Gaming, MMORPG, Video Games Lexicon Roger Edwards Gaming, MMORPG, Video Games Lexicon Roger Edwards

We Need a New Video Games Lexicon

Some video game related subjects are “hardy perennials”, to coin a gardening term. As are the blog posts, forum thread and subreddits that explore them. I read an article over at Massively Overpowered that posed the question “How essential are hardcore gamers to an MMO’s health?”. It wasn’t the actual main premise that got me thinking, but a minor side dispute that arose about the definition of a specific term. And that term was “hardcore”. It’s a phrase that’s been associated with video game culture for over two decades. Yet there is no single, immutable dictionary definition as to what this term specifically means. Which is odd for a word that is extremely commonplace in video games parlance. Because of its elastic nature it leads a lot of scope for misinterpretation when used, be it deliberately or accidentally. So I made a self indulgent comment on the original post in which I paraphrased some dialogue from the 1986 movie, Star Trek IV: The Voyage Home.

McCoy : How essential are “hardcore” gamers to an MMO’s health?

Spock : It is impossible to discuss the subject without a common frame-of-reference.

Some video game related subjects are “hardy perennials”, to coin a gardening term. As are the blog posts, forum thread and subreddits that explore them. I read an article over at Massively Overpowered that posed the question “How essential are hardcore gamers to an MMO’s health?”. It wasn’t the actual main premise that got me thinking, but a minor side dispute that arose about the definition of a specific term. And that term was “hardcore”. It’s a phrase that’s been associated with video game culture for over two decades. Yet there is no single, immutable dictionary definition as to what this term specifically means. Which is odd for a word that is extremely commonplace in video games parlance. Because of its elastic nature it leads a lot of scope for misinterpretation when used, be it deliberately or accidentally.  So I made a self indulgent comment on the original post in which I paraphrased some dialogue from the 1986 movie, Star Trek IV: The Voyage Home.

McCoy : How essential are “hardcore” gamers to an MMO’s health?

Spock : It is impossible to discuss the subject without a common frame-of-reference.

Words, semantics and languages are complex things. None of these things remain static and they all evolve over time. Words and phrases are often co-opted and adapted, leading to a situation where their very meaning varies depending upon who you’re addressing. The mosy obvious example is the word “gay” which has changed a lot in my lifetime. As have such words as “sick” or “pimp”. Slang is a particularly fluid aspect of language. Naturally gaming culture is no different. Which brings me onto the term “hardcore”. Does it mean a passionate player who dedicates a lot of time to a specific game? Or is this about the raiding community and those pursuing achievements and seek to test their skills? Alternatively, does the phrase refer to a player who sees the game and the way in which it is played within a very rigid framework? Or is it simply a player who may not technically achieve much but is a consummate fan and evangelist of the game they love? Frankly the word “hardcore” in the gaming context, could embrace all these meanings.

Which leads me neatly to my final point. The video games industry has changed greatly in the last three decades. Terms that once succinctly defined genres are now vague. Should we still even use such phrases as MMORPG anymore, or would it be better to come up with new terms to describe games that share aspects of the old definition but also have newer attributes. It is important to have a common lexicon so that the gaming community can communicate effectively and clearly. If we all use terms which have a universally accepted definition, then conversations will not get bogged down in ambiguity and unnecessary misunderstandings. Such clarity would also be beneficial for the video games industry when communicating with its customers. Sadly, the cynic in me also thinks that having such obsolete terms still in common use serves a wider business purpose. Vagueness can be used to sell a product based upon an erroneous interpretation. It can also deflect blame and legal culpability.

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Gaming, MMORPG, Gaming Ambassadors Roger Edwards Gaming, MMORPG, Gaming Ambassadors Roger Edwards

Gaming Ambassadors

Over four years ago, I wrote a blog post discussing the concept of “Digital Ambassadors” and how they can be an invaluable source of goodwill and promotion that compliments the traditional marketing departments and PR associated with leisure industries. A smart business sees the value of fans and the contribution they make in getting "the message" across. I recently sent in a question to the Massively OP Podcast which specifically raised this issue with regard to the the MMORPG community. There was a time when key bloggers and podcasters became integral to the promotion of specific games and that they became an unofficial form of community management. In my question I also suggested that this has waned due to the rise of Twitch TV and YouTube and that the personalities that arise from these platforms are free agents who tend to follow the latest trends. They are not so tied to one specific community. Justin and Bree kindly addressed my question on the show and it made for a very interesting discussion. Many of the points they raised had crossed my mind as well.

Over four years ago, I wrote a blog post discussing the concept of “Digital Ambassadors” and how they can be an invaluable source of goodwill and promotion that compliments the traditional marketing departments and PR associated with leisure industries. A smart business sees the value of fans and the contribution they make in getting "the message" across. I recently sent in a question to the Massively OP Podcast which specifically raised this issue with regard to the the MMORPG community. There was a time when key bloggers and podcasters became integral to the promotion of specific games and that they became an unofficial form of community management. In my question I also suggested that this has waned due to the rise of Twitch TV and YouTube and that the personalities that arise from these platforms are free agents who tend to follow the latest trends. They are not so tied to one specific community. Justin and Bree kindly addressed my question on the show and it made for a very interesting discussion. Many of the points they raised had crossed my mind as well.

I believe there is still a role for “Gaming Ambassadors” although the way that role presents itself has changed. In some ways, the Massively OP Podcast provides the service that some prominent game blogs or shows used to. The only difference is Justin and Bree advocate on behalf of multiple games instead of just one. But the enthusiasm and willingness to help is there and the show is happy to provide a platform for players, devs and pundits alike. There are other shows that are associated with particular games but a lot seem to have become quasi-official. Take the Priority One Podcast for STO for example. Often when gaining access to those that actually create and run a game, there is a degree of editorial compromise required. Hence some content creators find themselves as “poacher turned gamekeeper” to coin an old phrase. Editorial independence is not something to give up lightly but it is often the price of admission such inner circles. This is something that Massively OP Podcast has not done.

Fandom per se, has certainly become more mainstream over the last two decades. Conventions are now seen as lucrative, wide reaching marketing opportunities. They are no longer seen as niche nerd social activities. But I feel that the “commercialisation and commodification” of fandom has also made it more ephemeral. Yes, there still are fan sites dedicated to just one game who invest heavily in their community but the main focus is now on other platforms and “influencers”. The major difference is that contemporary internet personalities that gain traction are usually not exclusively wedded to just one community. A game will be played and its virtuals extolled until it ceases to be popular. When that occurs, it’s onto the next big thing and there’s nothing wrong with this approach. Ultimately, the games that popular YouTubers and Streamers play are secondary to their “personality”, which is often the key to their following. 

In my lifetime fandom has evolved. In the seventies, we hand crafted fanzines. We typed the content, cut it out and inserted pictures, then took them to the printers and had as many copies produced for as cheap a price as possible. Then along came the home PC and self publishing became easier and more professional. The internet then put content online and its reach became far bigger. And then along came social media and the focus changed very quickly from blogs and podcasts, to videos, streams and subreddits. And like any other leisure market, its widening reach and increasing diversity has also led to smaller, more insular communities. 

I do not doubt that there’s a specific place that’s the community focus of Black Desert Online and that in the months to come, they’ll be a similar space for the MMO New World. But I think that these communal focal points will be far more targeted than those we’ve previously seen and will be more specific to their player base, using more immediate social media platforms. They may also come and go more quickly as gamers consume and then move on. Hence I am beginning to think my nostalgic affection for the LOTRO podcast, A Casual Stroll to Mordor, is just that. The show existed and thrived within the internet and fan context of the time. And times change and that specific era I remember has gone and been replaced with something similar and different. “It is change, continuing change, inevitable change, that is the dominant factor in society today. No sensible decision can be made any longer without taking into account not only the world as it is, but the world as it will be”. Isaac Asimov.

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Gaming, Elder Scrolls Online, Update 25, MMORPG Roger Edwards Gaming, Elder Scrolls Online, Update 25, MMORPG Roger Edwards

ESO: The Problem with Update 25

ZeniMax are allegedly addressing some major performance issues with the forthcoming Update 25 for The Elder Scrolls Online. If this latest patch improves loading times, the game’s overall performance and makes updating the client faster, then it will be well received by players. However, Update 25 requires players to reinstall the entire game client due to technical reasons. Furthermore, the patch is not going to be available prior to release on Monday February 24th, so player’s cannot download the necessary files in advance. Unfortunately, as soon as the patch server comes online, all players will have to reinstall the full ESO client and wait accordingly. Considering the disparity between internet connections in the US and Europe, player experience will vary greatly. Some will download the client in hours where others will have to simply leave their PC running and wait all day. Considering the popularity of ESO and the estimated size of its player base, I wouldn’t be surprised if there are queues or connectivity issues.

ZeniMax are allegedly addressing some major performance issues with the forthcoming Update 25 for The Elder Scrolls Online. If this latest patch improves loading times, the game’s overall performance and makes updating the client faster, then it will be well received by players. However, Update 25 requires players to reinstall the entire game client due to technical reasons. Furthermore, the patch is not going to be available prior to release on Monday February 24th, so player’s cannot download the necessary files in advance. Unfortunately, as soon as the patch server comes online, all players will have to reinstall the full ESO client and wait accordingly. Considering the disparity between internet connections in the US and Europe, player experience will vary greatly. Some will download the client in hours where others will have to simply leave their PC running and wait all day. Considering the popularity of ESO and the estimated size of its player base, I wouldn’t be surprised if there are queues or connectivity issues.

At present, the game client for ESO is about 90GB. Hardly surprising, considering how much the game has grown since its launch in 2014. This is a substantial download by anyone's standards and it is worth remembering that there are still  many players that have ADSL internet connections which are throttled to a maximum speed and that come with a data cap. Simply put, reinstalling the entire game is a major headache for them. It has to be done and I’m sure most players will doggedly go about installing Update 25, while “grinning and bearing it”, as the expression goes. But for many it may mean several days on not playing while the download is undertaken in stages. There are also bound to be some players who have a particular permutation of hardware, that results in a fully reinstalled client that won’t launch for some obscure reason. And then, for those who manage to install the download without any hitch, there is the entire issue of addons and how they will inevitably be broken.

I therefore think that ZeniMax has potentially failed to grasp what a big deal totally reinstalling the game client is. Players do appreciate that the patch is ultimately beneficial to them but the logistics of installing it come with an element of risk as well as inconvenience. It may take a long time to download and install, there’s the risk of errors and there could even be financial implications if they find themselves exceeding their data cap. Hence offering a free cosmetic pet (in this case it’s a Crimson Torchbug) doesn’t really strike me as the best way to placate paying customers. Perhaps an allocation of crowns would be more tangible. At the very least I would have liked a more empathetic post on the Official ESO website. The existing one acknowledges that reinstalling the game is a pain but still happily goes along with the notion that it isn’t a big deal. Well, sorry to contradict you ZeniMax but it is.

