Gaming News Roundup
I like to keep abreast of what’s happening in the video game industry, along with new releases and community news. So I subscribe to websites like Kotaku, GameIndustry and Massively Overpowered via Feedly. I also watch YouTube channels such as Gameranx and shows such as the Jimquisition. Often these platforms will highlight stories and issues that pique my interest. Sometimes I will feel the need to express an opinion or write a rebuttal but these talking points do not always warrant or require an entire blog article. So once again, I’ve decided to start another recurring blog post where I can highlight several of these news items and then briefly explore them. The Video Games Roundup is not meant to be a comprehensive summary of all current news. Merely items that I’ve found interesting, unusual or controversial. Sadly the latter is all too common these days.
I like to keep abreast of what’s happening in the video game industry, along with new releases and community news. So I subscribe to websites like Kotaku, GameIndustry and Massively Overpowered via Feedly. I also watch YouTube channels such as Gameranx and shows such as the Jimquisition. Often these platforms will highlight stories and issues that pique my interest. Sometimes I will feel the need to express an opinion or write a rebuttal but these talking points do not always warrant or require an entire blog article. So once again, I’ve decided to start another recurring blog post where I can highlight several of these news items and then briefly explore them. The Video Games Roundup is not meant to be a comprehensive summary of all current news. Merely items that I’ve found interesting, unusual or controversial. Sadly the latter is all too common these days.
The Lord of the Rings: Gollum.
This game first appeared on my radar in March 2019 when a press release caused quite a stir among Tolkien fans. Until recently not much has been known about the gameplay apart from the fact that this is an action-adventure game, with a stealth element. Last week developers, Daedalic Entertainment, released a trailer showcasing their visualisation of the iconic character, along with a press release providing further details of the mechanics featured in The Lord of the Rings: Gollum. It would appear there is a focus on a branching narrative and major story choices, The player chooses whether Sméagol or as Gollum is the dominant persona. With regard to gameplay, lead game designer Martin Wilkes stated there are similarities with Prince of Persia. All of which is very intriguing. I’m certainly curious to learn more prior to the 2021 release.
Fall Guy “Grabbers”.
Although you may think that Fall Guys: Ultimate Knockout is just a fun diversion in these dark days, I regret to inform you that it is the centre of a major moral, social and game development controversy. During gameplay, you can run, jump, dive and grab. The grab is designed to allow players to pull themselves up to ledges and over obstacles. It is also used in specific team games, such as the one where you have to grab a foxes tail from other players. However, humans being what they are, the grab function is also used in other more nefarious ways. Some players actively attempt to grab other players as means to prevent them from making progress and qualifying in a game. You’ll often find such players hanging around at the finishing line or loitering around obstacles in courses that are known to be difficult. Now grabbing in this fashion is part of the game and so is officially sanctioned. But it bitterly divides the playerbase. If you require further evidence of this, read the comments on this article about grabbing on Kotaku.
Text to speech “adverts” in live streams.
Many live streamers use text-to speech services to allow viewers to send them a message. Usually the message system is dependent on a donation. I’ve used such facilities before to send a humorous quip to a friend who is streaming. However, recently an advertising agency started using this text-to speech service to spam offers currently available at Burger King. As you can imagine this hasn’t gone down especially well with some streamers who do not like the idea of this messaging system being usurped for corporate advertising. From my own perspective, I don’t care for advertising per se nor the culture associated with it. I find adverts invasive and often intellectually insulting to begin with. The prospect of there being more in live streaming, which is a medium I’m already struggling to come to grips with, is essentially just another reason for me to give up and go elsewhere.
Register “for an opportunity to be one of the first to pre-order your PS5”.
There’s a lot to unpack in this statement. Essentially, Sony is anticipating a great deal of interest in their forthcoming new console but may not be able to satisfy the demand. Questions have been raised as to whether the global pandemic will impact upon manufacture and delivery of the PS5. However, a potential shortage can also provide a cunning marketing ploy if handled correctly. Which has led to Sony inviting US customers to register for the chance to pre-order. Just to clarify, that’s the “chance” to pre-order and not a guarantee of doing so. Yes, this is a campaign couched in hype, elitism and FOMO. All things that bring out the best in a gaming community, courtesy of a big, multimillion dollar corporation. The dynamic that exists between the vendor and the customer is a curious symbiotic relationship. Despite the customer having the upper hand, the opposite is often portrayed. Companies have things that you need, that they sell to you out of the goodness of their heart. Only now you have to apply to buy them. It is truly risible. What makes it sadder is that Sony will probably get away with it.
A Month in Gaming
I’m still somewhat shocked that August has been and gone. Even by 2020 standards it’s been an odd month. Due to illness in the family, my schedule has been turned on its head and subsequently there has not been as much time for gaming as I’ve previously enjoyed. However, I tried to put what time I had to good use. I attempted to return to the MMORPG The Lord of the Rings Online once again, to see if I could continue through the epic story. Sadly, the game has run into further server related issues, just as it did last month. Standing Stone Games community manager Jerry Snook was a little “snippy” in responding to players' concerns and at present there are no details regarding what the problem is and when it will be resolved. If this issue persists I suspect that it is going to do some genuine harm to both the player base and community relations. I hope matters improve for SSG and LOTRO over September.
I’m still somewhat shocked that August has been and gone. Even by 2020 standards it’s been an odd month. Due to illness in the family, my schedule has been turned on its head and subsequently there has not been as much time for gaming as I’ve previously enjoyed. However, I tried to put what time I had to good use. I attempted to return to the MMORPG The Lord of the Rings Online once again, to see if I could continue through the epic story. Sadly, the game has run into further server related issues, just as it did last month. Standing Stone Games community manager Jerry Snook was a little “snippy” in responding to players' concerns and at present there are no details regarding what the problem is and when it will be resolved. If this issue persists I suspect that it is going to do some genuine harm to both the player base and community relations. I hope matters improve for SSG and LOTRO over September.
However, it hasn’t been all doom and gloom. I decided to buy Fall Guys: Ultimate Knockout, partially due to the wealth of positive reviews and feedback surrounding the game. It is great fun and often very amusing but I do seem to have developed a love hate relationship with the gameplay. I’ve failed to qualify for more than four games in a row and hence have not experienced much variety in races and challenges so far. I’m also not a fan of the team games, as I hate losing due to others, rather than my own actions. Hence progressing through the season pass is a grind. However, I occasionally have some good fortune and no matter how poorly you play, there’s always someone worse than yourself. The large number of “Tryhards” in the game are also a drag at times, as are players using the “grab” function in a negative fashion. But then it’s hard to stay pissed off with a game that lets you dress as a Triceratops.
I have made good progress through the Season Five Battle Pass in Call of Duty Modern Warfare/Warzone. As I suspected, players were initially quite happy to swamp the train that’s been added to the game. But a month on, no one seems interested anymore and it is substantially less dangerous to investigate now. The new FiNN Light Machine Gun has proven useful to players like me. I use the XRK LongShot Adverse barrel which provides not only an increase in range but an insane rate of fire. If you’re not especially accurate with your aiming, then these factors are a real boon. There is a degree of recoil to deal with but this can be compensated by firing in rapid bursts, rather than just holding down the trigger and hosing the gun around. Plunder continues to provide the best of both worlds with regard to play styles, so once again CoDMW/WZ has managed to hold my interest for yet another calendar month.
Over the next month, I shall be making a concerted effort to complete The Sinking City. I find that if I get sidetracked with too many other games, it is always the RPG that I’m playing that suffers. This is probably due to the fact that they need a more substantial time investment, so you can absorb the narrative. I have enjoyed this Lovecraft inspired game, despite its foibles and flaws. It certainly nailed the main themes of the Cthulhu Mythos. I think that I shall replace it with yet another RPG, as I like games with open worlds and dense lore that I can lose myself in. So I may purchase GreedFall next. It bears quite a few similarities to Amazon Game Studios forthcoming MMORPG, New World. However, after several beta tests, I have decided that the latter is not to my liking and think that the former will be a more suitable alternative. I hope that September doesn’t prove to be as tumultuous as August and that I can find the time to accommodate a new game.
Can Behavioural Science Create a Better Gaming Experience?
“Nudge theory” has received a lot of attention in recent months due to the global pandemic. The Behavioural Insights Team has played a key part in shaping the UK Government's policy to deal with COVID-19, although its overall success is questionable. Now I’m not going to debate in this post the ethical merits of “nudge theory” as a tool, especially within a political context. Let it suffice to say that such science can be used for both good or ill. However, due to some negative experiences I’ve had recently while gaming, I have been considering whether it is something that should be used more in video games. It’s obviously there already as I often see small, minor examples. In Star Trek Online, if you join a random Task Force Operation you receive greater rewards because you are helping players who under normal circumstances, cannot form a group. So the question is, should there be more “nudging” in video games?
