there were others that thought that such behaviour was crass. However, the person in question who posted the remark, would not concede the point in any way shape or form. They either did not want to or what was more likely, were totally incapable of comprehending their own transgression. 

"This is why we can't have nice things" is a well-established internet meme. Over time it has been over used and has become a bit of a cliché. Yet under certain conditions it can still be utilised in a pertinent fashion to make a salient point. Recently, something somewhat innocuous and trivial occurred that caused me to recollect this saying. The incident itself is not of any major importance but it resulted in me realising that this sort of thing happens more and more often these days. Allow me to explain myself.  I like many of you frequent a few forums and subreddits. On one particular site, a thread was derailed by someone who decided to just simply name call. Nothing unusual there I hear you say. But for me personally, it was one time too many. Name calling serves no purpose in an adult debate, so I decided to point this out. Eventually, the problem post was removed as there were others that thought that such behaviour was crass. However, the person in question who posted the remark, would not concede the point in any way shape or form. They either did not want to or what was more likely, were totally incapable of comprehending their own transgression. 

Whether they were trolling, or utterly convinced of the certainty of their position remains unknown. As they were only sanctioned and not banned, they will no doubt continue to pursue their "unique style" of social interaction. I am left considering whether I wish to continue to participate in such an environment. Hence my recourse to the titular meme, because this always seems to be the pattern. It appears that any medium that is designed for social interaction is eventually usurped by the lowest common denominator. Furthermore, the problem elements who often cause these problems are sufficiently savvy to keep within the rules (although they are often a moderator’s nightmare), thus remaining relatively unassailable.

Now I'm sure we've all experienced this sort of behaviour in some shape or form, during our excursions online. It’s quite common place. Here are a few examples of the usual sort of tactics that are used to derail or hijack any conversation:

  • Straw man and Ad hominen arguments. Pretty much the oldest two tricks in the book. Argue against something that wasn't said or attack the person to discredit their opinions or position.
  • Gaslighting.
  • Whataboutery.
  • Grammar Nazis. If you can't win an argument then why not criticise someone's spelling. A classic act of misdirection.
  • The Wall of Text. This is often done by minutely dissecting a previous post and is a tool designed to wear an opponent down. If the wall of text is not replied to in kind, a victory is claim by default.
  • "Freedom of speech". This nebulous ideological concept (which so often erroneously interpreted) is the "get out of jail card" of choice for many online malcontents. Allegedly it affords people the right to be racist, sexist, and pretty much any other sort of "ist" that you can name. Sometimes it is seen as a justification to simply be bellicose and ill mannered, affording the individual the option to abdicate from normal social conventions.

For those who would like to explore further examples of these esoteric arts, try the following links. How to Win Online Arguments and The Subtle Art of Trolling. Also checkout Graham's Hierarchy of Disagreement.  It seems that there is little scope for a civilised debate and social interaction anywhere on the internet these days. In researching this post, I picked three random articles that were linked on Twitter and read their respective comments section. All descended into chaos within a short period of time. Furthermore, this seems to be the standard mode of debate in all walks of life these days. TV shows and news channels seem to favour it, as does the press. Politics has fully embraced the Punch and Judy approach to public discourse. It no longer seems to be about having an intelligent debate. Now it's simply about shouting someone down, not blinking while lying through your teeth and revelling in the perceived glory of your victory. All of which is far easier than having a proper discussion based around critical thinking and decorum, because that obviously takes too much effort and more importantly skill.

So, what do people such as you and I do about this problem? Well it would appear the common solution is to simply withdraw. Thus, we see forums and websites become havens for trolls and gain the label "toxic". Just go and look at the small cadre of malcontents on the LBC website. It’s a sad reality of modern life that regular people frequently have to manage their affairs around avoiding problems and conflict, rather than the problems and troublemakers being dealt with. Yet withdrawing is ultimately counterproductive. So what can we do. Well rather than wade in and make a potential slanging match worse, why not simply use the facilities that are in place? Use the moderation procedures that are available to you. If you are unhappy with the way a debate is being conducted, then flag it for moderation and give cogent and succinct reasons as to why you have done so. Encourage other users to do so. However, this doesn’t guarantee results.  Moderation comes with a cost attached and thus often gets neglected. If that’s the case, then escalate matter further up the chain of command. Email the owners, or domain holders. Complain publicly via Twitter. Negative publicity can often attract attention.

If you find yourself in a situation where you write or provide a forum or subreddit, then it is essential to have a clear policy with regard to comments and interaction. I take a fairly liberal approach to policing comments on Contains Moderate Peril and often allow the crass and trolling posts to remain, as their stupidity is often self-evident. Occasionally I will delete a comment if it is simply of no value. As it is my site I reserve the right to determine exactly what the definition of "value" is. I would again encourage others to do the same regardless of what platform they are maintaining. Decide your rules, be clear about them and enforce them rigorously. You are not obliged to have an "off topic" channel on your Discord server if you don’t want one. If you do, then enforce an adherence to standards of behaviour that are commonly held.

It is very difficult to counter the negative effects that alleged internet anonymity generates. Broadly speaking freedom means we have to endure a degree of unpalatable behaviour and that it is the price that we pay for liberty. However, I see no reason not to attempt to re-educate those who troll and rile. We should more often use the existing procedures to sanction problem individuals and re-iterate the fact that there are consequences to certain actions. In some respects, it is similar to the recent debate had in the UK regarding regulation of the press. It was argued that there are sufficient rules in place at present that can deal with transgressions without the need for further legislation. The current rules just need to be enforced. The same is applicable to Twitter. Prosecute those that breech the current laws with regard to threat and libel. As for general bad behaviour, the responsibility lies with you and I to state are displeasure. 

I am very interested at present with the way that some games developers are dealing with this problem. Community decisions on a troll’s punishment, temporary exile of problems players to specific servers and other sanctions do seem to have an impact. It would seem attempted rehabilitation is a more beneficial approach to simply banning. Perhaps this is the future and a way to stop the spread of the rot. Hopefully these methods can be brought to bear on other mediums and platforms. The first step on this road is for regular folk to remain robust, express their displeasure and not to withdraw. I know that’s hard and a big ask. But the only truly effective way to counter bad ideas and ideologies is to tackle them head on. No-platforming simply doesn’t work. Stupidity should be exposed and ridiculed. You don’t have to be like Peter Tatchell and fight every battle. But calling someone out who says something racist or such like, helps reinforce the notion that some behaviour in not acceptable. It’s the weight of all the smaller battles that often eventually tip the scales.

But it takes time for things to change. It’s not going to happen overnight. Technology, human behaviour, and ethics have not kept in step with each other. The law is also lagging behid in some areas. However, if we're persistant, then we will be able to bring about change. During the seventies, there started i the UK, a long campaign against drinking and driving. By the mid-nineties the message finally got traction and the culture begin to shift accordingly. I believe if we take a similar long-term approach with social media can "have nice things" eventually. It may not ever be perfect but hopefully it can be better than it is now. Because the alternative simply doesn’t bear thinking about. Therein lies madness.

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The Dilemma of Skill Points

This post stems from an issue that came up recently while progressing through The Elder Scrolls Online. However, similar situations have occurred in other MMOs that I’ve played over the years. Most games of this genre have a standard mechanic in which the player is awarded skill points as they level up through the game. These points are subsequently spent unlocking new abilities or improving existing skills. Often there are a finite amount of skill points to earn in the game. Naturally, at some point, even the most casual MMO player will have to consider how they intend to spend their skills points, because they do have an impact upon your build. That is the entire point of the skills point mechanic. You customise your skills according to how you play and what type of build you wish to achieve. More often than not, the new player who is still at a relatively low level, will simply read what abilities can be unlocked and make an intuitive choice. At this stage, putting a few skill points into health, stamina, or increasing your DPS seems a sensible choice.