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Gaming, MMORPG, Star Trek Online, Keeping Busy Roger Edwards Gaming, MMORPG, Star Trek Online, Keeping Busy Roger Edwards

Star Trek Online: Keeping Busy

Although the 10th anniversary event is still ongoing in Star Trek Online, the overall excitement seems to be ebbing. I have played the new two part Feature Episode and it is indeed a thoroughly enjoyable fan service. Cryptic hit exactly the right tone with this story and it has re-invigorated my enthusiasm for the Star Trek franchise as a whole. I have managed to organise things so that I can complete the Omega Molecule Stabilisation anniversary event early each morning. This way I can complete this quick 15 minute task before I leave the house. I’m hoping to be able to claim the new ship early next week. However, overall I have little to do in the game at present. I did some housekeeping and deleted some unused alts, after asset stripping them of anything of note. I also cleaned up my personal bank and either “salvaged” or sold numerous items that weren’t currently being used. I have placed all my Tier 5U ships into Dry Dock and rationalised my active Tier 6 vessels. I am now setting myself some minor goals, as a means of keeping busy, until further new content is released.

Although the 10th anniversary event is still ongoing in Star Trek Online, the overall excitement seems to be ebbing. I have played the new two part Feature Episode and it is indeed a thoroughly enjoyable fan service. Cryptic hit exactly the right tone with this story and it has re-invigorated my enthusiasm for the Star Trek franchise as a whole. I have managed to organise things so that I can complete the Omega Molecule Stabilisation anniversary event early each morning. This way I can complete this quick 15 minute task before I leave the house. I’m hoping to be able to claim the new ship early next week. However, overall I have little to do in the game at present. I did some housekeeping and deleted some unused alts, after asset stripping them of anything of note. I also cleaned up my personal bank and either “salvaged” or sold numerous items that weren’t currently being used. I have placed all my Tier 5U ships into Dry Dock and rationalised my active Tier 6 vessels. I am now setting myself some minor goals, as a means of keeping busy, until further new content is released.

Whilst organising my ships, I noticed that several had not reached full Starship Mastery. This is a simple five tier experience system for each individual T5U/T6 ship. Each level unlocks a trait relevant to that ship and full mastery offers a unique starship trait which can then be slotted regardless of what ship you are using. Some ships have especially desirable top tier traits. So I’ve been rotating through a variety of vessels and taking part in various Task Force Operations and Battlezones to gain the necessary mastery XP. It is worth doing some research beforehand as some of these activities offer more XP than others and there are a few that offer no XP at all. One of the benefits of alternating between a wide variety of vessels in a short period of time, is that you quickly get a feel for their respective strengths and weaknesses. It is also a great way of determining what suits your play style and then deciding what would be your best choice in the long run.

Something else that I’m doing to keep busy, is completing various Duty Officer Assignment Chains, although it is not exactly “enthralling”. I’ve never really been that invested in the entire Duty Officer sub-game in STO and have only done what is immediately available to me. As I’m by default usually hanging out at Earth Spacedock, I have run mainly the assignments that are presented there or at Starfleet Academy. Over time I have achieved Rank 4 in all commendation categories but have ignored the assignment chains associated with Sector Space. Hence, I am currently rotating between the Delta Volanis Cluster, the Eridan Belt and the Khazan Cluster. Once these are complete I’ll just progress through the others assignment nodes in each Sector. It does provide a useful alternative means to earn further Dilithium and bespoke Duty Officers.

After having watched a few YouTube videos, I’ve been replaying selected missions to earn various items that are still deemed to be of benefit. Over the last decade a lot of gear sets have fallen out of favour as the prevailing optimal combat meta has moved on. Several years ago, Antiproton weapons were “king”, but once the Embassy Consoles that enhanced them were nerfed, they were quickly superseded as the go to weapon of choice. I personally always like to use Phaser weapons with my Federation ships, so I tend to just find a practical build that enhances their use. I do not have the best traits and gear as much of these are tied to specific ships that can only be obtained from lootboxes. So I use my common sense and work with what I can obtain from the Reputation System and Fleet Resources. It can be fun to try different permutations of equipment and as I’m between major projects at present, this is a good time for a little experimentation. Hopefully, these relatively low key activities can keep me busy and engaged with STO for the immediate future.

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The Problem with Raiding

The subject of raiding in MMOs raised its head once again over at Massively Overpowered. It would appear that ArenaNet have been looking into the current raiding content in Guild Wars 2 and found that it is only undertaken by a relatively small percentage of the playerbase. Hence they are currently looking at producing some sort of intermediary content to encourage “endgamers” who have completed all the PVE material, to work towards raiding. Whether they are successful remains to be seen but it does show once again that raiding is not a universal pastime in the MMO genre. I remember Turbine making a similar statement to this effect, back when they were developing The Lord of the Rings Online. But this post is not intended as a discussion about the validity of raiding or any of the traditional debates associated with it. I think raiding has a place in the genre. What I want to do is state the reasons why it is not something I actively do anymore. I suspect my experience is not unique.

The subject of raiding in MMOs raised its head once again over at Massively Overpowered. It would appear that ArenaNet have been looking into the current raiding content in Guild Wars 2 and found that it is only undertaken by a relatively small percentage of the playerbase. Hence they are currently looking at producing some sort of intermediary content to encourage “endgamers” who have completed all the PVE material, to work towards raiding. Whether they are successful remains to be seen but it does show once again that raiding is not a universal pastime in the MMO genre. I remember Turbine making a similar statement to this effect, back when they were developing The Lord of the Rings Online. But this post is not intended as a discussion about the validity of raiding or any of the traditional debates associated with it. I think raiding has a place in the genre. What I want to do is state the reasons why it is not something I actively do anymore. I suspect my experience is not unique.

Time: I have in the past done a degree of raiding in LOTRO. This was during a period of my life when I was living alone, worked from home and had the time necessary to undertake this aspect of MMO gaming. Time is a key aspect of raiding and the MMO genre per se. Raiding requires assembling people online at a specific time. Something that is akin to herding cats, because often your raid team will live across multiple time zones. Some will have been raised in heathen cultures that have no concept of punctuality. Also let us not forget that “real life” can get in the way. Once you have everyone online you next have to ensure that they are good to go. Does everyone have the right consumables? Have they switched to the right builds and brought the right gear? All these things take time because they involve “people”. Then you need to allot the appropriate time to actually play through the content. You may wipe and have to do it again. I can recollect times where we started a raid at 8:45 PM and finished roundabout 1:00 AM. So to summarise, raiding is a major time sink that I can no longer afford.

The Human Factor: If you are a member of a well run Guild, then raiding will often be organised by even tempered, supportive individuals with good communication skills. It is also incumbent upon those participating to do their best, follow any instructions and keep their wits about them. If there are any issues, then calmly raise them as combat in raids can be a fluid situation. But it doesn’t always go this way. Simply put, the human factor can complicate things. People are not all the same. There are a multitude of factors to consider such as egos and different personalities. Hence there is much scope for a group to pull in different directions as there is for them to work together. Plus some people do not perform well in a team dynamic. Extroverts and introverts are not always compatible. Then there are those players who tolerate the group requirement of raiding because they want the achievement or the rewards on offer. I fall into the latter category and have no time for “drama” or players who are high maintenance. I’ve also had my fair share of bad experiences with pick-up groups. Therefore, if a raid is populated by people I do not know and trust, then I’m not likely to participate.

Quid Pro Quo: I do not see raiding as a test of character nor do I see it as a prestige event that if undertaken successfully, confirms status. It is simply a process with complex systems and fail states. These mechanics can be learned, just like any other form of choreography. Undertaking raid content requires preparation, organisation and a degree of skill. Players have to make a considerable investment of time and effort when raiding. Therefore, I see the entire process as a “quid pro quo”. If you successfully complete content you should be given a reward. Rewards should scale according to how many of the raid’s criteria you have met. Drops should not be random, nor should players run the risk of receiving rewards that are of no benefit to them. Raiding should be a clearly defined enterprise. If you do what is required then you get the reward that was advertised. If you partially complete the terms of the raid then you get a lower tier reward, again something that you knew about in advance. You should never leave empty handed if you have succeeded, nor should you be palmed off with junk. Any raid that cannot honour this social contract is poorly conceived.



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Gaming, MMORPG, A Month in Gaming, January 2020 Roger Edwards Gaming, MMORPG, A Month in Gaming, January 2020 Roger Edwards

A Month in Gaming

So much for the New Year. January has now been and gone and 2020 just seems to be barrelling along. As ever, due to my real world commitments, I’ve been pushed for time over the last thirty one days. Therefore, most of my gaming has been targeted “binge” sessions conducted late at night. However, I do find playing through episodic content over several hours to be a very productive means of making progress in MMOs. So overall January has been an enjoyable experience, game wise. Due to my circumstances, I have deferred starting any new single player games and have focused primarily on two titles; The Lord of the Rings Online and Star Trek Online. Sadly, The Elder Scrolls Online has been relegated to being played just once a week, usually on a Wednesday night when I meet up online with friends. My exploration of Vvardenfell will have to wait until later in the year, as I cannot sustain three MMOs to any great degree.

So much for the New Year. January has now been and gone and 2020 just seems to be barrelling along. As ever, due to my real world commitments, I’ve been pushed for time over the last thirty one days. Therefore, most of my gaming has been targeted “binge” sessions conducted late at night. However, I do find playing through episodic content over several hours to be a very productive means of making progress in MMOs. So overall January has been an enjoyable experience, game wise. Due to my circumstances, I have deferred starting any new single player games and have focused primarily on two titles; The Lord of the Rings Online and Star Trek Online. Sadly, The Elder Scrolls Online has been relegated to being played just once a week, usually on a Wednesday night when I meet up online with friends. My exploration of Vvardenfell will have to wait until later in the year, as I cannot sustain three MMOs to any great degree.

Currently STO is celebrating its 10th Anniversary. To mark this auspicious occasion, Cryptic have released a two-part feature episode starring Seven of Nine (Jeri Ryan) and Michael Burnham (Sonequa Martin-Green). The pair find themselves transported to the planet Excalbia, last seen in the TOS episode “The Savage Curtain” and facing further “tests” as the Excalbians explore the human concepts of good and evil. It is a dynamic and action packed story which revisits many classic scenarios from the game. Seven has some killer quips and Burnham is a welcome addition to the ever growing STO family. The anniversary also offers an opportunity to earn a new hybrid Tier 6 ship, which draws upon Federation, Klingon and Romulan design. Naturally the ongoing event has meant that a lot of lapsed players are returning to the game and as a result, the Reddit Alert Fleet (of which I am a member) is exceedingly busy. However, there has been a degree of controversy over the 10 ship Legendary Bundles that is being released on February 13th. As ever the pricing is quite high (about £200) and Cryptic have decided not to sell these desirable vessels individually. However, this issue notwithstanding, it is nice to see the game thriving at present. Ten years is a laudable milestone for any MMO to reach.