“Nudge theory” has received a lot of attention in recent months due to the global pandemic. The Behavioural Insights Team has played a key part in shaping the UK Government's policy to deal with COVID-19, although its overall success is questionable. Now I’m not going to debate in this post the ethical merits of “nudge theory” as a tool, especially within a political context. Let it suffice to say that such science can be used for both good or ill. However, due to some negative experiences I’ve had recently while gaming, I have been considering whether it is something that should be used more in video games. It’s obviously there already as I often see small, minor examples. In Star Trek Online, if you join a random Task Force Operation you receive greater rewards because you are helping players who under normal circumstances, cannot form a group. So the question is, should there be more “nudging” in video games?
The most obvious and easiest means of “nudging” that can be implemented in video games is to incentivise an activity or process. If for example, you wish to encourage grouping in an MMO, then offer rewards that are superior to that which you would earn if you did the same content solo. Another option is to penalise players who leave a group before the activity is complete or those who go AFK and do not participate in the collective undertaking. Incentives could also be used to encourage top tier players at level cap to revisit lower level content and assist others. Why not offer rewards or accolades to those who “mentor” new players. If there are shortages of low level crafted items in a game, why not offer some sort of subsidy or bonus to encourage players to make more? Canny developers could use the power of nudge to foster a more communal attitude among players. As long as it is always just used to encourage and not coerce, then it should yield results.
Looking to other genres, nudge theory could be beneficial in turning the survival genre into more than just a race to the bottom. At present I find that such games often lapse into being murders simulators and it’s impossible to progress beyond a certain point. Collaboration is the key, as it is in real life. However, there are rules to prevent aberrant behaviour in society but video games seldom have any tangible consequences. In a survival, PVP or roleplay game, if a player becomes increasingly rogue there needs to be mechanics that reflect and offset that. Someone who murders and loots everyone they encounter should be free to do so but face such retribution as having a bounty being placed on them. Or if they need to trade for crafting materials, then the prices need to go up as the vendor becomes more fearful or distrustful of them. Red Dead Redemption 2 has elements of this in its gameplay. It would be interesting to see the benefits of rewarding those who work collaboratively to build a community in-game rather than just adopt the role of predatory lone wolf.
However, behavioural science may not always be applicable to a game. For example, “nudging” in the FPS and competitive genres is more difficult because it may impede valid ways of playing. Some folk don’t care for “camping” and it is still a hotly debated subject. But unless it specifically breaks a games TOS, then it’s a valid play style. Trying to move people away from such an approach is questionable. It comes down to arguments couched in subjective notions of sportsmanship, which are different to clearly more destructive behaviour such as “ganking” that we seem in unbalanced PVP. Another consideration is whether the presence of “nudging” in a game is seen as a coercive or a political tool? Will players balk at what some may describe as “social engineering”. The player base may not want to see policies of this nature implemented and this could potentially have an adverse effect on revenue.
Behavioural science is a means to an end and is in itself neither benign or malevolent. However, it has an “image” problem. People tend to not like “being tricked” or feel they’re being manipulated despite the fact it happens in advertising and marketing continuously (as well as politics). Nudge theory may not necessarily do these things but that’s how some perceive it. Especially once people know that it has been used on them in some way. But I think if we wish to arrest the process of gamer behaviour being driven by the lowest common denominator, then we may well have to make more use of behavioural science. For example, if the grab functionality in Fall Guys: Ultimate Knockout could also be used to offer other players a helping hand, this would offer an alternative mode of behaviour. One that is less predatory and more socially positive and inclusive. It would be interesting to see what player conduct prevailed.
Thoughts on the New World Preview
I, like many of my fellow bloggers, have been afforded an opportunity to try Amazon Game Studios forthcoming MMO New World, three times over the last 18 months. I did so twice, playing the two previous private tests. As a result of these experiences I have opted not to explore the latest public preview. I haven’t said anything prior to today regarding the game due to the NDA but as that has now been lifted I can express my opinions. Simply put, New World is not for me. It is certainly not a bad MMO and the developers have made some radical changes in the game’s design as they’ve responded to player feedback. The initial alpha test showcased an open world PVPcentric game. The second release tempered that with more PVE content. However for me, New World just doesn’t offer the things that I specifically enjoy about the MMORPG genre. I think with continued polish and fine tuning, it will be a solid game upon release and I’m sure it will find its particular niche.
I, like many of my fellow bloggers, have been afforded an opportunity to try Amazon Game Studios forthcoming MMO New World, three times over the last 18 months. I did so twice, playing the two previous private tests. As a result of these experiences I have opted not to explore the latest public preview. I haven’t said anything prior to today regarding the game due to the NDA but as that has now been lifted I can express my opinions. Simply put, New World is not for me. It is certainly not a bad MMO and the developers have made some radical changes in the game’s design as they’ve responded to player feedback. The initial alpha test showcased an open world PVPcentric game. The second release tempered that with more PVE content. However for me, New World just doesn’t offer the things that I specifically enjoy about the MMORPG genre. I think with continued polish and fine tuning, it will be a solid game upon release and I’m sure it will find its particular niche.
As I mentioned in a somewhat cryptic fashion in a prior post, New World sets out its stall quite clearly in the initial cutscenes, offering a standard story about the colonisation of a new island called Aternum. Set in the mid 17th century, the aesthetic of the game is of British America from that era, with a heavy dose of the supernatural and arcane thrown into the mix. During the test that I participated in my character woke up on the shore after a shipwreck; a very traditional MMO trope. The initial levels as I battled across the beach were designed to introduce the new player to the combat system, inventory and skills trees. All of which are very standard and intuitive. The action combat felt very fluid and it was not difficult to understand and implement blocking with a shield, flanking an enemy and then striking with a sword with light or strong attacks. There are then special skills with substantial cooldowns that can then be used tactically. I felt that this was one of the best aspects of the game and is one of the better implementations of action combat that I’ve experienced.
Sadly, I was less enamoured with the meat and potatoes of the rest of the game. The game engine, character realisations and environments are well designed. But there are no classes or specific roles as such. You choose armour and weapons types to suit your own preferences. This flexibility plays into the game’s original sandbox remit, which has now been augmented. The quests are somewhat arbitrary and clearly show how that they’ve been added at a later date to facilitate a change in the game’s direction. These mainly act as a means to send you to different parts of the island and gather resources. There is no complex, overarching narrative that I am aware of. The player gleans information about the island’s lore through exploration and what they find. The NPCs offer only text interactions and there is no voice acting. The game’s economy is driven by players via Trading Posts so you won’t be getting rich by selling trash loot to NPCs. You can salvage loot and repurpose the resources they yield for crafting.
Eventually after earning new gear and familiarising yourself with the games systems, a new player will eventually progress on to one of the major settlements in a region. These are held by varying factions and at this point you get to choose who you wish to ally with. Naturally it is here that the games PVP systems come into play. And it was at this point that I decided that I didn’t wish to play any further as the game had nothing further to offer me. I like complex narratives and storylines that twist and turn. I like voice acting and NPC with personalities, especially when they become recurring characters. I also enjoy the communities that spring up around MMOs. I suspect because New World still heavily leans towards PVP, rather than roleplay and story telling, its community will again not be for me. Beyond this, I can’t really say much more about this MMO. I haven’t played it to any great degree. Just enough to know that it’s not too my liking. But that does not make it a bad game and I look forward to observing how the game progresses and is received at launch.
LOTRO: More Community Management Problems
Not so long ago, MMORPG The Lord of the Rings Online was plagued by server instability and chronic lag. Many of the game worlds had to be closed and there was over a week of downtime. As ever, communication from developer’s Standing Stone Games regarding the nature of the problem and an ETA on a fix were minimal. The issue(s) were eventually mollified but not completely eradicated. However, a recent patch this week led to extended downtime, beyond that which was initially scheduled. Since then the servers have been “unstable”. So it would appear that “the problem” is back. The only difference this time round is that SSG have made a statement sooner, rather than later. Community Manager Cordovan (AKA Jerry Snook) posted the following on the game’s official forums. “The game worlds are experiencing periods of server instability due to external issues outside of our control. We are taking steps to mitigate these environmental and infrastructure challenges, and apologize for any issues you encounter”.
