The Tedium of April Fool's Day
Many of the traditions that we maintain as a society, started off with honest intentions. Such things as public holidays, religious observance or the simple celebration of a particular group or ideal are prime examples. Inevitably the meaning of these traditions becomes diluted over time and they more often than not become exercises in marketing or tedious institutions perpetuated by those with a specific agenda. For me April Fool's Day is the embodiment of this concept. An exquisitely unfunny ritual that is inflicted upon us by those who don't realise (or care) that the activity is totally arbitrary. I hate the concept of organised fun. And that it’s something to be martialled and stage managed by self-appointed arbiters. Furthermore, I despise the accompanying mindset that if you somehow don't enjoy yourself, or wish to participate in the ensuing charade, you are somehow lacking or a "killjoy". Both concepts are flawed and morally oppressive. For me fun is something that occurs organically, and its dynamic nature eschews control and shepherding. It should not be at someone else’s expense either.
The Next Big Thing
I was chatting with a few fellow gamers recently and was asked if I had pre-ordered any new up and coming titles, such as The Crew 2 and Anthem. They seemed surprised when I responded "no". I subsequently explained that I had reached a stage in my life where I was beginning to tire of hype, false expectations, the continual internet chatter and the crap that accompanies being an early adopter. I think that the whole Star Wars: Battlefront II debacle pretty much put it all into perspective for me and I just don't see the point in going through all that again. Then the subject of early access and soft launches came up and I similarly pointed out that I wouldn’t be jumping on the Sea of Thieves bandwagon either. I like to buy a game when it’s finished and therefore get an entire product. I don’t have to be part of the crowd that’s playing any game on day one of launch.
Let the Gamer Beware
Gaming is a very interesting and unique industry. It has evolved a great deal over the last three decades and now deals in virtual products. It’s a far cry from traditional notions of business. Yet despite its modern trappings it is still driven by the same processes and imperatives of any other sector. Therefore, should a customer really treat it any differently? The reason I ask is because it seems to me that gamers have a very different relationship with their respective vendors, compared to other groups of consumers. It is a relationship that I believe to be somewhat skewed and therefore detrimental to both parties.
007 Legends
It's a curious thing that some of the most popular movie, TV and book franchises end up being made into the most tedious games. 007 Legends (released 2012) falls squarely into this category. It is woefully uninspired and lacking in any real substance. The previous game in the franchise, James Bond 007: Blood Stone released in 2010, was far from a masterpiece, but shines compared to the ineptitude of 007 Legends. Developers Eurocom seemed to have completely misjudged what it is about this particular intellectual property that the public enjoy. The results are a bastard hybrid FPS with just a thin veneer of 007 added to the proceedings. Curiously enough, this was the last game that Eurocom made before going out of business. Subsequently, 007 Legends has vanished from shelves and has been withdrawn from Steam. However, I still have a “hard” copy for the PC.
A Question of Time and Patience
Every couple of days or so, I log into Dauntless and spend an hour or two hunting beasties. I really enjoy the monster hunting but certainly feel that the quests, crafting and the general ancillary mechanics of the game still need working on. From what I can see the EU server appears to be pretty busy and there are certainly a lot of players in the main quest hub area. Yet despite this, I struggle at times in finding a group. It’s not that other player aren’t available. It’s that they seem unable to endure the five minutes it takes to form a four-man team. Often other players will join the group and immediately indicate that they’re good to go. However, I like to wait to see if we can get at least three players out of four, to improve the odds of combat going well. And it is this short period of waiting that seems to be a massive stumbling block for some. Hence it is all too common that some players will disappear within seconds of joining, if the game is not launched immediately.
Gold!