This post stems from an issue that came up recently while progressing through The Elder Scrolls Online. However, similar situations have occurred in other MMOs that I’ve played over the years. Most games of this genre have a standard mechanic in which the player is awarded skill points as they level up through the game. These points are subsequently spent unlocking new abilities or improving existing skills. Often there are a finite amount of skill points to earn in the game. Naturally, at some point, even the most casual MMO player will have to consider how they intend to spend their skills points, because they do have an impact upon your build. That is the entire point of the skills point mechanic. You customise your skills according to how you play and what type of build you wish to achieve. More often than not, the new player who is still at a relatively low level, will simply read what abilities can be unlocked and make an intuitive choice. At this stage, putting a few skill points into health, stamina, or increasing your DPS seems a sensible choice.

But then there reaches a point in the game, where you find yourself hoarding a lot of skills points and faced with a multitude of options. Suddenly, its no longer simple. Unless you have a very clear idea about how you intend to develop your build, it becomes a very confusing prospect. Do you put points into flower arranging, so you can increase you Lupin attack, or do you go for heavy embroidery? The fear is that you’ll make the wrong choice and gimp yourself, further down the line. Now most MMOs have a system in which you can refund skill points, should you require to change your allocation. However, this often involves a significant expenditure of in-game currency or worse still, a purchase from the cash shop. As a result, this potentially punitive system will often dissuade players from experimenting. This was certainly the case with me recently, while I was levelling through ESO. I also had a similar experience in STO when the revised the skill tree system was introduced. The only MMO that I currently play that allows a greater degree of choice is LOTRO. By default, the game offers three skill point slots, allowing you to create bespoke builds to swap between.

Now, the easiest resolution to this dilemma is to find a specific build online and to slavishly copy it. I have done this myself both with STO and ESO, but I resent it on some level. Yes, it is quick and easy solution, but it is also robbing the player of the opportunity to learn and experiment in the game. And buying gating the ability to reset your skill points behind some sort of financial penalty, the developers are contributing to creating a culture of risk aversion among players. Don’t get me wrong, I’m not advocating turning an MMO into a job and I am not a fan of having to watch hours of videos to discover the esoteric intricacies of a game (yes, I’m looking at you ESO). However, it is beneficial to allow the player to experiment within reason, without imposing a penalty for the luxury of change. Hence, I believe that the LOTRO option of having three skill points slots is an equitable compromise.

Choice is always a good thing but there’s also a wise old adage about having “too much of a good thing”. Games such as MMOs need to encourage the player to try different builds and embrace experimentation. However, I appreciate that this is a fine line to tread. If you offer too much assistance, then it’s only a matter of time before the usual suspects throw their toys out of the pram, claim that everything is being dumbed down and that their life has once again “been ruined”. I think that this “dilemma” as I’ve described, is just a symptom of a wider problem associated with the MMO genre. That of providing optional information, advice and suggestions to the player, so they can get the most out of the game. Few games have adequate tutorials and “tip” systems. However, that is another blog post altogether (insert Airplane gag here). Returning to ESO, I must applaud ZeniMax for including their Skills Advisor system in the last patch. It provides exactly the sort of broad guidance I was looking for. Other MMOs please take note.

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Jason vs. Bots

I returned to Friday the 13th: The Game today, only to find a substantial 3GB patch waiting to be downloaded. I last played in late December when I bought the game in a Steam sale. I stated in a blog post at the time, that the game was flawed and very much a work in progress. The patch has addressed several issues with the game; the most important one being offline play.  You can now play Friday the 13th: The Game offline as Jason Voorhees against seven bot camp counsellors. It should be noted that you cannot play offline as a counsellor against a bot Jason. However, playing as Jason has a more complex learning curve, whereas playing as one of his potential victims is a lot easier to figure out. So I can understand why the developers opted for this arrangement. Hence, I spent a few hours this evening, fooling around offline, slicing and dicing various camp counsellors and trying to master the basics of playing a Jason. It did prove quite useful and I found myself far more prepared for online play as a result.

I returned to Friday the 13th: The Game today, only to find a substantial 3GB patch waiting to be downloaded. I last played in late December when I bought the game in a Steam sale. I stated in a blog post at the time, that the game was flawed and very much a work in progress. The patch has addressed several issues with the game; the most important one being offline play.  You can now play Friday the 13th: The Game offline as Jason Voorhees against seven bot camp counsellors. It should be noted that you cannot play offline as a counsellor against a bot Jason. However, playing as Jason has a more complex learning curve, whereas playing as one of his potential victims is a lot easier to figure out. So I can understand why the developers opted for this arrangement. Hence, I spent a few hours this evening, fooling around offline, slicing and dicing various camp counsellors and trying to master the basics of playing a Jason. It did prove quite useful and I found myself far more prepared for online play as a result.

The bots have three settings, which broadly scale. On easy mode the bot counsellors tend to panic and run around ineptly. They’re often oblivious to Jason until he’s really close. On hard mode the bots are more proactive and will actively defend themselves. However, regardless of the settings, the bots at times can get stuck in loops or simply make incredibly poor decisions. On one occasion a counsellor threw themselves through a window to avoid Jason, only to then exit the hut and run straight back into him. I allowed this cycle to repeat a few times before I dispatched them. At present as I haven’t played much of the game, I only have a few Jason skins unlocked. I’m currently using the Jason from Friday the 13th: Part III. One of the advantages of this skin is that Jason has improved run skills. The bots on easy setting allowed me to experiment with the various grab kills such as Jaw Rip, Crotch Chop, Head Chop and Heart Punch. All were quite satisfying but there was no real challenge at this level. Hard mode facilitated a more credible gameplay experience. Offline play also affords you a great opportunity to learn the maps which is key to being successful in the game.

I was also surprised that offline play counted towards your levelling and progression in the game. You can therefore unlock new counsellors and Jason skins by playing in this mode. But playing with bots does have its limitations. The AI is still somewhat erratic, so you never get a 100% comparable experience to playing with other people. However, Friday the 13th: The Game attracts a lot of pubescent imbeciles which can make online play a little tedious. You find yourself having to mute everyone by default and abandoning games where players are more interested in pursuing their own agenda. Bots offer a welcome alternative to this. I suspect that later this year when this game finds its way into a discount bundle of some kind, the overall player population may be a lot lower. Thus, offline play may well prove to be a god send for those in time zones outside North America and Europe. Hopefully, the developers will expand this functionality further in future patches. It would certainly improve the longevity of a game that is essentially a one-trick pony at present.

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Editorial, Gaming, A Lack of Consensus Roger Edwards Editorial, Gaming, A Lack of Consensus Roger Edwards

A Lack of Consensus

One of the things that stands out about the reader comments over at Massively Overpowered is that there is seldom any sort of consensus. Regardless of the subject it become quickly apparent that views differ greatly and clearly reflect the fact that gamers do not want the same things. The only point that most agree upon in principle is that everyone wants “good” games. However, this is a nebulous term, devoid of a universally agreed definition. What one gamer deems as being a good or an essential mechanic, another will consider a complete anathema, leaving us with a divided player base. In fact, the gaming community seems to reflect a wider trend that manifests itself in politics, religion and other social issues at present. There simply isn’t a prevailing majority consensus. A lot of the assumed sacred cows and alleged shared values associated with all these communities are either waning or have proven to be bogus. Naturally, many would argue that such differences are simply human nature and a foible of the human condition. However, it does present a difficult problem for the games industry.

One of the things that stands out about the reader comments over at Massively Overpowered is that there is seldom any sort of consensus. Regardless of the subject it become quickly apparent that views differ greatly and clearly reflect the fact that gamers do not want the same things. The only point that most agree upon in principle is that everyone wants “good” games. However, this is a nebulous term, devoid of a universally agreed definition. What one gamer deems as being a good or an essential mechanic, another will consider a complete anathema, leaving us with a divided player base. In fact, the gaming community seems to reflect a wider trend that manifests itself in politics, religion and other social issues at present. There simply isn’t a prevailing majority consensus. A lot of the assumed sacred cows and alleged shared values associated with all these communities are either waning or have proven to be bogus. Naturally, many would argue that such differences are simply human nature and a foible of the human condition. However, it does present a difficult problem for the games industry.