Not so long ago, MMORPG The Lord of the Rings Online was plagued by server instability and chronic lag. Many of the game worlds had to be closed and there was over a week of downtime. As ever, communication from developer’s Standing Stone Games regarding the nature of the problem and an ETA on a fix were minimal. The issue(s) were eventually mollified but not completely eradicated. However, a recent patch this week led to extended downtime, beyond that which was initially scheduled. Since then the servers have been “unstable”. So it would appear that “the problem” is back. The only difference this time round is that SSG have made a statement sooner, rather than later. Community Manager Cordovan (AKA Jerry Snook) posted the following on the game’s official forums. “The game worlds are experiencing periods of server instability due to external issues outside of our control. We are taking steps to mitigate these environmental and infrastructure challenges, and apologize for any issues you encounter”.
The vagueness inherent in this statement is stark and obviously very deliberate. When pressed for further details by LOTRO players on the forum, Cordovan’s reply was less vague and actually quite specific. It’s a clear example of corporate “wagon circling”. “I'm sorry, but even if it were theoretically possible to make that kind of statement, I would advise against it. If that gets me some heat here, so be it; you know where I stand. Besides opening yourself up to all sorts of issues as a business entity, you are then committing to that level of detail every time you have an extended outage. Let's say a technical answer along those lines would throw an employee specifically under the bus, or a valued contractor you intend to do business with long-term. Even if technically accurate, it would be bad precedent to set. Not to mention how it'd be picked apart over the long term. It would not work for us. When I begin to think about what the above would have meant for almost ten years of messaging with this company, my head explodes”.
This is a visual metaphor
I fully appreciate this stance. Naturally it’s not what I and other players want to hear. We’d much prefer something along the lines of “we’re going to recalibrate the flux capacitor and the game will be as good as new. Here’s some free shit”. But SSG is a business and one that is not totally independent. The nature of their relationship with Daybreak Game Company is still shrouded in mystery but most suspect they’re more than just “the publisher”. SSG relies on third party suppliers for many other services. Simply put they are not in a position to reveal anything, even if they wished to. But simply saying “we can’t talk about this for legal reasons, so you’ll have to suck it up and wait things out” doesn’t magically draw a line under the problem. Paying customers at the very least expect someone to do some “ass kissing” in these situations, regardless of whether it’s sincere or not. It’s in the unofficial but very real social contract that exists between the vendor and customer.
And it is in this area that SSG are sadly lacking. Their community relations skills are not exactly nuanced and their tone is seldom conciliatory. Many years ago, when I was running a small IT department, I learned quite quickly that bellowing at staff during a crisis, doesn’t help matters. So instead of me shouting “I can fix this problem a lot quicker if you assholes shut the fuck up”, I hired a member staff who had “good communication skills” and was adept at exuding confidence, placating stakeholders and making them feel that their concerns were important and being addressed. It would greatly improve matters if SSG took a similar approach and those currently involved in community relations were more soothing and understanding in their tone. I’d suggest the following. Make regular statements, even if they have little or no technical substance. Answer a few tweets or comments personally. Praise players patience. Do something like a giveaway or a trivia contest so that people are engaged but in a positive way.
Another visual metaphor
The upside of difficult situations, such as the one which SSG currently faces, is that they present an opportunity to learn. Sadly, SSG and Turbine before them seem to have a blindspot when it comes to reflecting upon their prior community relations disasters and adjusting their corporate behaviour accordingly. And then there’s Jerry Snook’s somewhat defensive statement. “This is not my first rodeo. If people don’t like me, fine”. That is a tacit admission of failure. Yes Jerry, we understand that you will always be damned regardless of what you do, by a percentage of the playerbase. Community relations can at times be like an endless Kobayashi Maru test. But PR is a war and not a battle. You keep trying until you change the needle on the dial. If one approach doesn’t work, you try another. And once again I have to reference the immense goodwill that LOTRO players harbour towards the game. They want a reason to be on SSG’s side. So why not give them one? You lose nothing by trying. But the consequences of not doing so are far more serious.
"Tryhards"
I discovered the term “tryhard” recently after reading a game related blog post. Like many contemporary terms the definition seems somewhat fluid. So the one that I think fits best is “a person who is perceived as putting too much effort into something recreational, such as a game”. Although I think this succinctly distils the essence of the phrase, I do feel a little further qualification and contextualisation is required. I don’t think this term is applicable to legitimate competitive gaming, so it’s not a label I’d apply to someone playing any sort of esport. Nor do I think it is meant for those players that just seek to become well versed in an MMO or similar genre of game. I feel this epithet is the province of those who seek to excel in games where the focus is having fun and not just winning. The post in which I read this term was discussing Fall Guys: Ultimate Knockout and I think that is a perfect example. I have encountered other players that fit this category while playing this game and you’ll find plenty more on twitch.
I discovered the term “tryhard” recently after reading a game related blog post. Like many contemporary terms the definition seems somewhat fluid. So the one that I think fits best is “a person who is perceived as putting too much effort into something recreational, such as a game”. Although I think this succinctly distils the essence of the phrase, I do feel a little further qualification and contextualisation is required. I don’t think this term is applicable to legitimate competitive gaming, so it’s not a label I’d apply to someone playing any sort of esport. Nor do I think it is meant for those players that just seek to become well versed in an MMO or similar genre of game. I feel this epithet is the province of those who seek to excel in games where the focus is having fun and not just winning. The post in which I read this term was discussing Fall Guys: Ultimate Knockout and I think that is a perfect example. I have encountered other players that fit this category while playing this game and you’ll find plenty more on twitch.
So I guess the first question that arises from the label “tryhard”, is what is so bad in trying to be good at something? To which I’d answer, nothing in principle. The point I think people are trying to make when they label someone in such a fashion, is that these players whose sole focus is the pursuit of excellence end up leaching all the pleasure out of the game for others. Furthermore, if a significant percentage of the playerbase falls into the “tryhard” category, it creates a sort of philosophical fun divide and an environment where new and casual players are either squeezed out or at the very least deprived of the fun that the game is predicated upon. If you want an analogy, I’d say it’s like the over competitive parent who has been in training all year long for the Mum or Dad’s race at their child’s school sports day. Something that is supposed to be lighthearted and about the spirit of participation, is usurped by those who are determined to win and make some kind of statement.
However, I’m a contrary bastard at times. Although I’m not especially enamoured with the “tryhard” mindset and will loudly refute the bogus argument that “it’s never just a game”, I don’t like the idea of a self appointed “fun police”. This is why I think it’s important for game developers who make competitive titles, to ensure they have some viable matchmaking system in place, so that players are grouped according to their skill. Surely implementing such mechanics would please all parties? Unless being a “tryhard” isn’t just about the gratification of excelling but just another way of trolling others. The idea being that it’s another facet of the self aggrandising, braggart culture that pervades gaming. An excuse to sneer at those who don’t succeed and a means of controlling a game at the expense of others enjoyment. I wouldn’t say that all “tryhards” are elitists pricks but I’d certainly put money on elitist pricks being “tryhards”.
It seems that a week cannot go by without the video games industry or gaming culture highlighting or manifesting some unpleasant facet of human nature. Friends and colleagues assure me that there isn’t any major cultural shift occurring and that gaming (and life) has always had a degree of “douchebaggery” associated with it. But I’m not so sure. Anecdotally speaking, I’ve consistently found myself coming last in Fall Guys: Ultimate Knockout, while other players leave me in their wake. It does surprise me that some people have become quite so adept, so quickly. I’ve also seen a lot of players loitering at key locations in the game and deliberately impeding and hampering other players. Again, if it doesn’t breach the games TOS, then technically it’s okay to do so but isn’t this supposed to be lighthearted fun? There’s an ongoing debate at present as to whether games are becoming less fun, I’m not so sure. It’s difficult to tell. But we as a community don’t seem to be doing ourselves any favours.
Social Gaming Alone
This post started out as something completely different. I was simply going to write about a popular new game, how it came to my attention and my impressions and thoughts once I had purchased it. But while reflecting on one aspect of the game; the social element that stems from playing with friends, I realised I had more to say about this rather than just writing a review. But such is the nature of writing. In my experience my train of thought is seldom linear. So this post has now morphed into some musings about social gaming and how it is an integral aspect of modern game design. Because playing games with friends is often regarded as a superior experience to playing alone. At least by game developers. I think that the reality is more nuanced and dependent on the game in question. However, I do think that some games are better played with people you know and that playing on your own or in a PUG is less fun. Because that has been my experience of late.
This post started out as something completely different. I was simply going to write about a popular new game, how it came to my attention and my impressions and thoughts once I had purchased it. But while reflecting on one aspect of the game; the social element that stems from playing with friends, I realised I had more to say about this rather than just writing a review. But such is the nature of writing. In my experience my train of thought is seldom linear. So this post has now morphed into some musings about social gaming and how it is an integral aspect of modern game design. Because playing games with friends is often regarded as a superior experience to playing alone. At least by game developers. I think that the reality is more nuanced and dependent on the game in question. However, I do think that some games are better played with people you know and that playing on your own or in a PUG is less fun. Because that has been my experience of late.