I have completed the Vales of Anduin in LOTRO and have diligently applied myself to the new Minas Morgul expansion. I have already shared my thoughts on the first half of the expansion, set in the Second Age of Middle-earth, which I found to be narratively enjoyable but a little too padded with fetch and slayer quests. The same rings true of the other half of the game set in Imlad Morgul. The central story is sound and each of the secondary quest hubs has an additional tale that feeds into the main Epic Quest. But again when visiting each area the player is given a multitude of arbitrary tasks to do. I cannot help but return to my initial conclusion that Minas Morgul is not a genuine expansion in comparison to its predecessors. It feels like something cobbled together from outstanding material and lacks anything additional or bespoke. However, criticisms aside, my recent re-gearing from loot boxes, along with focus upon virtues and increasing my LI legacies, has certainly made my level cap Lore-master a far more robust and even formidable character. I consider this to have been the best gaming achievement of January.

Putting aside what I’ve actually done in-game over the last month, I would like to briefly mention “gaming news”. As someone who considers video games as a major aspect of my leisure time, I have always liked to know what’s going on in the wider gaming community, along with the industry itself. Hence I’ve always read a broad selection of websites and subreddits etc. Sadly, I am finding these outlets are becoming increasingly partisan. The gaming industry seldom covers itself in glory and often the behaviour and attitude of a large percentage of the gamers is far from edifying. Simply put gaming is increasingly becoming yet another aspect of the ongoing Culture War which blights contemporary politics and national dialogue. Rather than feeling I’m part of an international community based on mutual understanding and a shared, common experience, it seems that I’m habitually told to pick a side in some tedious, bi-partisan argument and then just shout at those in so-called opposition. I find this an intellectually bankrupt proposition and am ill disposed towards doing such things. I do not see any evidence at present that 2020 is going to halt and reverse this process.

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5 of My Favourite Quality-of-Life Mechanics in MMOs

Over the years I’ve played numerous MMOs (to varying degrees of success). As a genre there are certain game mechanics that are standard and common to most games. Initially during the “golden age” of the MMORPG, there was a focus on collaborative team player. This meant that successfully undertaking group content required a spectrum of players in specific roles. This particular mechanic has diminished over the years but the genre still has numerous common tropes. Quest hubs, reputation factions, gear grinds and vertical levelling are just some that spring to mind. However, many developers in this field attempt to polish and refine these “default” systems, often with interesting results. So I thought I’d cite some specific examples of what I call “quality-of-life mechanics”. Frequently these are bog standard facets common to the MMO genre, that have been polished and refined in a particular game. Small things that just make a game more manageable and provoke a positive reaction as well.

Over the years I’ve played numerous MMOs (to varying degrees of success). As a genre there are certain game mechanics that are standard and common to most games. Initially during the “golden age” of the MMORPG, there was a focus on collaborative team player. This meant that successfully undertaking group content required a spectrum of players in specific roles. This particular mechanic has diminished over the years but the genre still has numerous common tropes. Quest hubs, reputation factions, gear grinds and vertical levelling are just some that spring to mind. However, many developers in this field attempt to polish and refine these “default” systems, often with interesting results. So I thought I’d cite some specific examples of what I call “quality-of-life mechanics”. Frequently these are bog standard facets common to the MMO genre, that have been polished and refined in a particular game. Small things that just make a game more manageable and provoke a positive reaction as well.

Neverwinter: Quest Path. 

It frankly annoys me the way some game designers go out of their way to make navigating around their virtual world so damn difficult. Cities are often complex with non-linear road layouts and there are frequently esoteric quirks that you just have to figure out the hard way. I’m sure somewhere there’s a self satisfied dev whose smirking at how clever they’ve been, as you run around a major quest hub in an increasingly frustrated state, looking for a particular NPC or item. However Cryptic have addressed this matter head on with the Quest Path facility in the MMO Neverwinter. If you want a helping hand this game mechanic provides a sparkly trail that takes you directly to your next quest location. It is simple, functional and also purely optional. Purists can learn their way around if they prefer. Where as casual players, those with a poor sense of direction or individuals who prefer to focus on other aspects of the game can opt to avail themselves of this service. I really wish this was available in more MMOs.

The Elder Scrolls Online: Content Scaling.

Many older MMOs suffer from a common problem. Increases in level cap, along with an ever growing catalogue of content, lead to older material becoming redundant. There is no incentive to play older, lower level quests once you have reached level cap nor to revisit completed regions and instances. Furthermore, new players cannot play with veteran friends due to their obvious level differences. This is just poor game design and it also antagonises players. However, two years after its initial release, The Elder Scrolls Online tackled this very issue in late 2016 with the One Tamriel update. This allowed players of any level, in any faction, to travel to any other PvE zone and tackle appropriately-scaled content. Hence a veteran player can now group a newbie and both will equally benefit with regard to XP and loot drops. It is literally a “game changing” achievement that makes the game far more inclusive and open ups a wealth of previously gated content. Should this not be a default system in every MMO?

Star Trek Online: Upgrading Gear and The Exchange.

Cryptic’s MMO ode to the Star Trek franchise is far from perfect. Even after 10 years it still sports numerous bugs and as a game has never really hit its full potential. However, it does get a lot right and exudes an appropriate Trek vibe. It also includes not one but two straightforward systems that improve the game immensely. The first is the opportunity to upgrade gear and even change the statistical modifiers on it. Therefore if you take a liking to a Mark I item at the start of the game, you can retain it and upgrade it as your character progresses through the 65 levels. Yes, this can be quite a costly process with regard to using in-game resources but does means that not every item is doomed to obsolescence. You don’t have to unceremoniously ditch something you’ve worked hard to obtain. And the other thing that I feel STO does very well is its own unique version of “auction house” or The Exchange as it’s known in this case. Firstly STO runs on one shard, so there is a substantial customer base to interact with. Secondly, there are no listing fees at all. Thirdly, the moment an item sells you are notified and the cash (Energy Credits) go straight into your virtual wallet. Although hyperinflation is a thing (as it is in most MMOs), at least you don’t have to worry about selling items quickly and efficiently.

The Lord of the Rings Online: Auto Loot.

I find it ironic that one of the most old school and somewhat dated MMOs around, still manages to have a game system in place that is still lacking from more recent titles. The Lord of the Rings Online added auto loot to the game with the Rise of Isengard expansion back in 2011. Until then, you had to approach a defeated foe and manually collect your loot on a per item basis or as a whole. At the most you could assign this process to a specific key and hoover everything up within a small AoE but it was a pain. Sifting through loot at source always has been and remains so a potential problem. But auto loot changed this and did so in a radical fashion. The moment you now defeat an enemy, all loot is directly placed in your bags. Again for those who wish to sift manually, this setting can be toggled off but for us busy, lesser mortals, we can just blast through an area indulging in mass slaughter, safe in the knowledge that all loot has been collected. The only thing you have to be aware of is your respective bag space, and if you screw that up there’s a very generous overflow system. Again, shouldn’t this be the norm?

So these are five examples of “quality-of-life mechanics in MMOs” that I find invaluable. I’m sure there are plenty of others out there that can be referenced. Feel free to leave comments below of examples that you enjoy and would like to mention.

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LOTRO: The Scarcity and Cost of Essential Items

I wrote recently about how I completely re-equipped my Lore-master using lootbox gear and purchasing new items using Ember of Enchantment. This did significantly boost my overall statistics and make an improvement in my combat performance. But something has still felt “off” and it was only a few days ago that I finally figured out exactly what it was. My Legendary Weapons are still wanting. I found myself standing next to another level 130 Lore-master while handing in a quest, so I decided to inspected their build. Luckily they hadn’t opted to remain “private” so I could examine exactly what gear they had and the statistics on their LI (Legendary Items). Although their armour and jewellery was broadly comparable to mine, their LIs were far superior. And it all came down to “Legacies” and what tier they were. Mine are currently level 69 and 70 on my First Age Staff. And on my First Age Lore-master Book, they are level 65 and 66. At present, until I unlock further legacy tiers, my LIs are not earning any XP and that is irksome.

I wrote recently about how I completely re-equipped my Lore-master using lootbox gear and purchasing new items using Ember of Enchantment. This did significantly boost my overall statistics and make an improvement in my combat performance. But something has still felt “off” and it was only a few days ago that I finally figured out exactly what it was. My Legendary Weapons are still wanting. I found myself standing next to another level 130 Lore-master while handing in a quest, so I decided to inspected their build. Luckily they hadn’t opted to remain “private” so I could examine exactly what gear they had and the statistics on their LI (Legendary Items). Although their armour and jewellery was broadly comparable to mine, their LIs were far superior. And it all came down to “Legacies” and what tier they were. Mine are currently level 69 and 70 on my First Age Staff. And on my First Age Lore-master Book, they are level 65 and 66. At present, until I unlock further legacy tiers, my LIs are not earning any XP and that is irksome.

As you can see from the picture below, the main legacy and the secondary legacies on this Lore-master’s LIs are all substantially higher than mine. This player has therefore applied a lot of Anfalas Star-lit Crystals and Anfalas Scrolls of Empowerment to them both. These are essential resources that are not casually acquired. If you wish to stockpile such items you need to farm the Minas Tirith repeatable dailies and regularly undertake the featured instance. The various festivals that occur during the year can also provide another useful  source. But if you are serious about acquiring a substantial supply of these, then you need to maintain a daily schedule and repeat a lot of content. Once again this is a prime example of how older MMOs reward the continuous participation of the “loyal” players and disincentivise the casual player. The only other alternatives are to try and purchase these items via Auction House (which is impossible due to the hyper inflation that is rampant in the game), or to use the LOTRO Store.

If you want your character to be adequately equipped at level cap then you need to spend as much time and attention on your LIs as you do your gear. Simply put Anfalas Star-lit Crystals and Anfalas Scrolls of Empowerment are essential items. It would be nice if LOTRO had mechanics that allowed you to trade in or deconstruct old barter currency or gear into a universal currency, so players who do not have the time (or inclination) to grind for essential items, had an alternative means of obtaining them. But the bottom line is that such a major overhaul is not coming to LOTRO. Standing Stone Games more than likely lack the in-house expertise to retrofit such a system and even if the skills are there, why should they do such a thing when the store provides a lucrative alternative? In the meantime, I’ve trawled through my barter wallet and used what I have to purchase a few more Anfalas Scrolls of Empowerment. I managed to do all three of the Minas Tirith instances over the weekend and earned a few more but I cannot see myself farming these on a daily basis. Repeating these instances at level 130 it is a dull undertaking. Thinking about this matter has also made me consider how do casual players with multiple alts, address this issue. I suspect they don’t. Which means that there must be many other LOTRO players with lacklustre LIs.