Gaming, like the music and film industry, is frequently driven by established formulas and pursuing known quantities that work. Hence, most major triple A developers tend to not stray from the known path when dealing with high budget projects. As a result, the market is subsequently dominated by sequels, remasters and variations on proven themes. Now this approach doesn’t necessarily please everyone, but it undeniably keeps the money rolling in. However, one of the commonest complaints you’ll hear from gamers is a lack of innovation and it is justified to a degree. Theoretically, there should be a big enough market of gamers seeking new experiences to merit some experimentation. Sadly, the big dogs of the industry are not too keen on taking such risks. In the past there have been a few high-profile games that have sought to cater for this gap in the market, but it never seems to be the roaring success that was expected. Thus, like the music and movie business, experimentation and straying from the accepted norm in games development is the prerogative of smaller, independent producers.

It is ironic that as gamers, we find ourselves at this point. Because, as in contemporary politics, there is a broad appetite for something different at present, or at the least a rejection of the status quo. Surely such an atmosphere should be conducive towards change. But history shows us that change is seldom embraced by those with vested interests and only a few ever have the courage or vision seize the day. This is why in gaming (and in politics), the public will gravitate toward that which appears to be different, or superficially wears the trappings of change and innovation. Games like PlayerUnknown's Battlegrounds are currently having their moment in the sun, but sooner or later the player-base will see through its “alternative appeal” and see it for simply a variation on a theme. Again, social ideas and politicians also risk the same fate. Gamers may not know exactly what they want, but they do at times know what they do not. EA is still nursing it wounds after the recent loot crate debacle. They may even lose their license as a result, which will certainly put a dent in their bottom line.

The reality of the situation is that simply wanting something different is not enough. It is not incumbent solely on the games industry to read our minds and come up with the next big thing exclusively on their own. We as gamers need to figure out about what we want and then be realistic as to whether it’s achievable. The latter requires compromise, which is sadly a quality that is absent from most mindsets at the present. If the triple A gaming sector is dragging its heels, or more to the point is opposed to change, then surely this is the time for the independent sector to step up. Where is the video games industries equivalent of Punk Rock? And by that, I mean proper Punk like The Clash and Dead Kennedys (please insert appropriate and equivalent game developers into this metaphor). Or has rampant consumerism and the commodification of all leisure activities extinguished the idea and possibility of organic, real change. Is the next big thing or any new approach, simply another product to be assimilated by market forces to be bought and sold? If that is true, can there be any sort of consensus ever again?

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Bullroarer, Gaming, LOTRO, MMORPG, Update 22 Build #2 Roger Edwards Bullroarer, Gaming, LOTRO, MMORPG, Update 22 Build #2 Roger Edwards

LOTRO: Bullroarer Update 22 Build #2

A week on and Standing Stone Games have revised the latest test iteration of Update 22 for LOTRO, on the Bullroarer server. Build #2 now has a proper map that explains exactly where I went last Sunday. It seems that I visited all locations of note apart from Caras Tilion, a deserted Elven stronghold to the South of Eryn Lasgalen, at the foot of the Mountains of Mirkwood. So, I promptly went there tonight and found it inhabited by Fell Spirits and such like. I suspect that this will be the location for a group event as the mobs all seem high level. Like other areas in the test build, the terrain is unstable, and you can find yourself falling through what are supposed to be solid surfaces. Although there are roads marked on the map, trying to find them on the ground and follow them is somewhat harder. However, I suspect that this is meant to reflect the source text of The Hobbit in which the path through Mirkwood was often overgrown and difficult to track, hence the Dwarves got lost.

A week on and Standing Stone Games have revised the latest test iteration of Update 22 for LOTRO, on the Bullroarer server. Build #2 now has a proper map that explains exactly where I went last Sunday. It seems that I visited all locations of note apart from Caras Tilion, a deserted Elven stronghold to the South of Eryn Lasgalen, at the foot of the Mountains of Mirkwood. So, I promptly went there tonight and found it inhabited by Fell Spirits and such like. I suspect that this will be the location for a group event as the mobs all seem high level. Like other areas in the test build, the terrain is unstable, and you can find yourself falling through what are supposed to be solid surfaces. Although there are roads marked on the map, trying to find them on the ground and follow them is somewhat harder. However, I suspect that this is meant to reflect the source text of The Hobbit in which the path through Mirkwood was often overgrown and difficult to track, hence the Dwarves got lost.

I revisited Lake-town and found that there are now more NPCs and sundry embellishments. On the end of some of the piers, you will find locals queuing to use the privies, which I found rather amusing. The only other’s I’ve ever seen in LOTRO are in Rohan and are indirectly involved in a quest. It would also appear that I was broadly correct in my assumptions about the three entrances on the map and where they lead. The eastern door is now clearly marked opening to the Iron Hills and the Forest Gate to the west does lead to Beorning-land. The third entry (or exit point) to the South of Lake-town lead to an area called the Fields of Celduin. Celduin is the Elven name for the Running River, which flow ultimately to the sea of Sea of Rhûn. Perhap SSG have plans to develop Dorwinion as part of LOTRO. Dorwinion, was a land in the vales of the Celduin, northwest of the Sea of Rhûn. It was famous for its great gardens and as the home of the finest wines in all of Middle-earth. Its people were descendants of the Edain, and they had close ties to the Northmen of Dale in genealogy as well as Avari Elves.

Again, I spent my time this evening simply investigating the immediate area in this latest test build and have not undertaken any of the quests in the region. I prefer to wait for the final release of the update, so as not to spoil my enjoyment of it all. My overall opinion of Eryn Lasgalen and the Dale-lands remains the same as I stated in my previous post. This is a well realised and quite striking zone and Lake-town is a stand out location. It certainly is a welcome relief after the dour and oppressive atmosphere of Mordor. I hope that the quests featured in update 22 are as equally creative as the area itself. It just remains to see when SSG intends to release this update. If past events have any bearing on the matter, we may well see a formal release of this area within a few weeks of three or four test builds. Therefore, we may have a live version of this new area by the middle of March.

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Levelling and Gear Progression in ESO

One of the most trying old adages associated with the MMORPG genre is “endgame is where the real game begins”, or some variation thereof. It’s a stupid dogma that is happily negates all that the player has done while levelling. It usually goes hand in hand with the mindset that the only worthwhile pursuit at level cap is raiding, but I digress. For many MMOs, it’s a real challenge to make the levelling experience feel tangible and relevant, so players don’t get the impression that their just treading water when it comes to gear and skill points. However, some games do manage to get this right. LOTRO has several sets of armour that you can acquire at early stages in the game that are worth holding onto for at least ten levels. The Armour of Fém is a good example. It can be obtained at level 42 in Aughaire and can last the player right into Moria, ten levels later, before it needs to be replaced.  STO proactively negates this problems by allowing gear to be upgraded but again I digress. My point is, much of what we acquire and use as we progress through an MMO is transient, but if the developers have done their job properly, it doesn’t seem that way.

One of the most trying old adages associated with the MMORPG genre is “endgame is where the real game begins”, or some variation thereof. It’s a stupid dogma that is happily negates all that the player has done while levelling. It usually goes hand in hand with the mindset that the only worthwhile pursuit at level cap is raiding, but I digress. For many MMOs, it’s a real challenge to make the levelling experience feel tangible and relevant, so players don’t get the impression that their just treading water when it comes to gear and skill points. However, some games do manage to get this right. LOTRO has several sets of armour that you can acquire at early stages in the game that are worth holding onto for at least ten levels. The Armour of Fém is a good example. It can be obtained at level 42 in Aughaire and can last the player right into Moria, ten levels later, before it needs to be replaced.  STO proactively negates this problems by allowing gear to be upgraded but again I digress. My point is, much of what we acquire and use as we progress through an MMO is transient, but if the developers have done their job properly, it doesn’t seem that way.

Sadly, this is not the case in The Elder Scrolls Online. The game has many virtues and selling points, but the gear grind is clearly an irrelevance until you reach a specific point in the game. Namely level 50 with 160 champion points. Until then, finding adequate gear is very difficult and players are “encouraged” by the prevailing dogma of the game, to just slum it with items from quest drops, irrespective as to whether they’re optimum for your characters build. The alternative is to simply buy armour and jewellery from vendors and to apply glyphs to enchant it to your chosen specifications, but this is an expensive option and the gear itself is of the lowest tier of quality. Of course, there is the option of running delves to find suitable gear, but the task is made more difficult by the fact that your character will frequently be underpowered, due to the lack of quality gear they have equipped. As you can see, it’s a chicken and egg situation. The only other alternative is Dolmen farming but then this is not always the most enjoyable way to play ESO. Plus, if you do it for a few hours at a time, you’ll find you’ve out levelled half of what you’ve acquired.