Now the “buzz” surrounding Fall Guys: Ultimate Knockout reached my social media timeline a few days after the games release on August 4th. As I already play a Battle Royale game (Call of Duty Warzone) I didn’t feel the need to investigate the new game any further. However, after several YouTube channels that I subscribe to reviewed the game positively, I decided to delve a little deeper. So I watched some live streamers play the game and quickly decided to give Fall Guys: Ultimate Knockout a go. Mainly because everyone I saw playing it was having fun. The game has a cartoon-like aesthetic and the collision physics are endlessly amusing. But what stands out the most from all the video footage of gameplay I’ve seen, is that it engenders a sense of communal fun. That kind of “in the moment”, organic enjoyment that stems from friends being together and sharing an experience.
And that is exactly the opposite experience to what I’ve had. Although Fall Guys: Ultimate Knockout is most definitely fun, playing like a cross between “Takeshi’s Castle” and “It’s a Knockout/Jeux sans frontières”, it does feel like something is missing when you play solo. There’s no one to share the moment with when you fail spectacularly, or run “interference” against other players if you’re having difficulty. Choosing an exotic costume becomes somewhat arbitrary as a single player, compared to the mirth it creates when riffing off friends. Outside of Fall Guys: Ultimate Knockout, there are benefits to be had from playing socially in other games. I enjoy Call of Duty Warzone but when I watch live streams and YouTube videos, you cannot deny that the game can be played far more effectively in co-ordinated groups. You just don’t get that with PUGS, which usually range from adequate to “herding cats” to mental torture.
The summit of my social interaction in video games is when I play MMORPGs. I’ve been in the same kinship in The Lord of the Rings Online since 2009 and still regularly enjoy organised gameplay via Discord. Although this is fun, it is limited to just one game and the nature of MMOs doesn’t really lend itself to a great deal of diverse experiences. I haven’t played any games from other genres with friends and people I know since 2016. The last time was when there was an organised game night via The Newbie Blogger Initiative and a few people got together and played Overwatch. Since then I’ve just used the auto grouping option in the games that I play. It’s not so much an issue of a lack of friends but the fact that no one seems to be playing the same games as me (and vice versa). The fact that not all games support crossplay is another factor.
I also suspect that age may well have a bearing on this. Younger people tend to have larger, active social circles. These decline over time, something I have written about in the past. Now naturally my online friends play and enjoy video games. It’s usually one of the reasons why I follow someone on Twitter. But many of the people I know locally, despite being of a comparable age to me, don’t play video games. They tend to be interested in more traditional leisure activities like football, reading tabloids and casual bigotry. So upon mature reflection, despite there being a focus on social gaming as a source of fun by the industry itself, my reality is not the same. Returning to Fall Guys: Ultimate Knockout for example, my experience is not like those who play in a group. It’s like being at a party where you drink and move around the periphery of events, laughing at jokes you overhear but not actively participating in any meaningful interaction. It’s an odd sort of fun by osmosis, just by dint of being present. Social gaming alone, as it were. And I’m beginning to tire of it.
It’s Not Losing That’s the Problem But How You Lose
The title of this post doesn’t really cover what I’m trying to express but it’s the best I could come up with that wasn’t an essay in itself. Now I’m going to try to be as brief as possible, as I know sometimes I write too much and get bogged down in the minutiae. Hopeful you’ll follow my train of thought. So to begin, some video games have a very specific fail mechanic. If you play Mortal Kombat either against bots or with another player, there can be only one winner. If it’s not you then you have lost. It’s the same in Call of Duty Warzone if you play Battle Royal Mode. Looking to other genres such as MMOs, if you don’t defeat the boss at the end of the raid and your team wipes, then again you’ve lost. But this doesn’t have to be a problem. The player knows in advance exactly what the criteria for winning is. You lose due to the mechanics of the game, the skill of other players or the lack of your own.
The title of this post doesn’t really cover what I’m trying to express but it’s the best I could come up with that wasn’t an essay in itself. Now I’m going to try to be as brief as possible, as I know sometimes I write too much and get bogged down in the minutiae. Hopeful you’ll follow my train of thought. So to begin, some video games have a very specific fail mechanic. If you play Mortal Kombat either against bots or with another player, there can be only one winner. If it’s not you then you have lost. It’s the same in Call of Duty Warzone if you play Battle Royal Mode. Looking to other genres such as MMOs, if you don’t defeat the boss at the end of the raid and your team wipes, then again you’ve lost. But this doesn’t have to be a problem. The player knows in advance exactly what the criteria for winning is. You lose due to the mechanics of the game, the skill of other players or the lack of your own.
As a man of a certain age, I tend not to get too annoyed when I lose playing video games. More often than not what frustrates me is my own incompetence and poor reactions. I am more often than not, the architect of my own demise. And when I play any sort of game in a pick up group, I lower my expectations by default. Sometimes I’ll find myself in a group that plays as a team, follows a strategy and performs well. All of which is done with the minimum of conversation, be it text or voice. On occasions it goes the other way where the selfish behaviour and stupidity of some players actively impede your progress and this is something I find less palatable. A point I shall return to in a moment. Overall failure and losing are an inherent part of video games. Hopefully you learn from your mistakes and “git gud” or something like that. Also, although I’m not exactly enamoured by elitist gaming culture or like over competitive people (they’re so tediously wearing), winning too easily or too often does mitigate the point of certain types of games.
Still with me? Good. I’m nearly at my point. To summarise, losing is an integral part of gaming although you don’t have to like it. It is an important component that contributes to the overall environment from which the fun, enjoyment or whatever else you get from video games derives. It is not malevolent per se. However, there is another kind of losing or fail state that comes via a human agency. It is predatory in nature and happens when you lose because someone decided to mess with you. It’s the gaming equivalent of someone coughing or nudging you when you’re playing darts and about to throw. This manifests itself in PVP and survival games when players predate other new or less knowledgeable players. Or in racing games when one player knows they will not win so willfully causes carnage or tries to block others. I saw such behaviour today while watching someone streaming Fall Guys: Ultimate Knockout. At first glance this looks a very benign game but it would appear that players will wait at the finishing line to try and stop people from crossing. Even in a easygoing, fun environment such as this, there are still people who want to fuck with you.
And therein is the issue. Life is problematic enough because some people just aren’t happy unless they’re doing something to others. Do we really need this in our game space as well? I don’t mind losing, failing or getting beaten in a game by its mechanics or more skilled players. But I don’t want to be inconvenienced because someone just wants to fuck with me for the sake of just doing so. And this is where I trot out my standard argument about how being a paying customer changes the dynamics of gaming. Forget notional ideas about freedom of expression and emergent gameplay. The moment money is paid, I expect rules and parameters to constrain others bullshit shenanigans. The same way when I go swimming at the sports centre and racing competitively, no one is allowed to enter my lane and mess with me.
Irrespective of what genre(s) of game you play, I think we can all make the distinction between losing in an intended fashion IE falling foul of a game’s fail state mechanics and having something done to you by some asshole. It’s paradoxical that developers will always sing from the rooftops about the superiority of playing with and against real people and then subsequently being utterly flabbergasted by the fact that people treat each other abominably. But players will happily indulge in sociopathic behaviour if given an opportunity. Look at the recurring problem with aimbots that plague popular FPS games. As for losing “building character”, that’s a bogus term and a flawed philosophy. But losing in the manner discussed is an object lesson in why so many problems in life are just people problems. As a society, we still await a solution to this, although judicious use of a claw hammer as a correctional tool is a good place to start.
Choo Choo
Adding a train to a Battle Royale game is hardly a new concept. Both Apex Legends and PlayerUnknown’s Battleground have successfully done this. So it was only a matter of time before one was added to Call of Duty Warzone. We were tipped off by the addition of train tracks last season. The launch of Season 5 this week finally made the “choo choo” a reality. I must admit, I’m quite surprised at how adding something as straightforward as a freight train has reinvigorated the game. That and the fact that you can now access the stadium seems to have really enthused the playerbase. Since Tuesday, whenever you play Warzone or one of its variants, a large number of players head straight to the stadium or the station where the armoured freight train starts its journey around the map. As a result of this, new players or those who aren’t so skilled in combat can navigate the outlying areas of Verdansk with a greater degree of freedom and safety. Everyone else is at either of those locations.