I shall be using the term “Gold” in this post for two reasons. First off, it’s a catch-all, generic phrase that encompasses the primary currency used in most MMOs (irrespective of whether it really is called gold or not). Secondly, it means I can gratuitously crow bar Spandau Ballet references into the proceedings if I see fit. Moving on, I currently have four traditional MMOs installed on my PC, all of which have a main currency that is earned through completing quests and the vendoring of loot. Some of these games make the acquisition of gold relatively easy and others do not. Furthermore, like real life, there are rich and poor players in any MMO and usually for the same reasons. IE Investment of time, at which point you enter the economy, fiscal prudence and the old adage of money going to money. Once you’ve accumulated wealth in an MMO it’s a lot easier to maintain the flow of revenue.
The Power of Nostalgia
Due to blog posts by Wilhelm Arcturus and Bhagpuss, I discovered that the MMORPG EverQuest has recently reached its nineteenth anniversary. That’s quite a prodigious feat, all things considered, that a genre title can endure so long. Especially when other similar titles have gone to the wall after far shorter life cycles. The games current owner, Daybreak Game Company have just launched a new progression server, proving that EverQuest is still making money and thus is worth investing in. Beyond this, I can’t comment any further specifically about this game as it’s a one I’ve never played in the past and its highly unlikely that I ever will. What I want from a game and what this one has to offer are two very different things. However, a story such as this will often instigate a debate regarding the key to a video games longevity. One of the most common explanations is nostalgia and many gamers urge to try and recapture the halcyons days of a much beloved, prior experience.
The Importance of Bots
The inclusion of AI bots in any multiplayer game is always an added bonus. Playing against bots is a great way of learning the basics of a game and practising your strategy. It also provides a welcome break from the human element of any game, which can become wearisome at times. It’s also a good insurance policy for the future, when a games popularity may have waned and finding an online game may prove difficult. Therefore, I am pleased to see this facility present in titles such as Call of Duty: Black Ops franchise, Overwatch, For Honor, and Friday the 13th: The Game. Bots are also present within the MMO genre. For example, these include your skirmish soldier in LOTRO or your away team in STO. When I played SWTOR I found that some companions were invaluable due to their role as a healer. And let us not forget combat pets. They may well be fluffy and cute or have large pointy teeth, but they’re bots no less.
LOTRO: Out of the Frying Pan, Into the Fire
Considering that the Mordor expansion for LOTRO was released on August 2nd last year, I’ve made precious little progress. I don’t like the zone for reasons I’ve mentioned in a previous blog post, yet I now find myself in a position where I need to clear through its content, so I can move on to the new regions that have become available with Update 22 – Legacy of the Necromancer. So, I decided to see if I could just get away with just completing the central Epic Story and ignoring the secondary quest lines. However, I have once again ground to a halt due to what I consider to be excessive grind. Having entered the fortress of Durthang, I found that rather than offer any sort of meaningful tactical challenge, I was instead just confronted with a series of rooms which are all densely packed with mobs. Furthermore, as the Mordor is effectively a gear check due to the additional ten levels that Standing Stone Games have added to the MMO, all mobs in Mordor have been arbitrarily adjusted. As a result, they are demonstrably harder to kill than those in the Dagorlad Waste or North Ithilien.
Has World of Warcraft's Success Been Detrimental to the MMO Genre?
With the release of Battle of Azeroth due this autumn, I’ve been reflecting upon that MMO heavyweight World of Warcraft. I am not an active player of player of the game but have an interest based more upon its industry standing. I’ve tried World of Warcraft in the past and endeavoured to cultivate an interest in it for the sake of friends and colleagues, but the reality is that I’ve simply never warmed to this particular MMORPG. I don’t especially care for the games aesthetic, have no real interest in its lore or pop culture references and there are plenty of alternative MMOs that are far more appealing to me. So, let me state clearly, that I have no major prejudice against the game; it is just a question of personal taste. The same way I like horror movies, but I don't care for those that have an excess of humour or are dependent upon jump scares. I also fully recognise why World of Warcraft is such a successful MMORPG and appreciate its numerous merit, as well as the impact it has had upon shaping the MMO genre. The game is just not for me and I am content with that.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.