In other MMOs, there are often several alternative ways of acquiring gear sets, other than depending on standard quest rewards. LOTRO has the skirmish system which provides the player with barter currency to buy specific sets. Furthermore, the sets are available to a variety of levels. The reputation system in STO also allows you to buy a variety of gear sets for your ship. And of course, most games also have an auction house system that allow for the buying and selling of all non-bound items. This is where most players look first to fill the gaps in their build or to buy something passable while levelling. Sadly, there is no server wide auction house system in ESO. Individual guilds buy and sell gear. They have store fronts littered round Tamriel. The range of items they sell is dependent upon the guild size, how prodigiously they craft or farm quests. More often than not, most guild traders only have smattering of items below level 50 with 160 champion points because that’s not where the money and market is. Due to there being multiple outlets, checking stock is time consuming. The only option left therefore is to craft gear yourself. However, like everything else in ESO, this only becomes a viable option at level cap.

Exactly how did ESO arrive at this point? Well the One Tamriel Update removed the level restriction on content, scaling everything according to the player, which obviously didn’t help the gear situation. With delves and story quests scaling to your level, there isn’t the surplus of gear generated by content fixed at a specific level. The lack of a server wide auction system is also a major contributor. Finding specific gear, even with addons to help the search process, is time consuming task that requires you to visit a multitude of outlets. Joining a guild may help and there is the chance that fellow guildmates will help you out with gear acquisition. But ESO strikes me as a game with a substantial player population with alts at level cap. Levelling is not seen as a journey in itself but more of an obstacle to be overcome. It’s a shame. This issue certainly doesn’t mitigate the positive aspects of ESO as an MMO, but it does impact upon the way you play until you approach the level cap. Now that I’ve reached level 50 and have amassed over 100 champion points, I can certainly play more effectively. I can now focus on what gear I would like; something I couldn’t do at the start of the game. Perhaps ZeniMax will address this issue in a future update.

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Gaming, LOTRO, MMORPG, Bullroarer, Update 22 Build #1 Roger Edwards Gaming, LOTRO, MMORPG, Bullroarer, Update 22 Build #1 Roger Edwards

LOTRO: Bullroarer Update 22 Build #1

A beta version of the latest update for LOTRO is currently available on the Bullroarer test server this weekend. Update 22 (Build #1) or Strongholds of the North, features Northern Mirkwood or Eryn Lasgalen as it known since the fall of Sauron and the destruction of Dol Guldur, as well as the Dale-lands. The area includes such iconic locations as The Halls of the Elven King, Lake Town, Dale and Erebor. As this is an early build, players cannot continue the epic story The Black Book of Mordor. At present, the map for the zone is simply a placeholder and serves little navigational purpose. At times the player marker vanishes from the map entirely. However, as Bullroarer is a test server, players can collect a free stipend of Mithril Coins from the Eyes and Guard Tavern and thus use swift travel to all five new stable locations.

A beta version of the latest update for LOTRO is currently available on the Bullroarer test server this weekend. Update 22 (Build #1) or Strongholds of the North, features Northern Mirkwood or Eryn Lasgalen as it known since the fall of Sauron and the destruction of Dol Guldur, as well as the Dale-lands. The area includes such iconic locations as The Halls of the Elven King, Lake Town, Dale and Erebor. As this is an early build, players cannot continue the epic story The Black Book of Mordor. At present, the map for the zone is simply a placeholder and serves little navigational purpose. At times the player marker vanishes from the map entirely. However, as Bullroarer is a test server, players can collect a free stipend of Mithril Coins from the Eyes and Guard Tavern and thus use swift travel to all five new stable locations.

Bearing this all-in mind, I spent a few hours this afternoon exploring the new area. I have not finished the Mordor expansion yet (mainly because I didn’t enjoy the area) so was careful when travelling around as my primary alt is still only level 109. Porting directly from the Eyes and Guard Tavern takes you to Felegoth, the Halls of the Wood Elves. As you would expect, the traditional Elven motif has been maintained in the art design, although there are subtle differences to other Elven enclaves. Because the Halls are mainly underground, the cavernous expanses are filled with stalagmites and stalactites. Yet unlike Dwarven delves, this area is brightly illuminated and has gardens and areas of natural beauty. The keen explorer will also find the dungeon cells where Thorin and his companions were held. There’s also a cellar with a substantial trap door and numerous barrels. One in particular is worth investigating.

Northern Mirkwood itself is a dark and dismal place, similar to its existing Southern counterpart. The light soon vanishes once you travel beyond the Elven King’s territory and the path twists and turns. Luckily, they’re wooden posts marking the trail, but it is important to stay vigilant or you can get lost. Places of interest in the immediate area include an encounter with Radagast and the Elven trading post of Loeglond on the edge of Long Lake. Upon exiting Eyn Ladgalen you enter Dale-land and discover a newly rebuilt and thriving Lake-town. This is very well realised and certainly captures the spirit of Tolkien’s original description from The Hobbit. If you travel downstream you come to the ruins of the old Lake-town and the remains of Smaug. It is a nice embellishment, similar to the remains of the Bridge of Khazad-dûm in the Foundations of Stone.

North of Lake-town the road leads to Dale which is a broader iteration of what already exists in LOTRO in the instance The Bells of Dale. I like the way the town straddle the tributaries of Long Lake and that water and fountains are a major feature of the design and architecture. Beyond Dale to the Northwest lies the guard post of Ravenhill. Within the small Dwarven edifice is Dís, mother of Fíli and Kíli. There is an entrance behind here, which for the present remains closed and suitably enigmatic. But the jewel in the crown in Erebor. It is large, impressive and gloriously Dwarven. Unlike other Dwarven hubs in Middle-earth, this one is quite linear in its layout and easy to navigate. You can also climb to the western spur of Erebor and survey the land below on the other side, although invisible walls hem you in at present.

I always like to explore I LOTRO and make it my business to investigate an area or region as thoroughly as I can. I like to follow the mountain ranges and other topographical features that Standing Stone Games use to funnel players from quest hub to quest hub. What seems to have become a habit in recent years, is that the areas in free updates are often expansive, but not necessarily functional. I got this impression again in parts of Northern Mirkwood and Dale-Land. However, this does not in any way mitigate the time and effort SSG has put into the design of this area. I also found three entrances/exists to the area. One to the South West that may lead to Southern Mirkwood. Another to the North East that may lead to the Iron Hills. I also discovered the Forest Gate which leads from Carrock. All of these “doorways” are currently blocked. Hopefully the next test build will have a more detailed map and will allow for a more accurate appraisal of the area. In the meantime, as ever, I like what I see and it’s reassuring to see the SSG are still maintaining their high standard of world building.

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Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards

Shadow of War: Blade of Galadriel DLC

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Photo Mode has also been upgraded, adding new filters, frames, styles, adjustable expressions, and stickers. I always enjoy this facility when it appears in a game and would like to see it available in more titles. Taking screen captures of alts has always been a major part of the fun of any RPG or MMORPG and developers should not overlook this. The latest DLC and patch have also added new Talion or Eltariel player skins for use in the main story campaign. There's also a new stat page, making it easier to keep track of your progress through the game. Plus, a Field of View option has been added which is something that players have regularly asked for. In any game where situational awareness is important, having a broad FOV in invaluable.

I played Middle-earth: Shadow of War heavily when it was released last October. It’s the sort of game that lends itself to intensive play and forging ahead through the storyline. The main selling point is the ridiculous, lore breaking narrative that takes substantial liberties with established canon. Yet if you’re prepared to suspend your sense of disbelief, it is an entertaining game. What becomes very clear after playing the new Blade of Galadriel DLC for about twenty minutes or so, is that apart from a new character skin and a few alternative skills, you’re doing exactly the same as what you did initially with Talion. It’s a classic example of same meat, different gravy which is fine if you can’t get enough of murdering Orcs. However, if you grew tired of this last time round, it’s not going to get any better this time.