Adding a train to a Battle Royale game is hardly a new concept. Both Apex Legends and PlayerUnknown’s Battleground have successfully done this. So it was only a matter of time before one was added to Call of Duty Warzone. We were tipped off by the addition of train tracks last season. The launch of Season 5 this week finally made the “choo choo” a reality. I must admit, I’m quite surprised at how adding something as straightforward as a freight train has reinvigorated the game. That and the fact that you can now access the stadium seems to have really enthused the playerbase. Since Tuesday, whenever you play Warzone or one of its variants, a large number of players head straight to the stadium or the station where the armoured freight train starts its journey around the map. As a result of this, new players or those who aren’t so skilled in combat can navigate the outlying areas of Verdansk with a greater degree of freedom and safety. Everyone else is at either of those locations.
I try and avoid the stadium as it has too many open corridors and because of the rewards that can be found there, too many skilled players. I see no reason to provide an easy target for such individuals. Let them prey on their own. The train however is a more interesting proposition. It again offers the orange supply crates which contain the best weapons and gear. But it also provides a means to navigate the map and potentially flank enemies. It can also offer a degree of cover and I’ve used it as a means of escaping difficult firefights several times. Contrary to popular belief, strategically withdrawing is a sound option in Warzone. Another great aspect of the train is that it provides endless opportunities to mess about with friends. I’ve already seen videos of players parking as many vehicles as possible to try and derail the train. They quickly discovered that it is unstoppable.
Plunder is my game of choice in Warzone and I’ve developed my own short term strategy for the train. I suspect that after a week or two it will no longer be viable as the overall meta strategy of most players will alter. As present, most players head for the train as soon as they parachute into Verdansk and congregate at the station. Hence for the first stretch of its journey, the train is smothered in players. However after about 4 minutes or so, as the train passes the eastern side of the Hospital, it enters a tunnel. This leads to the Great Bridge area where the track follows the perimeter of the International Airport and Maintenance Block. You can wait above the tunnel exit and subsequently ambush any players remaining on the train. Admittedly many have gone by this point but there’s usually two or three. You can then jump down onto the train. If you miss the chance to do so, there’s a quad bike nearby so you can catch up. You can’t outrun the train.
This is a good way to start a game. At the very least it's a way to get some easy kills and collect some gear. If the players you’ve disposed of have already looted the orange supply crates, then you will get some good gear. If they haven’t then you’ll at least get some money and one armour plate. After I’ve collected any loot, I move to the front of the train which has the best cover and then find an appropriate location to get off. There are houses around the perimeter of the airport and these offer a good place to snipe at those fighting around the hangers. I tend not to stay on the train any longer as there are further bridges ahead and sooner or later, someone else will decide to get on. Conversely, if you do not wish to loot the train, then the route I’ve mentioned offers ideal high ground and cover to attack those on it. Both options keep me amused, however I think that players will soon adjust their strategy to counter this. But that’s what I like about Warzone. Both the developers and the players continually find ways to change things and keep the game fluid.
Exclusivity: A Play in One Act
Unscrupulous Video Game Developer: Hey you. Would you like to play an action-adventure video game based on the Marvel’s Avengers franchise?
Mildly Interested Gamer: Sure. Sound’s cool. What platform will it be available on?
Unscrupulous Video Game Developer: All of them!
Mildly Interested Gamer: Great.
Unscrupulous Video Game Developer: It gets better. After the launch, there'll be free DLC of additional playable characters.
Mildly Interested Gamer: No way!
Unscrupulous Video Game Developer: Hey you. Would you like to play an action-adventure video game based on the Marvel’s Avengers franchise?
Mildly Interested Gamer: Sure. Sound’s cool. What platform will it be available on?
Unscrupulous Video Game Developer: All of them!
Mildly Interested Gamer: Great.
Unscrupulous Video Game Developer: It gets better. After the launch, there'll be free DLC of additional playable characters.
Mildly Interested Gamer: No way!
Unscrupulous Video Game Developer: Yes away. First up we got Hawkeye.
Mildly Interested Gamer: Oh okay…
Unscrupulous Video Game Developer: And then we got Spider-Man
Mildly Interested Gamer: Outstanding. I’ll go pre-order my Xbox copy now and get me some of that Spider-Man action.
Unscrupulous Video Game Developer: Oh, sorry. Spider-Man is a Playstation exclusive.
Mildly Interested Gamer: Say what?
Unscrupulous Video Game Developer: Yeah. Spider-Man is only going to be available to owners of the Playstation version of the game.
Mildly Interested Gamer: Well that fucking sucks. How do you justify this shit?
Unscrupulous Video Game Developer: It says here in my “Marketing Guide to Tough Questions” that the standard answer is “that’s capitalism, bitch”. Plus Sony owns the rights to Spider-Man and Marvel were happy to go along with this “arrangement”.
Mildly Interested Gamer: But that’s so unfair. It’s like you’re punishing gamers that didn’t buy a Playstation.
Unscrupulous Video Game Developer: Not at all. We’re offering exclusivity and creating value. Admittedly we’re doing this by devaluing the product on competing platforms but we’re pretty sure we can get away with this. We’re even hoping that some gamers will buy a second console just so they can play as Spider-Man.
Mildly Interested Gamer: What makes you think that will happen?
Unscrupulous Video Game Developer: Because gamers such as you have a track record of being what we call in the business “fucking gullible”. You buy into all our “promises”, give us your money upfront before we’ve even finished a game and then you happily keep paying for baubles and trinkets while we pretend to fix the problems we created.
Mildly Interested Gamer: You sonofabitch…
Unscrupulous Video Game Developer: And for all your posturing and complaining, you keep coming back like a Golden Retriever that’s desperate to please its owner after shitting on the carpet.
Mildly Interested Gamer: Fuck you. Not this time.
Unscrupulous Video Game Developer: Oh you will. You always do. It never ceases to amaze us as we sit around at night in our volcano lair, counting all our money, that the only reason we get away with so much is because you let us. You pathetic fools.
Mildly Interested Gamer: That’s it, I’m done.I’m quitting games. I’m going to keep bees.
Unscrupulous Video Game Developer: Really? Would you like to pre-order a Marvel themed virtual hive?
A Month in Gaming
As I mentioned in the last instalment of “A Month in Gaming”, I was toying with the idea of buying Ghost Recon Breakpoint. However, I have decided against that. Yes the game may well be a third person, co-operative shooter but ultimately it’s yet more explosions and military hardware fetishism, which isn’t anything new. I have more than enough of that at present with Call of Duty Modern Warfare/Warzone. I also don’t feel disposed towards giving Ubisoft any of my money at the moment, until they get their house in order. I am so tired of continuously reading about how shitty the video game industry is to work in. It’s difficult to protest in a meaningful way but I guess for the present not buying a product is as good a way as any. So rather than purchasing any further games, I decided in July to play at least one of the many titles I’ve got in my existing library.
As I mentioned in the last instalment of “A Month in Gaming”, I was toying with the idea of buying Ghost Recon Breakpoint. However, I have decided against that. Yes the game may well be a third person, co-operative shooter but ultimately it’s yet more explosions and military hardware fetishism, which isn’t anything new. I have more than enough of that at present with Call of Duty Modern Warfare/Warzone. I also don’t feel disposed towards giving Ubisoft any of my money at the moment, until they get their house in order. I am so tired of continuously reading about how shitty the video game industry is to work in. It’s difficult to protest in a meaningful way but I guess for the present not buying a product is as good a way as any. So rather than purchasing any further games, I decided in July to play at least one of the many titles I’ve got in my existing library.
After perusing my existing catalogue of games, I decided to install The Sinking City. I’ve enjoyed Frogware’s Sherlock Holmes games and this title includes many of the systems and mechanics from that franchise. It’s a Lovecraftian themed investigation game, set in a semi-open world environment. The emphasis is on dialogue trees, finding clues and then making the correct deductions via the “Mind Palace” system. There is much to like about the game and the plot, visuals and general ambience is steeped in the Cthulhu Mythos. However, despite the city being large, a lot of assets are repeated, traversing the streets is difficult as many are submerged and you can only interact with about a quarter of the NPCs that you meet. Combat is also very clunky as you cannot rapidly fire any of the guns. Yet despite these issues, the game has a charm about it. The developers may have over reached in some respects but they totally nail the essence of Lovecraft’s work.
Ironically, I decided to return to The Lord of the Rings Online in late July and catch up with some of the outstanding content I’ve yet to complete. I thought it best to try and get The Great Wedding out of the way, something I’m not especially interested in, so I could then continue with the Wells of Langflood. However, the server outage that plagued the game for nearly a fortnight put pay to that plan. It was a timely reminder of how Standing Stone Games seem to flounder when it comes to communication and customer relations. The situation also led to me visiting both the official and unofficial LOTRO forums for news. Despite me not being active on either of these platforms for several years, nothing appears to have really changed with either communities. Both seem to exhibit the exactly the same “problems” that they’ve always had with “overzealous” fans and fandom.