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LOTRO: Solving a Gear “Problem” with Money

Before I crack on, I would like to point out that I’ve put  the word “problem” in quotes, to reference the fact that this is an opinion and not a universal fact that confronts all players of the MMORPG, The Lord of the Rings Online. Now that’s out of the way, let me start by saying that the way in which game developers think you should play their products can at times be at odds with how the players like to do things themselves. LOTRO is a classic MMORPG in so far as the player is expected to level their characters playing a variety of PVE content, then play repeatables to obtain intermediate gear, then pursue endgame content such as raiding. Simply put, it means you get the best gear once you’ve arrived at level cap and not while you’re levelling. Usually PVE content is not too problematic if you maintain a relevant build and gear according to level. However, LOTRO does have several zones and expansions that are “wild cards. For example Mounted Combat in Rohan is a nuisance for melee classes. And then there’s the gear check and increase in mob difficulty that occurs in both Mordor and Minas Morgul expansions.

Before I crack on, I would like to point out that I’ve put  the word “problem” in quotes, to reference the fact that this is an opinion and not a universal fact that confronts all players of the MMORPG, The Lord of the Rings Online. Now that’s out of the way, let me start by saying that the way in which game developers think you should play their products can at times be at odds with how the players like to do things themselves. LOTRO is a classic MMORPG in so far as the player is expected to level their characters playing a variety of PVE content, then play repeatables to obtain intermediate gear, then pursue endgame content such as raiding. Simply put, it means you get the best gear once you’ve arrived at level cap and not while you’re levelling. Usually PVE content is not too problematic if you maintain a relevant build and gear according to level. However, LOTRO does have several zones and expansions that are “wild cards. For example Mounted Combat in Rohan is a nuisance for melee classes. And then there’s the gear check and increase in mob difficulty that occurs in both Mordor and Minas Morgul expansions.

Now my approach to MMOs has been consistent since I first started playing the genre in 2008. I am not especially enamoured with end game content and tend to enjoy PVE based levelling the most. I don’t harbour any notions about “challenges” or “testing one’s mettle”. Nope, I run on the sound military principle of ensuring that you are as well equipped as possible at all times. For example, when I was levelling an alt in 2019 I used account bound barter currencies to ensure they had the best gear every 10 levels. I was not content with lacklustre drops and found that investing in good skirmish sets increased my overall performance. The bottom line is when playing an MMO I like to be overpowered. Which brings me nicely to my current situation. I am halfway through the latest LOTRO expansion and I have hit level cap. Questing in the Morgul Vale now lies ahead of me and I suspect that it is going to be a slog. Hence I want to be OP so I can negate the purposely contrived slow pace set by the developers.

After completing the first half of the latest expansion, Mordor Besieged, I acquired a new set of Green quality gear. It was superior to that I had earned through the Vales of Anduin but it still felt underwhelming. It offered survivability but no discernible “edge”. So I decided to conduct an experiment to see if I could get better equipment now, rather than waiting to finish the expansion. Having searched my Barter Wallet I had no currency that I could use that would yield superior gear. So I decided to see what I could get via Adventurer's Steel-bound Lootboxes. So I bought £30 worth of LOTRO points (LP) with some Christmas gift money and then proceeded to buy 22 Black Steel Key. These are purchased from the LOTRO Store for 195 LP each, or 5x for 900 LP. I then opened 22 lootboxes which gave mainly Embers of Enchantment along with buffs, boosts, cosmetic items, essences and the occasional item of gear. I then bought further jewellery and gear with the Embers. I also disenchanted old gear and some of the items I obtained that were duplicates or unwanted cosmetics.

This post is not the time or place for a debate on the subject of “pay to win”. I shall leave that for another day. However, I have included in this article two pictures which show my Lore-masters stats before and after I re-equipped using lootboxes. Broadly, I am happy with the results. I have had my stats boosted across the board with only Critical Rating taking a hit. I can adjust this by replacing an essence or two. After I replaced my gear I ran a skirmish (Thievery and Mischief) and certainly didn’t struggle as I have previously. Defeating the encounter bosses was far quicker than before and I never felt I was in any jeopardy. Light armour classes often feel squishy and now I believe that quality has been mitigated. Mobs don’t take so many hits to die and the pace of combat seems to have returned to a more equitable rhythm. Fights no longer seem like a reactive process but a proactive one. I prefer this.

Now, this simple test is far from scientific and I’m sure a more invested player would have produced far more data on the statistical difference between builds. Then there’s the argument that the current gear progression offered by the new expansion is not a problem per se and my outlook is just down to my personal foibles. Something I wouldn’t argue against. I am simply advocating using whatever resources you have available to ensure you are as optimally geared as possible. I’d rather that process didn’t require the spending of additional money and I’m also not asking for raid gear to be available outside of raids themselves. However, regardless of where you stand on such issues, LOTRO is a game that was developed when prevailing MMO trends were a lot different. The genre has changed a lot in ten plus years. I remember when Turbine (now SSG) introduced the long term project of rebuilding the town of Hytbold in Rohan, as a means of earning top tier gear, outside of raiding. It would be nice to have something comparable now. However, I think the developers have discovered that this gap in the gear market that I have highlighted, can be monetised and that is how it will be treated from now on.

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Gaming, MMORPG, LOTRO, Minas Morgul Roger Edwards Gaming, MMORPG, LOTRO, Minas Morgul Roger Edwards

Thoughts on the Minas Morgul Expansion

I was afforded some free time this weekend, so I logged in to The Lord of the Rings Online and blitzed through about half of the Minas Morgul expansion and managed to reach the new level cap of 130 ( I was level 128 when I started). I finished the first two new chapters of The Black Book of Mordor and completed Mordor Besieged; the section of the new expansion that is set in the Second Age on the plateau of Gorgoroth. It’s a curious and initially engaging part of the game. In the past LOTRO aficionados have only been able to briefly access iconic events of the past through session play where they get to be someone else, via a short story driven instance. Mordor Besieged offers a revised area of the existing Mordor map; namely Dor Armath. All though a desolate place in the Second Age, this region is not the wasteland we see in the Third Age. The landscape has several active fortresses held by both sides and The Nazgul roam freely. But there is little of real substance to do here (a point I shall return to) and after a while it gets somewhat repetitive.

I was afforded some free time this weekend, so I logged in to The Lord of the Rings Online and blitzed through about half of the Minas Morgul expansion and managed to reach the new level cap of 130 ( I was level 128 when I started). I finished the first two new chapters of The Black Book of Mordor and completed Mordor Besieged; the section of the new expansion that is set in the Second Age on the plateau of Gorgoroth. It’s a curious and initially engaging part of the game. In the past LOTRO aficionados have only been able to briefly access iconic events of the past through session play where they get to be someone else, via a short story driven instance. Mordor Besieged offers a revised area of the existing Mordor map; namely Dor Armath. All though a desolate place in the Second Age, this region is not the wasteland we see in the Third Age. The landscape has several active fortresses held by both sides and The Nazgul roam freely. But there is little of real substance to do here (a point I shall return to) and after a while it gets somewhat repetitive.

But as ever with LOTRO, the “gold” is in the story that Standing Stone Games have crafted. On this occasion there are several interesting interpretations of the lore. Firstly, there is the battle on the slopes of Mount Doom in which Sauron is defeated. Tolkien says in his text “at the last the siege was so strait that Sauron himself came forth; and he wrestled with Gil-galad and Elendil, and they both were slain, and the sword of Elendil broke under him as he fell. But Sauron also was thrown down, and with the hilt-shard of Narsil Isildur cut the Ruling Ring from the hand of Sauron and took it for his own”. This is directly reflected in a cutscene which shows both Gil-galad and Elendil injuring Sauron and then getting burned by the power of the One Ring. However, Sauron himself collapses after expending such power and being wounded twice. Isildur then cuts the ring from a greatly weakened Sauron’s hand. This differs from from Peter Jackson’s adaptation that shows Isildur being the far more proactive in the Dark Lord’s demise.

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Secondly, in the Lost Lore of the Last Alliance, if you collect all the pages and read the text in order, it states that Gil-galad uses two of the Elven Rings to destroy the Black Gate by summoning a firestorm. However, wielding two rings nearly kills him and he swears he will not do such a thing again. As dramatic as this may be it contradicts the source text. Tolkien states the following. "But the Elves fled from him; and three of their rings they saved, and bore them away, and hid them. Now these were the Three that had last been made. But Sauron could not discover them, for they were given into the hands of the Wise, who concealed them and never again used them openly while Sauron kept the Ruling Ring". Using two Elven rings to force your way into Mordor doesn’t sound much like “concealing” to me. But LOTRO is an adaptation of Tolkien’s work, designed to accommodate the needs of the MMORPG genre. It’s best not to be too picky about lore or as you’ll find that a lot of the game doesn’t hold up to close scrutiny.

Usually in LOTRO, the Epic Story moves events forward and regional quests support or embellish the wider ongoing narrative. In Mordor Besieged, it doesn’t quite feel that way. There’s a lot of “treading water”. Some parts of the Epic are just superfluous exposition and only about half is of any importance. Most of the zone quests are of the “fetch” or “slayer” variety despite some fun lore references (such as the inclusion of Hobbits from the Gladden Fields in The Last Alliance). Overall, the entire first half of this expansion seems to be somewhat drawn out and could have been a free update in its own right. Which begs the question is Minas Morgul really a true expansion. Or is it two updates? Or a hybrid made of material left over from the Mordor expansion from two years ago, that has been retooled and padded out so as to be called an “expansion”? I hope the next half offers more. I have enjoyed my experience so far but on a critical level Minas Morgul has been lacking in depth of content.

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Gaming, MMORPG, LOTRO, Catching Up With Content Roger Edwards Gaming, MMORPG, LOTRO, Catching Up With Content Roger Edwards

LOTRO: Catching Up With Content

I regularly fall behind the latest content release for The Lord of the Rings Online. So it is not uncommon for me to “binge play” in an attempt to catch up with others in my kinship. The November release of the Minas Morgul expansion (which I have now grudgingly purchased) raised the level cap to 130. I managed to gain nearly 5 levels recently by repeating the Yule Festival daily quests and supplementing them with skirmishes. I used a lot of rested XP and bought a lot of progression perks with Destiny Points. However, as I mentioned in a previous blog post, I was struggling in the skirmishes as I was geared for level 120, so I decided to return to playing PVE content in the Vales of Anduin. As this content is designed for players at level 120, it has proven a more equitable player experience; especially as I was level 125 when I returned to the Wolf-denes. I was able to progress through the zone, focusing on the various quests stories and not having to continuously worry about being underpowered and at risk of defeat. Last night I completed Update 24 and have managed to reach level 128 with my Lore-master. I now feel that I am adequately prepared for the new expansion.

I regularly fall behind the latest content release for The Lord of the Rings Online. So it is not uncommon for me to “binge play” in an attempt to catch up with others in my kinship. The November release of the Minas Morgul expansion (which I have now grudgingly purchased) raised the level cap to 130. I managed to gain nearly 5 levels recently by repeating the Yule Festival daily quests and supplementing them with skirmishes. I used a lot of rested XP and bought a lot of progression perks with Destiny Points. However, as I mentioned in a previous blog post, I was struggling in the skirmishes as I was geared for level 120, so I decided to return to playing PVE content in the Vales of Anduin. As this content is designed for players at level 120, it has proven a more equitable player experience; especially as I was level 125 when I returned to the Wolf-denes. I was able to progress through the zone, focusing on the various quests stories and not having to continuously worry about being underpowered and at risk of defeat. Last night I completed Update 24 and have managed to reach level 128 with my Lore-master. I now feel that I am adequately prepared for the new expansion.