Needless to say, as I have other games available at present that I’m more interested in pursuing, I decide to postpone exploring the Blade of Galadriel for the immediate future. Another reason to put it on hold is the simple fact that I’ve already forgotten most of the keyboard combinations for the special attacks and powers. Something that seems to happen a lot these days if I stop playing a game for too long. However, I will give credit where credit is due, because Monolith Studios have certainly provided a substantial amount of new content in this DLC. Furthermore, as a season pass holder there is still more to come later this year. I suspect that I will enjoy this new story at a later date when I want something a little less demanding than the MMOs I am currently involved with.

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Game Complexity

While perusing You Tube, I watched the following video, boldly titled “The Top MMOs to Play This Year”. I found it to be quite informative and felt that the creator made their case well. However, one thing struck me about the five new MMOs that were referenced. All of these titles seem to be stepping away from the “business as usual” approach of the genre and pursuing an increase in complexity with respect to their game systems and mechanics. Now that’s not to say that existing MMORPGs are not complex. Some are, but I usually find that this is born out of skills or systems bloat and a games growth over time. On paper many of LOTROs mechanics are straightforward, but it is their implementation that is esoteric. This is not the same sort of complexity I saw referenced in the video. Many of these new MMOs will feature systems that need to be monitored, maintained or augmented by the player, because they have a direct impact upon the gameplay experience and the very environment of the virtual world they’ll inhabit.

While perusing You Tube, I watched the following video, boldly titled “The Top MMOs to Play This Year”. I found it to be quite informative and felt that the creator made their case well. However, one thing struck me about the five new MMOs that were referenced. All of these titles seem to be stepping away from the “business as usual” approach of the genre and pursuing an increase in complexity with respect to their game systems and mechanics. Now that’s not to say that existing MMORPGs are not complex. Some are, but I usually find that this is born out of skills or systems bloat and a games growth over time. On paper many of LOTROs mechanics are straightforward, but it is their implementation that is esoteric. This is not the same sort of complexity I saw referenced in the video. Many of these new MMOs will feature systems that need to be monitored, maintained or augmented by the player, because they have a direct impact upon the gameplay experience and the very environment of the virtual world they’ll inhabit.

The weather, the economy, faction feuds, coupled with mechanics such as ageing, permadeath and full corpse looting means that those playing Chronicles of Elyria will have to be cognisant of what is happening around, both at an in-game and community level. And it is this very level of complexity that will be a major selling point of the game. You will always find comments on gaming forums or websites such as Massively Overpowered, from some old school gamers lamenting the level of “hand holding” you find in contemporary MMOs. The industry shift in the last ten years to accommodate the so-called “casual” player has not been universally embraced. Therefore, any new title that dispenses with quest trackers, mini-maps and any of the other quality of life improvements must surely appeal to such advocates. Having to think and reason, as well as play collaboratively must surely offer an experience closer to that found in the golden age of MMOs; something such player always extol. Surely the element of risk presented by playing in such an environment, will be to their liking?

One thing is certain. If you wish to effectively play these new MMOs with their additional layers of complexity, then you will need to invest a substantial amount of time not only to progress through the actual game, but to track and master the various systems and variables that can impact upon your experience. You must also cultivate a mindset that accepts that external factors beyond your control will impact upon your time in-game. You may lose valuable resources, or your avatar may even die, effectively mitigating the time and effort you’ve spent. And therein lies the rub. Although on paper I find a lot of the complex parameters featured in these upcoming MMOs interesting, I wouldn’t choose to endure them. A decade ago I had the time and the dedication to invest in MMOs. I do not now and certainly wouldn’t choose to play a game with such a specific rule set. I play for amusement and leisure, not competition and bragging rights (as some seem to define gaming by). I simply don’t want a game that becomes a “job”.

What remains to be seen is whether these new MMOs with their complex and punitive rule set, find a sufficiently big enough player base to sustain themselves financially. I believe that there are gamers out there that will embrace such an approach and we’ve seen successful games of this nature in the past. It simply comes down to whether there is a viable market or not. I suspect that not all of these titles such as Chronicles of Elyria, Pantheon: Rise of The Fallen, Crowfall and Ashes of Creation will survive. When looking back at early MMOs, we must not overlook the context of the era that spawned them. Many factors such as internet connection speed, graphics quality, server technology shaped their design. Gaming itself was also not so common place an activity and pitching to a player base then, was radically different from the market we see today. So, I think that possibly only a few of these new titles will be commercially successful and the others will end up as interesting but ultimately failed experiments. As ever time will tell.

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Looking For a Bargain in ESO

My recent return to The Elder Scrolls Online has been an enjoyable experience. Like STO, it has taken three attempts for the game to chime with me but this time round, everything has fallen into place. I have managed to install just the right number of add-ons to enhance my experience. I’ve also discovered a class which suits my play style and am currently pursuing a specific build. The quest stories are well written and involving which means I don’t feel like I’m simply undertaking arbitrary tasks for XP. Overall ESO seems to be in a much better place than it was upon its launch in early 2014. Because my progress through the game is going well, I’m considering my options with regard to DLC. I bought the digital collector’s upgrade edition of the Morrowind expansion for £17.99 which is a competitive price. However, I’m interested in the Dark Brotherhood story line because I enjoyed it in Skyrim, so I’ve been trying to find a similar bargain.

My recent return to The Elder Scrolls Online has been an enjoyable experience. Like STO, it has taken three attempts for the game to chime with me but this time round, everything has fallen into place. I have managed to install just the right number of add-ons to enhance my experience. I’ve also discovered a class which suits my play style and am currently pursuing a specific build. The quest stories are well written and involving which means I don’t feel like I’m simply undertaking arbitrary tasks for XP. Overall ESO seems to be in a much better place than it was upon its launch in early 2014. Because my progress through the game is going well, I’m considering my options with regard to DLC. I bought the digital collector’s upgrade edition of the Morrowind expansion for £17.99 which is a competitive price. However, I’m interested in the Dark Brotherhood story line because I enjoyed it in Skyrim, so I’ve been trying to find a similar bargain.

At present, ZeniMax have a deal on the Guilds and Glory Mega Pack DLC in the Crown store. This contains Dark Brotherhood, Imperial City, Orsinium and the Thieves Guild and costs 5,500 Crowns (£29.99). At first glance this looks like an adequate discount as individual DLC usually costs between 2,000 and 4,500 Crowns. However, if you shop around and check some of the game key websites, you can find the Gold Edition of ESO, which contains the base game and the above four DLC for £16.06 which is nearly half the price. This naturally is a better option for both an existing or a new player. The latter get’s the benefits of a 500 Crowns, although that won’t buy much at present prices. Then of course there is the option to buy neither of these “bundles” and to subscribed to ESO Plus which will unlock all current DLC. However, access to all new content is dependent on remaining a ESO Plus member, which doesn’t suit everyone.

Furthermore, it would appear that pre-paid subscription cards for ESO have been withdrawn since the changes in the games business model in 2015. There may still be some residual stock in circulation, although whether they still work or not remains to be seen. In the US Gamestop sell six-month ESO Plus time cards that come with a crate allowance. These are purchased online and provide a redeemable code. These are not however available in Europe. Therefore, I’d advise caution to anyone searching through the third-party websites that sell CD keys and game consumables. Ensure that any pre-paid cards are not those for older versions of ESO. Unless the product directly references ESO Plus, then the cards in question are more than likely obsolete.

As ESO is a buy-to-play game, the selling of additional DLC, expansions and cosmetics is the primary source of revenue. ESO Plus offers a further line of capital, although have no data as to how popular the subscription is. Therefore, it is logical that the developers ZeniMax will endeavour to control prices of all their products. Naturally there are sales and discounts to be had from time-to -time, to encourage player spending. But beyond these there is not a lot of scope to obtain a “bargain” for ESO, outside of official channels. Apart from seeking a deal on the Gold or Imperial Editions of the base game, along with the Morrowind Expansion, players are at the mercy of the in-game store prices. However, I do not find the existing business model for ESO to be too egregious and I’m certainly getting a lot value from my initial expenditure at the moment. So, for the present, the cost of playing ESO is seems equitable. Let’s hope it remains that way.