As to my plans for August, I may catch up with some of the new Klingon themed content that has recently been added to Star Trek Online. The yearly summer festival starts shortly, offering a Risian Weather Control Vessel as the prize. It’s a Tier 6 Escort Class but I’ve reached the point in the game where I don’t really feel the need to grind for another ship. Season 5 of Call of Duty Warzone is also imminent and I still haven’t decided whether or not I shall buy the new Battle Pass. I’ve played the game constantly for 4 months and I’m not certain if I can sustain my interest. However, Infinity Ward are well versed at altering the game map, adding new play modes and weapons, so I may be able to stay engaged. I suspect that I may once again look towards my existing game library for further entertainment in the weeks ahead. I have so many titles that remain untouched.
Never the Twain Shall Meet?
Video games can offer a great opportunity for personal growth. If you are the sort of player who likes to prove themselves and continuously test one’s mettle, then some titles can provide the challenge required to be the best of the best. Hence many games are competitive, have league tables and other formal structures for measuring success. It is one of the reasons why esports have become so popular. But this desire to excel and master a particular play style extends beyond competitive games. For some players part of a games allure is understanding the numbers and stats that drive the game mechanics. Because these are often the key to optimising your build and maximising DPS output. Hence you will find skilled and learned players in a variety of games across multiple genres. Although they are often motivated for different reasons, they all strive to be elite players.
Video games can offer a great opportunity for personal growth. If you are the sort of player who likes to prove themselves and continuously test one’s mettle, then some titles can provide the challenge required to be the best of the best. Hence many games are competitive, have league tables and other formal structures for measuring success. It is one of the reasons why esports have become so popular. But this desire to excel and master a particular play style extends beyond competitive games. For some players part of a games allure is understanding the numbers and stats that drive the game mechanics. Because these are often the key to optimising your build and maximising DPS output. Hence you will find skilled and learned players in a variety of games across multiple genres. Although they are often motivated for different reasons, they all strive to be elite players.
I have been playing video games in some shape or form since the coin-op days of the eighties. But I have never been anything more than an average player. Plus I am motivated primarily by having fun and have never seen any game as some sort of personal trial or path to spiritual enlightenment. That’s not to say that I don’t try and attempt to improve. I just know that I won’t progress beyond a certain level of ability because the fun to work ratio will no longer be to my liking. And I’m not alone in this and have written before about how I believe the majority of gamers are “average” with regard to skill. Which brings me to my point. If you look at the skilled, top tier gamers and the average players in terms of a venn diagram, then there’s not a lot of overlap. Depending on the genre of game, I think that overlap reduces even further.
I joined a kinship (guild) in The Lord of the Rings Online in 2009 and I’m still in it. It has some extremely knowledgeable players who are skilled at multiple classes. Occasionally we will do group content and these players will “coach” (or even carry) the less able players. They are often already familiar with the dungeon or raid in question because they’ve completed it numerous time’s with their skilled peers. They spend the majority of their time with players of comparable abilities. When they do help out with what I shall politely call “The B Team”, I often become acutely aware of the disparity in skill and DPS. Hence the Ralph Wiggum meme at the top of this post. And once the group content is done they politely withdraw and go back to “swimming at the deep end of the pool”. The social panel in LOTRO tells players where their friends and colleagues are and whether they’re in a group. These folk are always busy doing the “hard stuff”.
At least in the MMO genre, you may occasionally encounter top tier players. I find that in other genres such as FPS games, there is clear segregation based on skill. When I play Call of Duty Modern Warfare Multiplayer, I will frequently play game styles and specific maps that do much to level the playing field. The small confined space of the “Shipment” map means that there’s scope to get by on luck and sporting a loadout that allows you to fire from the hip. Although I do encounter good players who are well versed in tactics and have good reactions, there is a chance to counter them. But I find that the players I encounter in Battle Royale and Plunder mode are broadly comparable to myself. Let it suffice to say that the quality of players I see in the various YouTube clip shows that I watch, have never crossed my path. Not that I’m complaining. Players should be grouped with those of similar skill.
Now I’m not advocating that this naturally occurring segregation of gamers based upon skill is a bad thing. Skilled players mainly prefer the company of their peers. Average players do not like being “target practise” and “cannon fodder” for the elite. And both groups are paying customers and as such should be afforded an experience that they enjoy. But it is curious how gaming is often spoken of as a shared experience and something that a wide variety of people have in common, when the reality is far more compartmentalised. Most MMO players have never participated in a raid. Many of those who enjoy the Battle Royale genre have yet to win a game. The reality is that a lot of video game content is never played, exotic weapons remain locked and achievements, accolades and deeds are left incomplete. Although we are united by the fact that we all play video games, that is where the common ground both starts and ends.
LOTRO: Over a Week of Downtime
The MMORPG The Lord of the Rings Online has been plagued by technical problems for over a week now, resulting in multiple servers being offline. The game’s official forums have also been intermittently affected by these ongoing issues, as has Standing Stone Games other MMO, Dungeon and Dragons Online. The problems initially started on Wednesday the 15th of July with severe lag, rubberbanding and random client disconnections. LOTRO has had ongoing issues with all of these problems in the past and developers SSG have attempted to address them numerous times. It was hoped that the release of a 64 bit client last summer would improve matters and initially there were indications of performance improvements. However, the specific poor server performance that was identified last week has allegedly “cascaded” throughout SSG’s infrastructure.
The MMORPG The Lord of the Rings Online has been plagued by technical problems for over a week now, resulting in multiple servers being offline. The game’s official forums have also been intermittently affected by these ongoing issues, as has Standing Stone Games other MMO, Dungeon and Dragons Online. The problems initially started on Wednesday the 15th of July with severe lag, rubberbanding and random client disconnections. LOTRO has had ongoing issues with all of these problems in the past and developers SSG have attempted to address them numerous times. It was hoped that the release of a 64 bit client last summer would improve matters and initially there were indications of performance improvements. However, the specific poor server performance that was identified last week has allegedly “cascaded” throughout SSG’s infrastructure.
At present the specific nature of the “problem” remains unknown and somewhat nebulous. Furthermore it is likely to remain that way as SSG and prior to them Turbine, have never felt the need to provide details of technical outages. Now that is not exactly an unusual position to take as most companies do not feel the need to discuss infrastructure failings with their customer base. The matter may well be complicated by SLAs with 3rd party vendors etc. Businesses also have to deal with a great deal or internal politics and legal obligations. In this case SSG may well be constrained by policies set by their publishers (and pay masters) Daybreak Games. However, what is customary in such situations is for the “problem” to be handled by whatever internal departments handle communications and community management. Difficult situations like this become a “PR opportunity”.
The “problem” has come back…
Sadly, community management, interacting with the player base and providing reassurance is not SSGs strong point. In the past nine days there have been a litany of Twitter and Facebook posts about servers going on and offline. There have also been a few short messages apologising for the inconvenience. This is certainly civil but it really does seem like the bare minimum. The LOTRO player community is both seasoned and loyal. They are also extremely forgiving of these sorts of technical issues because they endured them before on more than one occasion. To use an old British colloquialism SSG and Turbine before them, have “form”. But it is a mistake for the game’s developers to rely too heavily on players' good will. 2020 has not been a “good year” so far and gamers per se may not be as “affable” as they usually are. At this point a little more transparency and frankly credible customer relations would be useful.
Are players asking for rash promises regarding technical solutions? No. Are they asking SSG to breach rules regarding disclosure and confidentiality? No. They’re looking for a simple, concise explanation as to the broad nature of the “problem”. They’re also looking for a reason to get behind the technical staff who I’m sure are working extremely hard under pressured circumstances. We appreciate that a bullet proof ETA on a solution is not practical. But regular, sincere updates on progress would be very reassuring. Everyone knows what’s at stake. We know that downtime means no one is playing and if no one is playing, then no one is paying. A drop in revenues is not good for any MMO. But SSG need to realise that the immense goodwill of their players that they have benefitted from for the last decade is not an infinite commodity. They need to communicate and keep everyone onboard, rather than push players away due to perceived indifference.