There are certain advantages to “binge playing” an MMO. First you get a far clearer picture of how your progress through the game impacts upon your character’s abilities. Virtues, reputation and LI progression have all notably increased as I have comprehensively played through the Epic Story and all regional quest hubs. I have maxed out the virtue of Wisdom and have now set Honesty to benefit from the ongoing XP gain. These longer, lengthier play sessions allow you to make specific decisions about your character’s stats and then tangibly see them grow. It does feel different to intermittent game play and gives you a sense that you’re in more control. Plus having spent more time becoming re-acquainted with the subtleties of my main alt, I have subsequently been able to trawl through my vault and make informed decisions about what to keep and what to dispense with. I have numerous essences that are no longer relevant so they have gone to other alts. The ongoing questing has also provided some useful new intermediate gear. I’ll take any statistical boost no matter how big or small. Anything that makes proceeding through Minas Morgul as frictionless as possible is a boon.

The second bonus that I find comes from “binge playing” is that I get to focus far more on the quest narratives. The regional quests often link and underpin the main story line, providing subtle lore references and interesting vignettes. The Vales of Anduin has been exceptionally beneficial in this way. It was a pleasure to return to Goblin Town and I like the concept of the various post fall-of-Mordor power struggles that occur all over Middle-earth. The incursion of Gundabad Orcs into the Misty Mountains was very plausible as well as fun. I also liked the story of Old Mad Ubb and his legend among the Woodmen of the region. His true identity was not too difficult to discern but was a nice canonical reference. The expansion of Radagast’s role in the game was also welcome and I was even prepared to go along with the expansion of the lore to explain the Ungoledain. However, developer’s Standing Stone Games also include a lot of “filler” quests in the zone. For every good story mission, there will be several or more “fetch” or “kill” quests. The Gladden Fields is a prime example of this. Sometimes there’s a fine line between enjoying an area and then feeling that you just want to leave because its has outstayed its welcome, due to the ponderous list of chores you are offered.

So the next step for my Lore-master will be to head off to the Morgul Vale and continue with the Black Book of Mordor story. I have spoken to fellow LOTRO players and my kin mates and have received mixed views and opinions about the latest expansion. The story is supposed to be good but the reality of questing in this zone is a bit of a grind. There are a lot of repetitive journeys to specific areas to carry out the most arbitrary of tasks. Mob density is also quite high, making travel from A to B a chore. Plus it is a dark and dour zone as the lore dictates but that doesn’t always make for a good experience. The memory of Mordor and its “testing” nature still lingers in the back of my mind. I hope that Minas Morgul is not cut from exactly the same cloth. However, if that is the case, I can always focus my attention on other endeavours. I can return to previous zones and finish various deeds to increase my virtues. I can also focus on featured instances and roving threats and see if I can earn sufficient barter currencies for new gear. Or I could even focus on levelling my High Elf Guardian who remains on the slag hills outside the Black Gate. Who knows, we may even get a Producer’s Letter at some point with a road map for LOTRO in 2020. That would be most welcome.

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Restricting Player Representation in Video Games

Belghast wrote a succinct and personal rebuttal today regarding the iniquities of restricting player representation with video game characters. Escape from Tarkov creator’s Battlestate Games, are currently involved in a rather tired and predictable controversy over the lack of playable female characters in the aforementioned title. If you want chapter and verse about this sorry state of affairs then visit The Verge who have all the salient information. Part of me can’t help feeling that it’s 2020 so shouldn’t we all be done with kind of bullshit? Apparently that’s not the case and some parts of society and indeed the world, still think its the 1950s. Sadly the video game industry seems to be a habitual offender when it comes to these sorts of debacles. Their desire to self flagellate and elect to be continuously on the wrong side of history is perplexing. So once again it is time to counter yet another false narrative and shed some light via the medium of facts, rational thinking and logic on that increasingly lonely place known as reality.

Belghast wrote a succinct and personal rebuttal today regarding the iniquities of restricting player representation with video game characters. Escape from Tarkov creator’s Battlestate Games, are currently involved in a rather tired and predictable controversy over the lack of playable female characters in the aforementioned title. If you want chapter and verse about this sorry state of affairs then visit The Verge who have all the salient information. Part of me can’t help feeling that it’s 2020 so shouldn’t we all be done with kind of bullshit? Apparently that’s not the case and some parts of society and indeed the world, still think its the 1950s. Sadly the video game industry seems to be a habitual offender when it comes to these sorts of debacles. Their desire to self flagellate and elect to be continuously on the wrong side of history is perplexing. So once again it is time to counter yet another false narrative and shed some light via the medium of facts, rational thinking and logic on that increasingly lonely place known as reality.

Deciding between content creation or gender representation is often presented as some sort of Hobson’s choice by some developers. The argument being that if you divert resources into creating “female” character models, you’ll bankrupt the game studio, they’ll be no more regular content and all the staff’s children will go without shoes. This is the sort of spurious bullshit argument that second rate politicians trot out when trying to defend cuts to vital services. The most simple and obvious question is why do we have to choose? Why can’t we have both? Plus if you really are pushed for resources and have to choose, which I seldom believe to be a legitimate reason, I’d take representation first and foremost as it will bring more players to your game, thus increasing revenue that can then go towards creating new content. Where is the business sense in alienating 50% of your potential customers? Plus, as a business, if your revenue is so low that such decisions are having to be made to begin with, you may want to reconsider what industry you work in.

Putting aside the respective moral and ethical rectitude of such ideals as equal representation and diversity in video games, let us consider it from alternative perspectives. Social issues do not always have to be examined through the prism of what society perceives to be right or wrong. Representation as a marketing and business angle is now a very real thing. One could go so far as to say it is becoming a financial imperative. Disney after years of eschewing this concept, have now come full circle and embraced it. Compare the white Anglo-Saxon princess of Sleeping Beauty (1959) to the likes of Moana (2016).  We now live in an era of unparalleled diversity and representation with popular, multi billion dollar franchises such as the Marvel Cinematic Universe. Would Black Panther have been made two decades ago? Of course not. I’m sure this change may not be purely driven by a sense of altruism but more through business acumen. However, what is important is that the change has happened and continues to do so.

Now objection on lore grounds can hold water on occasions but many examples are just spurious. I’d argue that this is the case in this instance and that Battlestate Games are either too lazy or too institutionalised to do or say otherwise. Too often resistance to social change simply come downs to an unreconstructed worldview by parts of the existing customer base and the male dominated video games industry. They simply don’t like social progress and anything that differs from their mindset is seen as an assault upon them personally. This highlights wider societal ills, like the fact we don’t as a society universally teach critical thinking. Or the fact that criticism of an idea that you may personally hold, isn’t a personal attack on your character. Plus people these days don’t want to be held to account for their actions. The growth in societal cognitive dissonance is worrying. But I digress. Essentially, all of this is “just too bad” for the usual suspects. Identity politics doesn’t appear to be going away. And from a business perspective, just take a look at the success of the PG-13 film rating. There is a financial sweetspot when it comes to making a movie accessible to a wider audience. The same is true of video games with regard to representation.

As for those individuals over at Battlestate Games, all I can really say with regard to their recent Twitter statement and current stance on this issue, is that that they’ll “pay the price for your lack of vision”, if I may quote the Emperor Palpatine. This is not a moral threat but simply a prediction that you’ll suffer financially by being on the wrong side of this particular debate. Players like to see themselves represented in the virtual worlds that they inhabit. Happy players are more disposed towards staying in-game and spending money. Furthermore, the modern gamer often wants the companies that they support, to act in an ethical fashion and reflect contemporary values. As previously pointed out, it ultimately doesn’t matter if developers do this pragmatically, as long as they just do it. Failing to do so just sends a very clear message that certain potential customers are not welcome. Since when has that been a recipe for financial success?

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Star Trek Online: Ten Years On

Star Trek Online had a troubled development. Originally the rights to develop an MMORPG based upon the Star Trek franchise were held by Perpetual Entertainment. However, the company ran into financial difficulties and the project subsequently stalled in 2007. The license, as well as any game content were subsequently transferred to Cryptic in early 2008 but this did not include any existing game code. Hence, after gaining little more than some concept art, Cryptic had to create an entirely new game from scratch. Furthermore as part of the deal in acquiring this coveted license, they were tied to the launch date that had been set for the previous developers.Therefore when Star Trek Online was released in early 2010 it was far from perfect. The game was weighted towards Federation characters and the Klingon faction could only be unlocked once you had taken a Starfleet Officer to the then level cap of 40. However, the game at launch did feature voice acting from Zachary Quinto, Chase Masterson and Leonard Nimoy.

Star Trek Online had a troubled development. Originally the rights to develop an MMORPG based upon the Star Trek franchise were held by Perpetual Entertainment. However, the company ran into financial difficulties and the project subsequently stalled in 2007. The license, as well as any game content were subsequently transferred to Cryptic in early 2008 but this did not include any existing game code. Hence, after gaining little more than some concept art, Cryptic had to create an entirely new game from scratch. Furthermore as part of the deal in acquiring this coveted license, they were tied to the launch date that had been set for the previous developers.Therefore when Star Trek Online was released in early 2010 it was far from perfect. The game was weighted towards Federation characters and the Klingon faction could only be unlocked once you had taken a Starfleet Officer to the then level cap of 40. However, the game at launch did feature voice acting from Zachary Quinto, Chase Masterson and Leonard Nimoy.

The following few years were difficult as Cryptic attempted to polish the game in subsequent updates. Throughout 2010 that game was patched for known bugs, new playable species were added, along with Featured Episodes (story based quests that made up a long term, narrative arc). Cryptic also released a set of tools for players to create their own content and the Foundry subsequently became an integral part of the game. Yet despite their hard work, Cryptic found their immediate future in peril when parent company Atari decided to “divest” its various business interests. However, in May 2011, Chinese developer and publisher Perfect World stepped in and acquired Cryptic as a studio, its existing licenses and development team. By summer the game was having a UI overhaul, a revision to ground combat and the Klingon First City on Qo’noS. The new owners investment lead to an expansion of the development team which then produced the Defera Adventure Zone, Duty Officer system and a skill revamp. There was also a shift in business model and so in early 2012 STO went Free-to-play.

The period between 2012 and 2016 was in many ways a boom time for STO. There were regular story content updates, three free of charge expansions (Legacy of Romulus, Delta Rising and Agents of Yesterday) and numerous new game systems. These included Captain Specialisations, an overhaul of sector space to make it less “instanced” and several new Fleet resources. Reputation factions were also added, along with further playable races. STO always had new content in development and scheduled. Furthermore, more and more actors from the various TV shows were returning to voice their characters in game. Despite the gaming public being sceptical of the F2P business model at the time, it subsequently proved to be one of the more equitable examples. The game was ported to consoles by late 2016, something that was originally intended when the STO was conceived. Yet despite the growth and expansion during this period, STO still had to play catch up as a result of the initially rushed development. Bugs have been fixed but many still prevail. Due to the ebb and flow of staff and development priorities, many facets of the game have been abandoned. The Mac client was decommissioned, as was the Star Trek Online Gateway which allowed players to access stats and data, outside of the game.