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Gaming, Streaming, Twitch TV Roger Edwards Gaming, Streaming, Twitch TV Roger Edwards

Twitch.tv

Until recently I’ve been somewhat sceptical of Twitch. I’ve tried in the past to find both content and personalities that chime with me but have seldom had much success. Sadly, all too often I find the humour and general banter of some streamers to be not to my liking. Then there is the issue of channel monetisation. I appreciate that streaming is a business for some and that there is a requirement to attract subscribers and encourage donations, but I do feel that it’s not always approached in an appropriate fashion. Twitch and streaming culture is often aimed towards the younger viewer. Being of an older age group, the light and casual approach to presentation and interaction is not always to my taste. However, I have now managed to find some streamers who are more to my liking and have subsequently reviewed my opinion on the medium.

Until recently I’ve been somewhat sceptical of Twitch. I’ve tried in the past to find both content and personalities that chime with me but have seldom had much success. Sadly, all too often I find the humour and general banter of some streamers to be not to my liking. Then there is the issue of channel monetisation. I appreciate that streaming is a business for some and that there is a requirement to attract subscribers and encourage donations, but I do feel that it’s not always approached in an appropriate fashion. Twitch and streaming culture is often aimed towards the younger viewer. Being of an older age group, the light and casual approach to presentation and interaction is not always to my taste. However, I have now managed to find some streamers who are more to my liking and have subsequently reviewed my opinion on the medium.

For me, Twitch is as much about the audience viewing as it is about the individual streaming. Part of the attraction of the platform is the scope for interaction between streamer and viewers. I find that streams that attract substantial audiences lose this quality quite quickly. The text chat scrolls up at a prodigious rate and the moderators will often struggle to separate appropriate questions and banter from general shenanigans and trolling. I also find that some of the commercial streams and official channels of known corporations to be as bland and as hollow as mainstream television. However, a when you put an entertaining and gregarious streamer together with a small but enthused audience, you’ll often be rewarded with a very enjoyable two-way conversation.

Fortunately, my concerns over being able to find suitable content and streamers has benefitted recently by Twitch adding a “communities” option to their browse feature. In the past you had to search for material you like by game only. The addition of this button (although it is still in beta) means that it is easier to track down streamers with similar interests and aspirations. At present is somewhat rough and ready, lacking somewhat in variety. However, there are some promising categories such as tabletop, painting and fitness. It is reassuring to see this side of Twitch, which for to long seems to have been dominated my core gamers, focused on achievement, speed runs and competitive gaming. If handled properly, there is scope for it to become a much broader media platform, which is possibly what its owner, Amazon is considering.

Finally, it would be remiss of me not to mention the Twitch community that I’ve recently discovered. The Moogle’s Pom Tavern is a collective of streamers “who focus on chill streams where we share positivity and of course, video games”, to quote their website. What I like the most about this friendly group, is their upbeat and laid-back perspective on gaming. It all done for fun, rather than any other motivation. The streams are engaging, with a lot of banter. You soon get to know everyone and it’s very much like a social evening down the pub with mates. A lot of the participant do other creative projects, so they’re an invaluable source of information as well. Overall, it’s a great place to hang out, away from the some of the more brash and bellicose aspects of Twitch. So, if you feel so inclined, do checkout their schedule and come along and have a chat. It may make you revise your opinion on streaming, as it did with me.

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Guilds, Kinships and Fleets

I’ve been in the same LOTRO kinship (a.k.a. guild) since 2009. It’s relatively small in size, made up of a core group of about 20 players and their various alts. Everyone knows each other, and we all get along. There’s a broad spectrum of members from across the UK and Europe and the average age is about 35 plus. We’ve had some drama in the past from a few individuals, but they’ve either left or stopped playing. I don’t recollect there ever being an occasion when someone was. After ten years the kinship is at a point where it just ticks over without any major problems. There are events and activities for those who wish to participate, or if you prefer to simply potter about Middle-earth, then you’ll be left to do so. In the past we’ve had our own kinship website and forums, along with TeamSpeak server and other external support facilities. Bu all of these have fallen by the wayside as the Kinship has evolved. We now just focus on playing the game. Overall, the kinship is a friendly bunch and a good fit for my casual style of gameplay, which is why I’ve remained a member for nine years.

I’ve been in the same LOTRO kinship (a.k.a. guild) since 2009. It’s relatively small in size, made up of a core group of about 20 players and their various alts. Everyone knows each other, and we all get along. There’s a broad spectrum of members from across the UK and Europe and the average age is about 35 plus. We’ve had some drama in the past from a few individuals, but they’ve either left or stopped playing. I don’t recollect there ever being an occasion when someone was. After ten years the kinship is at a point where it just ticks over without any major problems. There are events and activities for those who wish to participate, or if you prefer to simply potter about Middle-earth, then you’ll be left to do so. In the past we’ve had our own kinship website and forums, along with TeamSpeak server and other external support facilities. Bu all of these have fallen by the wayside as the Kinship has evolved. We now just focus on playing the game. Overall, the kinship is a friendly bunch and a good fit for my casual style of gameplay, which is why I’ve remained a member for nine years.

LOTRO was my first MMO and when I started playing in 2008, co-operative play was the key to progression. Much of the games content was not solo friendly, therefore joining a kinship would at that point, greatly enhance a player’s experience. However, over time things have changed. Not just for LOTRO but for many other games from the MMO genre. Despite having played Guild Wars 2, The Secret World, Rift and SWTOR, I’ve never joined a guild for any of these games. There was (and remains for me) no compelling reason to do so. When I started playing LOTRO, part of the charm of the game and indeed the genre, was the social aspect. For me the notion of playing online with others was still a novel experience. However, as newer MMOs emerged, I found that I was more concerned with their gameplay and narrative, rather than cultivating new friendships. Furthermore, due to the increase in casual gaming, more recent MMOs are far more casual friendly.

There are always exceptions to the rules, though. The Fleet system in Star Trek Online offers a wealth of benefits and a player is potentially limiting their options if they do not join one. Fleet holdings such as the Starbases and dilithium mines are maintained by players contributing resources. Once holdings reach optimal capacity, they can provide gear, weapons and consumables, all of which are of a superior quality to that from standard vendors. It’s a relatively similar situation in The Elder Scrolls Online. Being in a guild allows access to quality crafted items which are not so readily available elsewhere. Hence in both these games I have joined guilds, simply to gain access to these facilities. In STO I am a member of REDdit Alert Fleet and although they are a friendly bunch, I am not socially active within it. I maintain a level of civility and ensure I contribute to the fleet projects but beyond that I tend to keep myself to myself and pursue my own goals within the game.

Playing any MMO successfully requires a substantial investment of time. The same can be said about joining a guild. A guild is more than just a collective designed to facilitate group content. It is often a closely knit social group in which members become firm friends, get to know each other and provide mutual support. They can become very intimate environments, sometimes doubling as group therapy or a virtual pub in which players can blow off steam after a tough day at work. For me, my best experience in a guild coincided with my best experience with an MMO. It was during a two-year period of my life in which I had the time and inclination to dedicate to both a leisure activity and a social group. It was a time that I enjoyed immensely. Now, although I like the social aspects of guilds in STO and ESO, they are mainly a means to an end. However, if I ever get nostalgic, all I have to do is return to my LOTRO kinship to be reminded of prior good times.

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Gaming, MMORPG, Star Trek Online, Game Economies Roger Edwards Gaming, MMORPG, Star Trek Online, Game Economies Roger Edwards

Star Trek Online: New Ships, Old Prices

Yesterday saw a lot of new content come to Star Trek Online. First off, we saw the start of the eighth anniversary event and the opportunity to earn a Bajoran Interceptor. There’s also a new featured episode; Scylla and Charybdis which further explores the Tzenkethi story line. And then there’s the release of the new Discovery lock box, which ties STO into the new Star Trek: Discovery television show. New lock boxes, means new ships. This time round there’s an opportunity to win a Tier 6 Crossfield-class Science Vanguard which boasts a formidable array of stats. Judging by the discussion on the official STO subreddit, the new vessel seems to have been very well received by the player community. The universal console, Mycelium Ambush, when activated temporarily disables ships weapons and transports the vessel forward. It then releases an energy pulse, impeding the engines of nearby enemy vessels while enhancing your own starship's weapons. After a few seconds, multiple torpedoes are launched, and your starship's weapons are disabled again in order to transport back to the original position.