I have often reiterated the point that the LOTRO community should not overlook that they are consumers, as well as ardent fans. They may not immediately see both DDO and LOTRO as services but ultimately they are, the same as gas, electricity or your cell phone. So its is reasonable to have consumer expectations. Another point to consider is that good will needs to be maintained on both sides. A loss of revenue seldom pleases those who control the purse strings but if community relations are good, then the bean counters may well feel positive about the community returning and spending. If community relations sour, then a gap in the balance sheet and concerns over players not investing in the game, could contribute to more detrimental decisions being made. I therefore hope that SSG improves its PR and that LOTRO players keep their heads. The downtime is a frustration for all. I wish SSG staff well with the “problem”. But sometimes it’s not just about solving a problem but also how you handle it.
Busy Doing Nothing
As I mentioned recently in my monthly gaming roundup, I’ve currently stopped playing the three MMORPGs that are my usual gaming mainstay. Namely The Lord of the Rings Online, The Elder Scrolls Online and Star Trek Online. It’s something that I do from time to time when I’m tired of the repetition this genre offers. At present none of these titles has anything on offer that motivates me to play them enthusiastically. Especially LOTRO. I find weddings tedious and self indulgent in real life, so I’m hardly going to get “excited” about a virtual one set in Middle-earth. However, that’s not to say that I’ve lost interest in the MMO genre. I’m merely temporarily burned out at present. I find that after a few months or so, either new content is released that lures me back to these games or I tire of what I’ve been playing in their stead. It’s a cyclical process that I go through from time to time and nothing to worry about.
If you’ve figured out this tenuous movie reference then give yourself a pat on the back
As I mentioned recently in my monthly gaming roundup, I’ve currently stopped playing the three MMORPGs that are my usual gaming mainstay. Namely The Lord of the Rings Online, The Elder Scrolls Online and Star Trek Online. It’s something that I do from time to time when I’m tired of the repetition this genre offers. At present none of these titles has anything on offer that motivates me to play them enthusiastically. Especially LOTRO. I find weddings tedious and self indulgent in real life, so I’m hardly going to get “excited” about a virtual one set in Middle-earth. However, that’s not to say that I’ve lost interest in the MMO genre. I’m merely temporarily burned out at present. I find that after a few months or so, either new content is released that lures me back to these games or I tire of what I’ve been playing in their stead. It’s a cyclical process that I go through from time to time and nothing to worry about.
However, despite the fact I’m not actively playing these games, it’s surprising how they still manage to keep me busy. How do they keep me busy, I hear you ask? Have I not deleted them from my hard drive? Of course not, that’s crazy talk. Before I move on to the various tasks involved in not playing a game, let me first address this ludicrous assumption that if you’re not playing a game you can delete it from your hard drive and reinstall it later. Because we all have fast internet connections nowadays? Well for starters let me list the current installation size of these three MMOs. LOTRO 30.1GB, ESO 71.7GB and STO 35.5GB respectively. Those are not “small beer” and irrespective of your internet connection speed, if you wish to install these games from scratch you’re at the mercy of three separate game clients and three sets of patching servers. All of which are painfully slow and temperamental. So unless you desperately need to reclaim the space on your SSD or HDD, never delete a game just co’s you’re not playing it at present. Don’t even get me started on customisations and addons.
Moving on, these unplayed MMOs need constant tending. There’s constant patching, especially for ESO who seem to release new content based on two criteria; when it’s raining and when it’s not. Rather than be inconvenienced when I finally decide to return to these games by finding a ton of updates to download, it’s best to keep the client current just in case. And then there’s the login presents and rewards. Both LOTRO and ESO giveaway daily incentives or “free shit” as it’s called in marketing parlance, to encourage consumer loyalty. I may not be playing at present but FOMO is a real thing. I’d hate to pass up on a one off opportunity to claim the “Sword of Kagnazax” or a cosmetic Humboldt Squid pet. I’m also a member of at least one guild that regularly kicks players if they don’t log into the game after a set period of time. So I have to show a face, so to speak, at least once a week or I’ll be given my “marching orders”.
Blogging about these games also adds to the every growing list of chores. Just because I’m not actively playing through current content doesn’t mean that I have nothing to say on the state of any of these three titles or regarding any breaking story or development associated with them. Which leads me to my next point, I often find myself without a suitable screen capture that I can use to illustrate a post. So I have to quickly log into the game in question and grab a few images. And of course you don’t get to just “log on and then log off”. There’s invariably someone online who spots you and decides to engage you in lengthy conversation regarding your health, what you’ve been up to and that wretched bird on Mrs Coltart’s roof (yet again). So as you can see, it can be quite exhausting not playing games. Talk about busy doing nothing. It’s amazing I find time for the games I actually am engaged with at present.
OK Gesture Removed From Call of Duty: Modern Warfare
Call of Duty: Modern Warfare and Warzone have a wealth of customisation and cosmetics options. One of which is the ability to assign hand gestures to your character. These can be used as a means of giving instructions when playing in a squad but more often they’re just used for fun or humorously. Players will use them after a kill or sometimes make them part of a trick shot, such as making a gesture with the left hand while firing from the hip with the right. I’ve not noticed a lot of use of gestures while playing nor do I use them myself. It takes all my concentration to stay alive. However, they do seem to feature in the various CoD clip shows I watch on YouTube, so they’re more of an affectation used by “top tier” players. Recently, developers’ Infinity Ward removed the OK gesture from the game. This minor change was not mentioned in the patch notes and the gesture was replaced with a new one called "crush".
Call of Duty: Modern Warfare and Warzone have a wealth of customisation and cosmetics options. One of which is the ability to assign hand gestures to your character. These can be used as a means of giving instructions when playing in a squad but more often they’re just used for fun or humorously. Players will use them after a kill or sometimes make them part of a trick shot, such as making a gesture with the left hand while firing from the hip with the right. I’ve not noticed a lot of use of gestures while playing nor do I use them myself. It takes all my concentration to stay alive. However, they do seem to feature in the various CoD clip shows I watch on YouTube, so they’re more of an affectation used by “top tier” players. Recently, developers’ Infinity Ward removed the OK gesture from the game. This minor change was not mentioned in the patch notes and the gesture was replaced with a new one called "crush".
Neither the developer Infinity Ward, or the publisher Activision have publicly commented on this minor change but it’s more than likely to do with this gesture’s appropriation as a “hate symbol”. In late 2019, the Anti-Defamation League added the OK gesture to its list of hate symbols after they identified its use by various white supremacist groups. Allegedly this gesture’s use in this context stems from the 4Chan “community”. Members of the site apparently propagated a bogus rumour that the OK sign had racist connotations as a means of baiting the media. Ironically, the OK sign was adopted by the “far-right” and hence some institutions now feel that it’s meaning within certain contexts has been usurped. It should be noted that Brenton Tarrant, the perpetrator of the 2019 Christchurch mass shooting in New Zealand, used this gesture during his first court appearance.
Now whenever something is changed in a popular game, there is inevitably some “push back” from certain players, irrespective of whether the change is justified or not. Also, anything that is vaguely motivated by socio political reasons will always cause a ruckus from certain quarters. Hence if you read a lot of the comments on gaming websites that have covered this story, you’ll find a lot of spurious arguments, bogus claims of censorship and spittleflect ire. “So divers can’t signal to each other anymore because it’s racist?” is one example of the incessant whataboutery I’ve seen bandied about. Naturally the answer is “divers can do what they want because their recreational pursuits doesn’t fall under the auspices of Activision Blizzard or take part exclusively in a space that they own and control”. But I seldom see any sense of arguing with idiots. “They will only bring you down to their level and beat you with experience” as the great George Carlin said.
As far as I’m concerned the removal of this gesture has simply eliminated something that could be used for trolling and causing “unrest” within an online community. There’s more than enough of that sort of culture associated with PVP and the FPS genre already. Do we really need something that can potentially contribute more? As ever, the “debate” that has arisen around this nominal change is nothing more than standard bloviations from career malcontents. It’s a shame that these gamers do not put the same sort of effort into reflection upon the real problems associated with the video games industry. But I suspect that many of the gamers who feel the need to be perpetually outraged, are cut from the same cloth as the problem staff that are often at the centre of the majority of gaming “controversies”.
The Social Etiquette of Quitting a Multiplayer Game
I was watching a YouTube video recently of someone trying the new Fennec SMG in Call of Duty Modern Warfare Multiplayer. It was a 5 versus 5 game and the player who made the video was clearly quite skilled. After quickly racking up multiple kills, 3 of the enemy team left mid game. He laughed and pointed out that they had “rage quit”, although that is just conjecture. They may have left the game for a multitude of reasons (a point I shall return to later). As ever this video began a train of thought which I would now like to explore. Multiplayer games often go hand in hand with a lot of informal social etiquette. Much of which stems from the original MMOs from two decades ago. However, these conventions are not in any way mandatory or enshrined in any games terms of service. Yet quitting in the middle of a multiplayer game is still frowned upon in certain quarters, often being seen as an act of selfishness and childish anger. However, like everything in life, I think it’s not as simple as that.