Since 2017, although there was the release of a fourth, Deep Space Nine themed expansion (which really encapsulated the idiom of the show), much of the new content produced for the game has been co-operative PVE based material, repeatable daily missions and event based projects that reward the player with gear. A lot of this has been linked Star Trek: Discovery. There have been some new traditional story based missions but they have been fewer and far between. Cryptic are still remastering older content and although I must admit they’re doing it well, the pace is somewhat slow. Several iconic missions are still conspicuously absent and the game has had so many overhauls and restructurings, the narrative content is somewhat fragmented and difficult to follow due to plot holes caused by absent material. STO still has an issue with a lot of story and game systems being buried in more esoteric portions of the user interface. And then there is the game economy; the bane of many an MMO. Inflation for high end items and ships is rife.

And so to the present. STO is fast approaching its 10th anniversary. Naturally, Cryptic are making noises about there being major celebrations. No doubt there will be a new Tier 6 ship giveaway and the usual baubles and trinkets one expects with MMOs. But at present there has not been any clarification of the long term “road map” for the game. STO has a healthy and more to the point, loyal core player base. Like The Lord of the Rings Online, the intellectual property attracts fans and keeps them simply because there is no other comparable game. But if you visit the official STO subreddit you will find that players have a wide variety of desires and expectations from the game. Crafting is a neglected area, as it exploration and diplomatic themed content. Cryptic have brought patrols back to the game but considering the number of planetary systems that exist in the game, there are still insufficient numbers. Players are concerned about the lack of variety in builds and how optimal loadouts continue to prevail. STO is also a game that has no imperative to play collaboratively. Task Force Operations require weight of numbers but not players playing specific roles. Notions of the traditional MMO trinity have long since vanished. There is also no meaningful endgame as such. Chasing maximum DPS seems to be the only viable pursuit at level cap. That or a focus on cosmetic appearance, known in-game as “Space Barbie”.

Again, I return to the comparison with fellow MMORPG LOTRO. The reason that the Middle-earth based game has survived over a dozen years is because the developers always focus on the core requirement of its players; namely the regular provision of new narrative content that explores the source material’s lore. Turbine and now Standing Stone Games have added much to the game over the years but they have always ensured, even during lean periods, that there was an additional story driven quests to undertake. People come to STO because it is Star Trek. They want access to a virtual version of Gene Roddenberry’s vision so they can explore the worlds and themes that Star Trek has created over fifty years. Stories that touch upon iconic episodes or reference obscure aspects of canonical lore are always appreciated and warmly welcomed. Yet this sort of content appears to be in decline as Cryptic dither over whether to make the game meet its potential or simply exploit the latest iteration of the show to contribute towards STO just being another “live service”. The 10th anniversary is the perfect opportunity to put STO back on track and for the game to be all it can be. Let us see what happens next.

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Gaming, James Bond, 007, Blood Stone Roger Edwards Gaming, James Bond, 007, Blood Stone Roger Edwards

James Bond 007: Blood Stone

Over the Christmas Holidays, I inevitably watched a selection of James Bond movies because it is one of my seasonal rituals. As a child a Bond movie was always one of the TV highlights of Christmas or Boxing Day. Subsequently this habit has stuck with me over the years and so I dutifully watched On Her Majesty’s Secret Service, The Living Daylights and Licence to Kill. Naturally this raised my interest in all things Bond, so I decided to dust of the video game James Bond 007: Blood Stone. I originally bought this game upon release back in November 2010, unaware that the Bond franchise has always been an utter lottery when it comes to tie-in games. I initially played through it for a month or so, then deleted it from my hard drive. It was a classic example of me simply losing interest in a game and then removing it in one of my regular PC housekeeping exercises. To be fair I had a lot of other games on the go at the same time, so there was a good chance that I didn't give it the level of attention it deserved. So yesterday I decided to give it another go and re-installed the game via Steam. Thanks to the miracle of the internet, I downloaded the 9GB game in twenty minutes. 

Over the Christmas Holidays, I inevitably watched a selection of James Bond movies because it is one of my seasonal rituals. As a child a Bond movie was always one of the TV highlights of Christmas or Boxing Day. Subsequently this habit has stuck with me over the years and so I dutifully watched On Her Majesty’s Secret Service, The Living Daylights and Licence to Kill. Naturally this raised my interest in all things Bond, so I decided to dust of the video game James Bond 007: Blood Stone. I originally bought this game upon release back in November 2010, unaware that the Bond franchise has always been an utter lottery when it comes to tie-in games. I initially played through it for a month or so, then deleted it from my hard drive. It was a classic example of me simply losing interest in a game and then removing it in one of my regular PC housekeeping exercises. To be fair I had a lot of other games on the go at the same time, so there was a good chance that I didn't give it the level of attention it deserved. So yesterday I decided to give it another go and re-installed the game via Steam. Thanks to the miracle of the internet, I downloaded the 9GB game in twenty minutes. 

So, what does James Bond 007: Blood Stone have to offer, second time around? Well exactly the same frustrations that caused me to kick it into touch last time. The story is quite good for this sort of thing, being written by Bruce Feirstein who penned a few of the Pierce Brosnan movies. There is also voice acting from Daniel Craig and Judi Dench as well as a “Bondesque” soundtrack by Richard Jacques, which all do much to elevate the proceedings. The game is a third person cover based shooter with additional hand-to-hand combat and driving sequences. James Bond 007: Blood Stone features a focus aim system which allows players to lock onto targets after melee takedowns, providing guaranteed kills. The stealth kills are quite satisfying and look the part. Ben Cooke, who is Daniel Craig's stunt double in the films, provided the motion capture choreography for Bond's digital animation and is credited as the game's stunt coordinator. Like in recent Bond movies the vogue for gadgets in this game is far more subdued. There is a lot of hacking of electronic locks and computers via a smartphone, which mainly involves the use of quick time events. However, it also provides a means for highlighting waypoints, weapons and enemies as well as items that can be scanned for intel.

However, despite all these acceptable points, the game is a very clumsy console port. It has all the obvious hallmarks. First there’s the cartoon like cut scenes and a game engine that simply looks lacklustre on a decent PC. Then there’s the clumsy UI. However, the biggest failing and the main reason I ditched this title last time I played is the control system. The keyboard and mouse work fine for combat but are inadequate for steering vehicles. The PC version does support an Xbox controller but not simultaneously with the other input devices. So, whenever you reach a check point prior to a car chase, you have to wait for the chase to fail, then go into the game settings and change the input to a gamepad. Once that section is over, you then have to do the same again to return to the keyboard and mouse. This is frustrating to say the least and it doesn't take long for tempers to fray. I shall try to persevere with James Bond 007: Blood Stone but I can't make any promises as to whether I shall complete it. The whole thing just highlights the fact that Bond as a franchise has never really got the treatment it should have from the gaming industry. Apart from Goldeneye and Goldeneye Reloaded but they never got released on the PC platform anyway. 

I would love to see a more complex and nuanced RPG, where you could play as Bond and have a story that has multiple endings. A game that as well as shooting sequences, offered other activities seen in classic Bond movies such as Skiing or Scuba Diving. A mini game based set in a Casino would also be a great addition. Perhaps setting the game in a specific time period to would add atmosphere and ambience, be it the suave sophistication of the sixties movies or the excess and grandiose scope of the seventies films. Games such as the The Witcher 3: Wild Hunt and Red Dead Redemption 2 have an excellent balance of narrative choice and action. This sort of game style and mechanic would be ideal for the world of James Bond with its focus on pithy dialogue and kiss-off lines. But I’m not particularly hopeful. Activision were the last licence holders for Bond video games and they struggled to do the franchise justice. James Bond 007: Blood Stone is a weak title which killed off its developer Bizarre Creations. Oddly enough the follow up game 007 Legends was even more of a dog’s dinner and also put pay to Eurocom, the studio that created it. For the present no one seems to want to tackle the possibilities presented with such an intellectual property, because it doesn’t immediately lend itself to live services or multiplayer gaming.

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The Pace of Combat in MMOs

This is going to be a very subjective post because much of what I am about describe isn’t based upon measurable data (although I’m sure there are players who would do so) but more how something feels. Ironically, due to my nature I’m usually more disposed towards fact-based analyses but even I have to recognise that humans are driven by emotions and other esoteric factors. And with regard to this subject matter I hate to say it but how I feel greatly shapes my opinion. So let me begin by referring back to the MMO The Secret World, which has evolved into Secret World Legends. One of the main reasons I stopped playing the original version of the game was because the combat was tedious. By which I mean it took too long. I would use an assault rifle and blast away at a mob, only for it to pursue me as its health meter slowly went down. Hence, I would have to reverse while attacking and slowly back peddle until the mob died. As a method it worked but it was extremely unsatisfactory. The weapon felt under powered and the style of attack lacked grandeur. The revised iteration of the game failed to address this so I didn’t stick with playing that either.

This is going to be a very subjective post because much of what I am about describe isn’t based upon measurable data (although I’m sure there are players who would do so) but more how something feels. Ironically, due to my nature I’m usually more disposed towards fact-based analyses but even I have to recognise that humans are driven by emotions and other esoteric factors. And with regard to this subject matter I hate to say it but how I feel greatly shapes my opinion. So let me begin by referring back to the MMO The Secret World, which has evolved into Secret World Legends. One of the main reasons I stopped playing the original version of the game was because the combat was tedious. By which I mean it took too long. I would use an assault rifle and blast away at a mob, only for it to pursue me as its health meter slowly went down. Hence, I would have to reverse while attacking and slowly back peddle until the mob died. As a method it worked but it was extremely unsatisfactory. The weapon felt under powered and the style of attack lacked grandeur. The revised iteration of the game failed to address this so I didn’t stick with playing that either.

Although combat in MMOs is about damage, control and tactics there are also more nebulous factors involved. These being rhythm, pacing and a sense on being in control of your actions so you can read and adjust to the ebb and flow of the fight. There is a sweet spot somewhere between both the technical facets of combat and the more enigmatic matter of how it “feels”. When a game get’s it right, it often something you discern subconsciously first, rather than by number crunching your combat log. And when a game get’s it wrong fighting crosses the line from being a challenging but enjoyable task to simply being a drag. However, we have to temper this outlook with the fact that no two players share exactly the same view on what “feels” right. Let me further add that I always like to gear my characters in any MMO to be overpowered. I want every single buff, boost and boon I can get because to my mind why would you not want that? I don’t look at combat in this genre of games to be some sort of Marquess of Queensberry rules, even-handed, battle of skill to find out who is the better “chap”. No, I want to be able to crush all before me quickly and efficiently.