Yesterday saw a lot of new content come to Star Trek Online. First off, we saw the start of the eighth anniversary event and the opportunity to earn a Bajoran Interceptor. There’s also a new featured episode; Scylla and Charybdis which further explores the Tzenkethi story line. And then there’s the release of the new Discovery lock box, which ties STO into the new Star Trek: Discovery television show. New lock boxes, means new ships. This time round there’s an opportunity to win a Tier 6 Crossfield-class Science Vanguard which boasts a formidable array of stats. Judging by the discussion on the official STO subreddit, the new vessel seems to have been very well received by the player community. The universal console, Mycelium Ambush, when activated temporarily disables ships weapons and transports the vessel forward. It then releases an energy pulse, impeding the engines of nearby enemy vessels while enhancing your own starship's weapons. After a few seconds, multiple torpedoes are launched, and your starship's weapons are disabled again in order to transport back to the original position.

Now considering that the new Discovery lock boxes have only been available for 24 hours, it would appear that many players have been stockpiling keys in preparation for its launch. Subsequently, despite being a rare drop many players have acquired the new Crossfield-class Science Vanguard and they are readily available on the exchange. The price is currently around 620 million energy credits, which is a tidy sum. The ship has also turned up for sale on third party websites available for sale at $125. Furthermore, the arrival of new ships has not depressed the prices of older vessels. Both Kelvin timeline ships are still holding steady at 260 million energy credit and the jewel in the crown of STO, the Tier 6 Constitution class Cruiser remians over 1.5 billion energy credits. So far, the economy adjustment that was anticipated by the introduction of the re-engineering system has yet to happen, although it is still only early days.

The problems STO faces with its in-game economy are really no different from many other MMOs. Frequently, the accumulation of wealth becomes a meta game in its own right. LOTRO has a similarly skewed game economy with everyday items that can be easily gathered, priced extremely high. This is not through supply and demand, but simply because such prices can be charged and paid for. Because gold is simply created in MMOs, rather than linked to any other sort of economic resource to base its levels, it doesn’t take long for hyperinflation to occur. Hyperinflation is detrimental to new and returning players. It can often lead to the auction service becoming the exclusive province of the virtually super rich. Hence we see the introduction of money sinks to try and remove surplus capital from games. These may be auction house fees, non-craftable consumables or housing fees. However money sinks seldom return a game’s economy back to a state of normality.

Cryptic have adjusted the in-game economy of STO several times over the last eight years. It is now far harder to earn energy credits, the games primary currency, than it was four years ago However, the damage is already done and there’s an immense amount of currency in circulation, often stockpiled by power players. The game’s crafting and upgrade system is also a contributory factor to hyperinflation. Until recently, if you craft and upgrade a ships weapon for example, there has been no control over which modifiers are added to it. Hence players would sell on items that didn’t meet their expectations. These items then flood the in-game auction house at inflated prices, as players seek gear with the attributes they require.  The new re-engineering system is supposed to make obtaining the modifiers that you desire easier. It will allegedly level the playing field and make players less reliant on crafted items for sale on the exchange. Cryptic hope that this system will ultimately depress prices and eventually lead to less superfluous items entering the game’s financial ecosystem.

MMO economies are strange and esoteric beasts. Despite external factors created by developers, designed to slow and divert wealth creation, it is frequently impossible to slow player progression and dampen their enthusiasm.  MMO gamers often rise to the occasion and embrace grind rather than capitulate to it. I suspect that it will take a considerable amount of time before we see any major change in the STO economy. Furthermore, the re-engineering system may well remove the surplus of crated items on the exchange, but I cannot see it impacting upon the prices of rare Tier 6 vessels. If someone is prepared to pay 1.5 billion energy credits for the latest and rarest of ships then the prices will remain as they are. The only other alternative is to make such items bound which would then incur a new set of problems, along with a great deal of player outrage. So for the meantime it is simply a question of watching and waiting to see in what direction the STO market goes.

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Alik’r Desert Dolmen Farming

Back in 2014 when I was still regularly playing Guild Wars 2 a popular way to level up quickly, as well as grind various rewards, was to join the Queensdale Champion Train. The region was home to multiple Champion level bosses and groups would farm these for hours on end. On arriving in Queensdale, if you wished to join the “train” and farm the various bosses, it was customary to ask “choo choo” in zone chat. You’d then be informed where the “zerg” was and you could catch up with it accordingly. Such are the quaint and esoteric customs associated with the MMO genre. The Queensdale Champion Train eventually got nerfed by ArenaNet and the bosses downgraded, so that it ceased being a viable undertaking. The reason I mention this is because I recently discovered a very similar set up in The Elder Scrolls online. Namely Alik’r Desert Dolmen Farming.

Back in 2014 when I was still regularly playing Guild Wars 2 a popular way to level up quickly, as well as grind various rewards, was to join the Queensdale Champion Train. The region was home to multiple Champion level bosses and groups would farm these for hours on end. On arriving in Queensdale, if you wished to join the “train” and farm the various bosses, it was customary to ask “choo choo” in zone chat. You’d then be informed where the “zerg” was and you could catch up with it accordingly. Such are the quaint and esoteric customs associated with the MMO genre. The Queensdale Champion Train eventually got nerfed by ArenaNet and the bosses downgraded, so that it ceased being a viable undertaking. The reason I mention this is because I recently discovered a very similar set up in The Elder Scrolls online. Namely Alik’r Desert Dolmen Farming.

For those who don’t know, here is a brief explanation of how this player driven event works. Dark Anchors or Dolmens are specific places where the forces of Molag Bal set an "anchor" point to pull Tamriel into Coldharbour. Each zone has 3 Dolmens (except Cyrodiil). The Dark Anchors are activated when fanatical cultists spawn around the Dolmen and begin incantations to open them. Once active these become world events. You can see the effects and hear the incantations from far away, and a horn will sound when the portal is opened. Evil forces then mount an incursion which has to be repelled. Once the event has finished and the Dark Anchors closed, a chest spawns with various rewards. Naturally Dolmens can be used as a means to gain XP quickly and level up.

The reason the Alik’r Desert is popular for Dolmen farming is because there are wayshrines (quick travel teleporters) conveniently close to each location. The Aswala Stables Wayshrine is near to the Hollow Waste Dolmen, Goat's Head Oasis Wayshrine is well placed for the Myrkwasa Dolmen and Shrikes Aerie Wayshrine is at the foot of the hill of the Tigonus Dolmen. Furthermore, the Dolmen respawn quickly in this region and it is not to difficult to complete each and swiftly travel to the next. As with Guild Wars 2, if you enquire in zone chat, you can ascertain where the current “zerg” is. If you type “+ Dolmen” in chat you can potentially join any group farming in the area. Grouping increases XP gain by 10% and also shows the location of the group leader on the map.

I have spent some time recently farming Dolmen in this fashion and it certainly does allow you to level quite quickly. Because content scales in ESO, it’s not as if you out level the regular story quests in the game. Naturally some purist players will pooh-pooh this play style. There’s also the possibility that ZeniMax might nerf this situation in the future if they choose to. One of the reasons ArenaNet nerfed the Champion farming in Guild Wars 2 was because they felt that the “zerg” disrupted new players in what was essentially a low-level area. Whether a similar situation occurs in ESO remains to be seen. In the meantime, I’m going to “make hay while the suns shines” and continue to supplement my regular progression through ESO with such Dolmen farming.