Which brings me nicely on to my current situation in The Lord of the Rings Online. I worked my primary character through Update 23: Where Dragons Dwell and came out the other side, well geared and able to hold my own in combat. I continued with Update 24: Vales of Anduin and had no issues making progress. And then along came the Minas Morgul expansion in November 2019 with an increase in level cap to 130 and new gear to grind. If you buy the expansion and follow the Epic story you will be provided with adequate gear from quest rewards to move forward. If however, you have not bought the expansion you will find that doing level 120 plus skirmishes or instances is tricky because you are now behind the gear curve. Also you may find that your Legendary Items are wanting and will need to acquire Anfalas Scrolls of Empowerment to unlock additional tiers on your LI legacies. Collectively these factors have conspired and I am now distinctly underpowered and struggling to progress through skirmishes and group content due to being gimped by not purchasing the latest expansion. Combat is now a slog to wear down mobs. For me this goes beyond challenging and strays into the realm of the tedious.

I did some calculations today and I need about 140-150 Anfalas Scrolls of Empowerment to keep my LI viable and unlock all possible upgrades. I can either grind these items via the game, buy them on Auction House or purchase from the in-game store. The latter will cost about £150 so that is not an option. Neither is grinding towards a goal. It will take between one and two months and I don’t relish doing the same old quests for that period of time. I do not have the gold required to buy these items from the in-game auction, so the immediate future is one of performing under requirement. This makes combat slow and ponderous which brings me neatly to my original point about once combat ceases to be “fun”, it pretty much kills my interest in a game. This also highlights a problem with a lot of the older MMOs that still exist. To play in an optimal fashion you have to be wedded to the game, play through all content regularly and ensure that you keep on top of all new systems and mechanics. If you in any way take time out and fall behind, then you are potentially disadvantaging yourself.  This is not something that occurs in more recent MMOs such as The Elder Scrolls Online.

Despite my grumblings at perceived shortcomings in LOTRO, I have a strong connection to the game as it was my point of entry to this genre. Therefore I shall persevere with the situation and see if I can devise a plan to re-equip my character by the path of least resistance. I am also fortunate to be in a kinship that is very generous and resources are often shared. However, it is interesting that I find myself in exactly the same position as I was when the Mordor expansion launched and I arrived late to that particular party. I believe it proves my theory that LOTRO requires a degree of fidelity and regular participation to be experienced in the best way in terms of gear, jewellery and effective DPS. I see now why many players choose to avoid this “trap” by continuously rolling new alts and restricting their game play to specific content, as to not find themselves in the position of having to continuously chase end content. Of course I could make this problem go away by just buying the latest expansion and playing though it but that flies in the face of the old school MMO philosophy of doing things your own way. Perhaps the reality is that’s just not a thing anymore

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A Year in Gaming

Life is often cyclical, if you don’t believe me go watch The Lion King. I started 2018 playing The Lord of the Rings Online and by writing a post about how gamers collectively seem to repeat the same mistakes. And as the year and indeed the decade ends, I find myself once again playing the Yule Festival in LOTRO and reflecting upon how some games that garnered criticism over their egregious business models, have ended up as huge hits. It would appear that gamers are their own worst enemy. I shall leave the psychological analysis of paradox to others. From my perspective, irrespective of the iniquities of the video game industry and certain quarters of the gaming community, it has been a good year, gaming wise. I have enjoyed my time playing MMOs such as Star Trek Online, The Elder Scrolls Online and the aforementioned LOTRO. These and other titles have entertained me, provided me with an opportunity to unwind as well as affording me some much-needed social interaction. I particularly enjoy Wednesday evenings when I log into my Discord server and then chat and play collaboratively with longstanding gaming friends.

Life is often cyclical, if you don’t believe me go watch The Lion King. I started 2018 playing The Lord of the Rings Online and by writing a post about how gamers collectively seem to repeat the same mistakes. And as the year and indeed the decade ends, I find myself once again playing the Yule Festival in LOTRO and reflecting upon how some games that garnered criticism over their egregious business models, have ended up as huge hits. It would appear that gamers are their own worst enemy. I shall leave the psychological analysis of paradox to others. From my perspective, irrespective of the iniquities of the video game industry and certain quarters of the gaming community, it has been a good year, gaming wise. I have enjoyed my time playing MMOs such as Star Trek Online, The Elder Scrolls Online and the aforementioned LOTRO. These and other titles have entertained me, provided me with an opportunity to unwind as well as affording me some much-needed social interaction. I particularly enjoy Wednesday evenings when I log into my Discord server and then chat and play collaboratively with longstanding gaming friends.

In many ways, 2019 was just the same as any other year. If I may quote myself, I wrote on January 1st "it does not seem unreasonable to expect more shitty video games and questionable business practises in 2019” and broadly that has proven true. The video game industry shovelled out yet more substandard products such as Mario Kart Tour, Tom Clancy's Ghost Recon Breakpoint and NBA 2K20. All of which are essentially the bare bones games with further content gated behind paywalls and microtransaction. Yet despite the inherent dishonesty of the “pay to start” business model, these titles sold and sold well, thus reminding us that people are the fundamental problem and as a result we get the gaming industry that we deserve. And as for the video game industry itself, it hardly covered itself in glory (again). The latest “trick” seems to be to release a game, get it reviewed and rated and then add an in-game store at a later date. Thus you can avoid any negative publicity during the initial launch window. And then of course there was the Blizzard debacle which raised the inherent dilemma in doing business with an authoritarian country such as China. Oh and “crunch” culture, institutionalised misogyny and general male centric douche baggery still seems to prevail in the industry.

However, 2019 wasn’t all doom and gloom. There are always good titles to be found if you look hard enough. The Untitled Goose Game was an utter joy and certainly seemed to touch a cultural never but in a good way. The Outer Worlds found popular acclaim and seemed to compensate for Fallout 76 as a spiritual successor to that franchise. I personally was very pleased by the arrival of Red Dead Redemption 2 on the PC. Yes, the launch was somewhat farcical and I had to downgrade my PC’s BIOS to play the damn thing but the game certainly lived up to my expectations, with its complex and nuanced narrative. And not all video game developers are corporate monstrosities. Compare 2K or EA to Rebellion Developments and the contrast is obvious. The latter is a company that I don’t feel the need to take a shower after buying one of their games. Plus, 2019 proved that there are still plenty of game bloggers, streamers and podcasters who are interested in producing content in a thoughtful, constructive and engaging manner. Too many subreddits are insular, angry communities that “shit in their own watering hole”. Who needs that when you can find honest and genuine content from gamers who enjoy what they play, rather than recriminate over how they think the community and industry should be?

For me video games continue to provide an entertaining, social and economic leisure activity. They certainly dove tail neatly into my lifestyle and real-world commitments. And so as I await the arrival of 2020, I shall enter the new decade (when framed in such terms it sounds somewhat depressing) pretty much doing the same as I did twelve months ago. I see no reason to stop playing the three MMOs that have been the mainstay of my gaming activities for so long. They are functional and provide both long and short gameplay sessions as well as clear goals. As all these games are relatively healthy from a business perspective, there is regular new content throughout the year. No doubt I will try several single player games in 2020; some of which will be planned purchases where others will be bought on a whim. I may even investigate some of the free titles I’ve acquired from the Epic Store or some of the obscure games I’ve collected in discount bundles over the years. I’m certainly no expecting myself or the video game industry to have any sort of epiphany over the next twelve months. I shall just anticipate more of the same, which after all is life’s default position.

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Gaming, MMORPG, LOTRO, Yule Festival Roger Edwards Gaming, MMORPG, LOTRO, Yule Festival Roger Edwards

LOTRO: Levelling via the Yule Festival

As I haven’t yet bought the recently released Minas Morgul expansion for The Lord of the Rings Online, I am presently faced with the problem of looking for alternative ways to gain ten levels, now that the cap has been increased to 130. The most obvious answer is to play the various skirmishes that exist within the game, however I noticed that at level 120 I’m somewhat under geared and not doing as much DPS as I would like. Consequently, skirmishes have ceased for the present to be a cake walk and are more of a strategic undertaking, requiring attention to one’s skills rotation and a generally cautious strategy. I could also just return to the Vales of Anduin and clear some of the outstanding story quests but due to the time of year, I prefer shorter play sessions, rather than get bogged down in lengthy narrative chains. Hence, the current Yule Festival presents the most practical solution to my needs.

As I haven’t yet bought the recently released Minas Morgul expansion for The Lord of the Rings Online, I am presently faced with the problem of looking for alternative ways to gain ten levels, now that the cap has been increased to 130. The most obvious answer is to play the various skirmishes that exist within the game, however I noticed that at level 120 I’m somewhat under geared and not doing as much DPS as I would like. Consequently, skirmishes have ceased for the present to be a cake walk and are more of a strategic undertaking, requiring attention to one’s skills rotation and a generally cautious strategy. I could also just return to the Vales of Anduin and clear some of the outstanding story quests but due to the time of year, I prefer shorter play sessions, rather than get bogged down in lengthy narrative chains. Hence, the current Yule Festival presents the most practical solution to my needs.

Frostbluff, where the LOTRO Yule Festival takes place, is an atmospheric, self-contained zone with a selection of repeatable quests. If you take the time and give the matter some thought, you can come up with an optimal rotation of quests that allows you to undertake them in the most efficient manner. I try to deal with all those based in the town first, then head West to collect the wood via the Wood-trolls, then East to deal with the Frost Grims and cheer the Snowbeasts. Finally I pick the mushrooms and head back into Frostbluff for the various hand ins. All of these quests can be completed within twenty minutes of so. If you choose a time of day when there are less players about, then you’ll not have to worry about queuing for NPCs to respawn and can possibly finish all these tasks in half the time. Furthermore, you soon learn where all the various items you need are and the entire process becomes second nature.

If you use XP boosters or take advantage of rested XP and other perks, you can receive a healthy amount of XP per quest. If you then undertake 10 repeatable quests each day, then the experience points soon racks up. I’m hoping that by the end of the Yule Festival on Thursday 9th January to have gained three to four levels and be somewhere around 124. I think I’ll then return to the Wolf-denes and finish all of the last update before finally considering buying and starting Minas Morgul. And then it will be back on the gear grind once again and unlocking further tiers on the Legacies of Legendary Weapon. I think my days of being at the cutting edge of LOTRO are now behind me as over for the last few years I’ve found myself playing catch up with most content. However, this is through my own choice. LOTRO is a known quantity and the gaming equivalent of a comfortable pair of shoes. It serves a purpose by scratching a very specific itch but I doubt if its going to reinvent itself in 2020.

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Login Incentives in MMORPGS

A major challenge for any MMO is to keep players logging in to the game. Obviously, regularly adding content and ensuring that there are sufficient quests, activities and tasks for players to undertake is essential. However, experience has shown that no matter how much content developers add to an MMORPG, players will always veraciously consume it and want more. Hence you need an additional “carrot on a stick”. Something that get’s player sufficiently interested to log into a game, even when they don’t have anything especially compelling to do. Login incentives are designed to do exactly that. They offer of some bauble or trinket that motivates you to log into a game once a day. Hopefully once you login, you may then find something to occupy yourself, either on your own or with fellow guild members. And of course the player who is actively playing may well even purchase something from the in-game store. At the very least, a successful login incentive contributes towards active player statistics. If those figures are presented in the right fashion on paper, they can bolster a declining population.