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Gaming, Co-op Gaming, Dauntless Roger Edwards Gaming, Co-op Gaming, Dauntless Roger Edwards

Beta Testing Dauntless

Dauntless is a game based on reading the signs and reacting quickly. If you prefer to simply mash buttons then you’ll find yourself on a hiding to nothing. This co-operative fantasy-based RPG is set in a time when cataclysmic event has torn the world apart, releasing gigantic beasts that prey on the surviving humans. Players take on the role of Slayers who hunt these Behemoths, collecting loot that they use to craft and upgrade weapons. When hunting, the game plays as a third-person action game with players using a combo system to attack, while monitoring their own health and stamina gauge. Such hunts can take upwards of twenty minutes of in-game time to complete. The game can be played both as single player or co-operatively with up to four people. If your team works collaboratively, has the right gear and is au fait with reading the Behemoths body language, then Dauntless is an immensely enjoyable endeavour.

Dauntless is a game based on reading the signs and reacting quickly. If you prefer to simply mash buttons then you’ll find yourself on a hiding to nothing. This co-operative fantasy-based RPG is set in a time when cataclysmic event has torn the world apart, releasing gigantic beasts that prey on the surviving humans. Players take on the role of Slayers who hunt these Behemoths, collecting loot that they use to craft and upgrade weapons. When hunting, the game plays as a third-person action game with players using a combo system to attack, while monitoring their own health and stamina gauge. Such hunts can take upwards of twenty minutes of in-game time to complete. The game can be played both as single player or co-operatively with up to four people. If your team works collaboratively, has the right gear and is au fait with reading the Behemoths body language, then Dauntless is an immensely enjoyable endeavour.

Dauntless is currently in beta and is still a work in progress. However, it is regularly updated and the version that I played this afternoon is by far the most complete game experience I’ve had so far. It still lacks things like a mini map but the developers, Phoenix Labs, have certainly been busy focusing on the nuts and bolts of the game, such a weapon damage and the various combination moves. I also feel that there’s a more tangible difference between the various weapon types. They’re becoming more distinctive with their special second attacks, and making a choice now seems less arbitrary. The Chain Blades with their evasive grapple and teleport-dash are now a good choice for players who don’t favour such a full-on melee style of combat. There are potions and other boosts to craft which you can utilise to your tactical advantage. However, Dauntless does not have the excessive intricacies of other games of this genre.

Obviously, since it was announced Dauntless has been constantly compared to Monster Hunter: World. However as ever with games, this is was a classic apple versus orange scenario. Dauntless is easier to solo, for one thing, though the developer is still working on the best way to optimise the single player experience. I believe there was an experiment with bots in the closed alpha but it proved unpopular. As it stands in the current iteration of the game Dauntless scales according to group size. There are also certain weapons that are more effective against specific Behemoths. Yet conversely, there are no support only weapons and success in the game is no dependent solely on having a balanced team. Dauntless takes a flexible approach to consumables which are mainly focused on AOE heals, buffs and debuffs rather than the precise use of special ammunition or traps. There is also no risk of friendly fire.

At present Dauntless does not feature an enthralling storyline. What’s in place is functional and serves a purpose, guiding the player to the appropriate quests. The only major decision the story offers in this build is what faction to join. But I don’t see narrative being a primary selling point for Dauntless. This is a game about going head-to-head with beats with nasty sharp pointy teeth. The Behemoths are the stars of the game, particularly the Shrike, which conjures up the memory of Ori and the Blind Forest. The minimalist art style actually suits the needs of the game and the procedurally generate landscapes are also creative. Usually the fantasy genre is flamboyant in its use of colour but Dauntless favour a very organic use of pastel shades. There is one trade off when using procedurally generated environment and that is it negates any facility to explore, beyond simply doing so to gather.

As a F2P game, Phoenix Labs has to find an appropriate means to monetise Dauntless. Since the Star Wars: Battlefront II debacle, the developers have decided to remove loot boxes from the game Phoenix Labs said that this isn’t “entirely reactive” to the recent turn against the free-to-play system but admit they’re “not deaf” to the backlash. Across the industry, developers and organisations like PEGI, the FTC, and the UK Gambling Commission, are being asked to take a stand for or against loot boxes. Phoenix Labs have indicated they wish to follow a model similar to Warframe and Path of Exiles “where you choose the things that you're purchasing.” The developers describe this approach as “a lot more player-first.” Obviously, it is prudent to reserve judgement until the final release of the game, which should be later this year. However, so far developers Phoenix Labs do seem to be responding to their players needs in an equitable manner.

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Gaming, MMORPG, Business Models, Subscriptions, F2P, Hybrid Roger Edwards Gaming, MMORPG, Business Models, Subscriptions, F2P, Hybrid Roger Edwards

Video Games and Business Models

A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.

A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.

Early MMOs often lacked clearly delineated quests and quest hubs per se, relying upon players to figure out many of the logistical requirements to level themselves. This open world, sandbox approach along with a lack of hand holding meant that players had to be patient and prepared to invest time when playing. Increased popularity led to an influx of new players who weren’t necessarily as disposed to participate under such parameters. Hence the MMO became, for better or for worse, more casual friendly and progressing through content became more streamlined and procedural. As a result, developers soon found that some players would voraciously consume content and that new material could not be created to meet demand. Suddenly the subscription business model proved to be an Achilles Heel for the industry, as players with nothing to do unsubscribe.

Is this the only reason for the demise of the subscription business model? Over at the MMO Bro it is viewed with a distinct lack of nostalgia.  They even argue that it perpetuated grind in game design. Yet grind is often present in all games of this genre regardless of the business model because developers simply cannot produce content fast enough. The example of WoW cited in the post may be true, but it isn’t necessarily applicable to other games. I have revisited my notes and blog posts from the days when LOTRO, STO and SWTOR were subscription games and they didn’t strike me as excessively grindy at the time. The amount of content available in an MMO is also dependent on your point of entry into a game. I have recently started playing ESO again, and there is plenty of material for me to explore. However, if you have been playing continuously since launch, then that may not be the case.

As for the “spit in the face of loyalty” allegation, it’s sadly no different from other subscription services and is frankly a reality of life, regardless of moral rectitude. If you stop paying for Netflix, then you cease to have access to the service. People don’t quibble about this, so what makes MMOs so different? The F2P business model theoretically allows you to technically keep playing a game after you cease paying, but often the reduction of service will hobble the player. It also depends on the game and their particular approach. Although I agree that customer loyalty should count for something, we live in a world where more often than not is doesn’t, so complaining about it in these circumstances seems somewhat illogical. I also think that the argument that subscribing to an MMO locks you in, thus reducing the likelihood of you trying other titles is purely subjective. I cannot effectively play more than three MMOs simultaneously and frankly the notion of a subscription focusing me on a single title is possibly a good thing, due to the good old “sunk cost” fallacy.

I have never seen the purpose of a subscription or any particular business model to provide customers with a level playing field. I consider it merely as a fee to access content. The whole level playing field concept was born from a time when MMOs were niche market products and more imbued with the egalitarian motives of some of their developers. This philosophy is often incompatible with business needs. Furthermore, I come from a generation that bought products and considered a sense of ownership to be important. However, times change whether we like them or not, and now the notion of selling a product to the customer just once and not receiving any additional revenue is no longer favoured. Hence we face the age of “everything as a service” with add-ons and upgrades to suit your needs. But there are consequences to changing your approach to business. The subscription business model discouraged transient players or those who only wish to troll and disrupt. Removing barriers may increase revenue but can impact upon the quality of a player base and community. F2P viewed from certain perspectives can be compared to removing security from the night club door.

I believe the main reason the subscription model was replaced wasn’t due to any ethical, moral or philosophical failings. It was simply due to economics. All business models are usually conceived for the benefit of the shareholders first and the customer second. Subscriptions didn’t die due to gamers campaigning against them. The model failed due to the old conundrum of supply and demand. F2P and B2P hybrids with cash stores and optional subs with benefit, simply buy the developers more time by attracting a wider client base. One that isn’t as hardcore as some old school subscribers. Overall this is a tale of changing economics and not much else. New technology is another culprit in forcing business to radically overhaul long established practices. The digital age is slowly replacing ownership of physical items with the provision of services. Subscriptions were merely a convenient solution for the games of the time. To ascribe them any further attributes or view them with more sinister motives is possibly a mistake.

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