A major challenge for any MMO is to keep players logging in to the game. Obviously, regularly adding content and ensuring that there are sufficient quests, activities and tasks for players to undertake is essential. However, experience has shown that no matter how much content developers add to an MMORPG, players will always veraciously consume it and want more. Hence you need an additional “carrot on a stick”. Something that get’s player sufficiently interested to log into a game, even when they don’t have anything especially compelling to do. Login incentives are designed to do exactly that. They offer of some bauble or trinket that motivates you to log into a game once a day. Hopefully once you login, you may then find something to occupy yourself, either on your own or with fellow guild members. And of course the player who is actively playing may well even purchase something from the in-game store. At the very least, a successful login incentive contributes towards active player statistics. If those figures are presented in the right fashion on paper, they can bolster a declining population.

Hobbit Presents were added to The Lords of the Rings Online as part of Update 11: Treachery of the White Hand in May of 2013. Like any other login incentives, they do guarantee that players actively play the game but they provide another reason for LOTRO players to at least login and collect their “reward”. Broadly speaking these rewards are adequate. Silver presents are available daily and gold rewards once every seven days. Upon clicking on the Hobbit Presents interface, players receive a random in-game item. This can range from food, potions, XP, reputation and slayer deed buffs all the way to high-end armour and jewellery. All rewards are account bound so boxes containing level appropriate items can be transferred among players various alts. More often than not, most of the regards are trivial especially for level cap characters. However, they can be sold to vendors, so at the very least they can provide a small stream of revenue on a daily basis. Sometimes items such as the Universal Toolkit can be very beneficial.

Similarly, Daily Rewards were added to The Elder Scrolls Online with Update 18 in May 2018. At the start of each month, a calendar displaying rewards for each day becomes available and items can be claimed in chronological order. Again most of the items tend to be food and other consumables that provide a buff. There are also XP scrolls and modest stipends of the games various currencies. However, non-combat cosmetic pets are also included and there are usually free samples of the latest Crown Crates. These contain a broad spectrum of rewards and on several occasions, I have obtained a new mount just by using these free samples. The gold stipends are also a welcome top up to one’s overall in-game currency reserves. Like other MMOS these free rewards are not character bound so can be swapped between alts or they go into an account shared currency wallet. The Daily Rewards, like Hobbit Presents, can only be claimed by one alt a day.

The question remains, are these login incentives genuinely sufficient to get an indifferent player to log into a game? If you have become burnt out on a particular MMORPG, then I’d say no. I think you have to have some sort of ongoing commitment to a game to begin with. Then such incentives can be enough to give you a little nudge and sign into a game. Of the two systems I have mentioned, I personally prefer that found in ESO. I prefer to know in advance what rewards are available for the entire month. At present the December schedule shows that there are some free Crown Crates available on December 21st. I must therefore not skip too many days of logging in, or else I’ll find that the reward is inaccessible. If you fail to login each day, a reward is deducted from the end of the monthly schedule. The random nature of Hobbit Presents in LOTRO is less compelling system. The allocation of rewards is a lottery. However, there is potential to win something of note, so there is still a degree of motivation to login. Yet regardless of the quality of login incentives, they are still no substitute for having tangible activities to do in a game and should never bee seen as anything more than what they are.

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A Solution to the Single Games Launcher Conundrum

Back in April I wrote about the proliferation of video game launchers and how more and more companies are offering their own. The dream of Steam being a one stop platform for gaming has long gone and gamers now have to install multiple clients to access their various game libraries. As I indicated in that post, I’m personally not that outraged or inconvenienced by having to use different game launchers. There are far bigger problems facing the video games industry at present, such as aggressive monetisation, the decline of game ownership in the traditional sense and growth of “live services” and the associated bullshit that goes with such business models. Having to use separate launchers (I have 10 installed at the last count) is therefore lower on the list of transgressions and sins. However, that doesn’t mean that I’m averse to a solution if one presents itself and it looks like one may have just done so.

Back in April I wrote about the proliferation of video game launchers and how more and more companies are offering their own. The dream of Steam being a one stop platform for gaming has long gone and gamers now have to install multiple clients to access their various game libraries. As I indicated in that post, I’m personally not that outraged or inconvenienced by having to use different game launchers. There are far bigger problems facing the video games industry at present, such as aggressive monetisation, the decline of game ownership in the traditional sense and growth of “live services” and the associated bullshit that goes with such business models. Having to use separate launchers (I have 10 installed at the last count) is therefore lower on the list of transgressions and sins. However, that doesn’t mean that I’m averse to a solution if one presents itself and it looks like one may have just done so.

One of the game launchers and online stores I already have installed is GOG Galaxy. Good Old Games is part of CD Projekt and as this Polish developer has produced some good titles (the Witcher franchise) and broadly acts in an ethical fashion, I am reasonably well disposed towards them as a consumer. They are currently developing GOG Galaxy 2.0 which is being beta tested at present. I was recently invited to try this product and was impressed to see that it has a facility to link accounts from other game launchers. Alternatively you can manually add a game to your library that is installed outside of GOG Galaxy 2.0.  Now I’m sure some of you will be thinking “doesn’t Steam do that already?” and the answer is indeed “yes”. However, the Epic Store blocks Steam from doing this with any of its titles, so you cannot use Steam as a “one stop solution”. GOG Galaxy 2.0 effectively allows you to access all your games from a single platform, be they installed via Origins, UPlay, Steam or even the Epic Store. Furthermore, there is ongoing support for 3rd party addons that can facilitate linking to smaller and more bespoke platforms.

Now the solution that GOG Galaxy 2.0 is seeking to offer does not eliminate all the inconveniences that stem from having to install and run multiple game launchers. For example it cannot unify friends lists and custom social groups. And often all GOG Galaxy 2.0 can do is start another launcher that allows you to access the game you wish to play. But it is at least it is a start and offers the most functionality compared to its rivals. If you wish to try and manage as much as you can from a single app, then GOG Galaxy 2.0 seems to be the best option around at present. It should also be noted that at present, the beta test is by invite only. But if you have version 1.0 of GOG Galaxy installed and have expressed an interest in the next version, an email should be forthcoming with download instructions. It will be interesting to see how well GOG Galaxy 2.0 fares in an increasingly protectionist video games market. Will the current functionality of the beta build make it into the final release or will market forces end up blocking cross platform access? Time will tell.

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Gaming, Crafting, Elder Scrolls Online Roger Edwards Gaming, Crafting, Elder Scrolls Online Roger Edwards

The Esoteric Nature of Crafting in MMORPGs

I was initially going to call this post “crafting can fuck right off” but I felt that was a somewhat bellicose opening gambit and a little hyperbolic. So I’ve toned it down to “the esoteric nature of crafting in MMORPGS”. Now to begin with, I tend not to craft when playing MMORPGs. The effort to reward ratio is often insufficient and I have yet to find a crafting system that is engaging and fun. However, for me the biggest sin that crafting can commit is being deliberately arcane and obtuse “with malice of forethought”, if I may invoke legal analogy. Don’t get me wrong, I have no problem with game systems and mechanics being complicated. Intricacy can be both intriguing and rewarding if presented correctly. However, all too often game developers cross over the line, stepping from “complexity” to “fucking annoying”. For example some card games such as Poker can have complex rules but mastering them transforms the proceedings from random chance into a game of skill. But at the other end of the spectrum there’s Fizzbin, which was invented purely to be frustrating due to its arcane nature. I frequently find that crafting in MMOs is just like Fizzbin. Except they’re not amusing or ironic, just tedious and irritating.

I was initially going to call this post “crafting can fuck right off” but I felt that was a somewhat bellicose opening gambit and a little hyperbolic. So I’ve toned it down to “the esoteric nature of crafting in MMORPGS”. Now to begin with, I tend not to craft when playing MMORPGs. The effort to reward ratio is often insufficient and I have yet to find a crafting system that is engaging and fun. However, for me the biggest sin that crafting can commit is being deliberately arcane and obtuse “with malice of forethought”, if I may invoke legal analogy. Don’t get me wrong, I have no problem with game systems and mechanics being complicated. Intricacy can be both intriguing and rewarding if presented correctly. However, all too often game developers cross over the line, stepping from “complexity” to “fucking annoying”. For example some card games such as Poker can have complex rules but mastering them transforms the proceedings from random chance into a game of skill. But at the other end of the spectrum there’s Fizzbin, which was invented purely to be frustrating due to its arcane nature. I frequently find that crafting in MMOs is just like Fizzbin. Except they’re not amusing or ironic, just tedious and irritating.

I tried crafting in The Lord of the Rings Online fairly recently after playing for 11 years. Initially it was simply a case of gathering raw material, refining them and gaining XP in the appropriate skill. But after a while additional resources were needed to progress and advancement became ponderous. Hence, I quickly abandoned this aspect of the game. Sadly, I did not learn my lesson. While recently playing The Elder Scrolls Online, I discovered several Crafting Motif Books that allow you to cosmetically augment your gear. However, my hopes and dreams of looking dapper and stylish in-game were quickly dashed. The use of these books are dependent upon having certain crafting skills at a specific level. For example, Crafting Motif 13: Primal Style “Requires Rank 6 or greater of any one of the Metalworking, Tailoring or Woodworking passives”. Now at first glance I thought this meant that the I had to have any one of those three skills at level 6. Turns out that is not the case. Ranking is not equivalent to level. There are 50 levels and 10 ranks. Rank 6 is level 25. Now some of you may be asking at this point, “what’s the problem here”? Well, how about the fact that none of this information regarding skill levels and rankings is immediately available in the game? Turns out if you wish to comprehensively learn about crafting in ESO, you have to do so outside of the game.

“I am no one to be trifled with”

Now call me old fashioned but I have always thought that if a game makes you tab out while you’re actively playing, to find something out via a third-party website, then it is doing itself a major disservice. And that is putting it mildly. It is an abject failure by the game developers. It is also fucking annoying. So far, my experience with crafting in ESO can be filled under such. However, I am no one to be trifled with so I have doggedly worked on increasing my Blacksmithing skill. I am currently bankrupting myself in-game by buying purple heavy armour and two-handed weapons and deconstructing them. The XP gained has so far got me to level 15 but it has also cost about 25,000 gold. It may be financially more practical to farm Dolmen and deconstruct the various weapons drops, although this may well take longer as loot is random and not always of the type required. But I intend to use my Crafting Motifs, come hell or high water. And ZeniMax Online Studios can go piss up a rope, as can crafting per se in the MMO genre. I will not be prevented from looking fabulous in this or any other game due to the whims and caprices of those who don’t know the subtle difference between complex and esoteric.

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