I was watching a YouTube video recently of someone trying the new Fennec SMG in Call of Duty Modern Warfare Multiplayer. It was a 5 versus 5 game and the player who made the video was clearly quite skilled. After quickly racking up multiple kills, 3 of the enemy team left mid game. He laughed and pointed out that they had “rage quit”, although that is just conjecture. They may have left the game for a multitude of reasons (a point I shall return to later). As ever this video began a train of thought which I would now like to explore. Multiplayer games often go hand in hand with a lot of informal social etiquette. Much of which stems from the original MMOs from two decades ago. However, these conventions are not in any way mandatory or enshrined in any games terms of service. Yet quitting in the middle of a multiplayer game is still frowned upon in certain quarters, often being seen as an act of selfishness and childish anger. However, like everything in life, I think it’s not as simple as that.
Firstly, let’s consider the rectitude of quitting a multiplayer game halfway through. If the game you are playing has a fail state that is dependent on a full team, or requires players of a certain class to be successfully completed, then leaving will definitely inconvenience others. Raids, dungeons and other complex group content often require planning and a degree of organisation. If you have committed to such an undertaking then it is not unreasonable to be expected to honour it. If the group content is not going to plan then the “problem” should be discussed within the group. However, if genuine external factors mean that you must leave the group, then it is best to inform your colleagues and then depart at the most appropriate juncture. Simply quitting because things are not going well or because something potentially more entertaining presents itself, does strike as inconsiderate. The Healer or Tank leaving a group will often make specific tasks impossible.
However, as previously mentioned, group situations are frequently nuanced. If you are taking part in a multiplayer game and subject to abuse of any kind, then leaving is most certainly an option. Events and activities organised via friends or a guild hopefully reduce the risk of such behaviour but many games now include auto grouping tools. “Pick Up Groups” are potentially far more problematic due to their random nature. I personally will not tolerate any sort of prejudicial abuse and will leave if I encounter such. Unless it is essential to talk, I mute voice chat with strangers and communicate via preset ingame commands. More often than not I find that people leave PUGS if the task in hand is not being completed in an optimal fashion. Another issue is joining a full group but finding that several players have deliberately gone AFK. This is usually done so that an achievement or reward can be gained. Some games will detect such activities and sanction the player by kicking them from the group or applying a time penalty preventing further auto grouping.
But not all group situations come with the same stakes. In the FPS genre auto grouping is a common practise used to assemble players quickly and conveniently. Furthermore, players are not always interdependent upon each other. Irrespective of whether your team wins or loses a Deathmatch you’ll still be rewarded XP and weapons will unlock. Due to the popularity of certain genres, there are a wealth of players to draw upon when forming groups. Hence if players leave in the middle of a multiplayer game, they are seamlessly replaced. And players do leave often. Circling back to the original anecdotes about the players leaving the 5 versus 5 game on CoD MW, this is frequently due to the inadequacy of the “Skill Based Matchmaking”. It is beneficial to all concerned if players are grouped with others of a broadly comparable ability. Nothing kills your enjoyment quicker in these sorts of games than one or several players dominating events. Hence players will simply remove themselves from a situation that is not conducive to their enjoyment.
The MMO genre is still predominantly a social one, filled with guilds that run on player interaction and association. People build up relationships overtime and as such social rules and cultural norms often come into play when undertaking group content. Activities that are arranged and managed directly by multiple people logically require a different level of social commitment from those participating. The more impersonal game mechanic of autogrouping for content with less complex fail states (and therefore fewer consequences), requires a lower social dynamic. And let us not forget that paying to play a game can considerably alter one's relationship with it. The moment money is involved players often adopt a more transactional mentality. Anything that impedes enjoyment or progression is seen as a failure of service delivery and not necessarily in terms of the capricious nature of gaming.
Therefore, quitting a multiplayer game halfway through is not a binary issue (I wish I had £1 every time I’ve written that over the years). It is very much a contextual matter. I do not see an auto grouped undertaking in a FPS or similar game as commensurate with a pre-planned raid in an MMO with people I know. Leaving halfway through has different consequences in both scenarios and should be treated accordingly. Raiding and similar events in the MMO genre are a far more logistically and socially complex endeavour than joining a PUG in a Team Deathmatch. If a raid isn’t working there may well be planning issues to address or social problems within the group. But these are human failings and not always attributable to the game content. Competing with players of greater skill is not something that an individual can so easily address, apart from the obvious solution of leaving. But cultural attitudes and societal baggage towards what are your “social obligations” vary among gamers. So there is no definitive answer beyond the one you fathom for yourself.
A Month in Gaming
I stopped subscribing to The Lord of the Rings Online in June. I’ve always had a very cyclical relationship with this MMO and at present I feel I need a break from the games somewhat linear formula. Plus the new content scheduled for release centred around the wedding of Aragorn and Arwen doesn’t exactly sound enthralling. So I’ve left my primary character in Langflood and will return to the game later in the year when I feel the need to catch up with content. I have also abandoned the ongoing events in Star Trek Online as they’re getting too repetitive. I would like to see a new longterm story arc rather than just a continuous cycle of short term events and repeatable content. I don’t mind working towards a goal but it has to be something I want and the rewards offered in this MMO are getting a little too generic for my liking. I shall return to the game at some point as I’m a lifetime account holder and I’m curious to see how developer’s Cryptic overhauls the Klingon story arc.
I stopped subscribing to The Lord of the Rings Online in June. I’ve always had a very cyclical relationship with this MMO and at present I feel I need a break from the games somewhat linear formula. Plus the new content scheduled for release centred around the wedding of Aragorn and Arwen doesn’t exactly sound enthralling. So I’ve left my primary character in Langflood and will return to the game later in the year when I feel the need to catch up with content. I have also abandoned the ongoing events in Star Trek Online as they’re getting too repetitive. I would like to see a new longterm story arc rather than just a continuous cycle of short term events and repeatable content. I don’t mind working towards a goal but it has to be something I want and the rewards offered in this MMO are getting a little too generic for my liking. I shall return to the game at some point as I’m a lifetime account holder and I’m curious to see how developer’s Cryptic overhauls the Klingon story arc.
I found a good deal on the latest expansion for The Elder Scrolls Online and so I purchased the Digital Upgrade Edition of Greymoor. I mainly wanted to see what the new Harrowstorms events were like and was pleasantly surprised by their difficulty. Dolmen become easier when more players are present but that is not necessarily the case with Harrowstorms. I have so far refrained from playing any of the story content in this new zone as I’m still committed to playing the narrative content in ESO in order. I like to keep the installation of ESO on my PC up to date as my twin granddaughters enjoy this game. They will often ask to see what the “lady with the burnt face and big boobies” is doing (their description, not mine) when they come round and visit. They also like the exotic cosmetic pets and the Khajit “cat people”. The recurring dragon events in Southern Elsweyr is also a source of entertainment for them.
June also saw several games uninstalled from my PC, as I had either completed them or had reached a point where I wasn’t going to return to them any time soon. So I removed Red Dead Redemption 2 as it really is a title you need to apply yourself to. To get the best out of the game it helps if you play for several hours at a time and immerse yourself in the story. I haven’t done this for a while and so my connection to the narrative was lost. Another thing I’ve noticed when playing these densely plotted RPGs is that I sometimes spend too much time pondering over decisions. Games with branching narratives are interesting but I occasionally find myself worrying that I will somehow “hobble” myself at some point in the future, if I make a “bad” choice. It’s a curious paradox as these decision making mechanics are designed to provide a sense of immersion but the “worry” they can produce can sometimes have the opposite effect.
Overall, Call of Duty Modern Warfare is still keeping me engaged after two and a half months. I do find it frustrating the way various game modes come and go. I was just beginning to learn the layout and foibles of the “Trench” map in 5 versus 5 battles when this was taken out of the game menu. However, Plunder Mode has proven to be a good alternative to the standard Battle Royale Mode in Warzone. The object is to collect cash from various stashes around the main map and then airlift it out. There are several prime landing zones in the Downtown area that are always heavily contested. However, for the more cautious player, you can explore and accrue money in the outlying areas and bank it by regularly buying Cash Deposit Balloons from Buy Stations. Combat is not so frenetic in this permutation of the game, although you do still have to keep your eyes open for players doing exactly the same as you. Auto Grouping is also not so problematic in Plunder Mode either. Players seem to take a more casual attitude to proceedings so you can play collaboratively or do your own thing if you prefer. This mode also provides a lot of XP if you’re levelling through the Battle pass.
I’ve been toying with the idea of buying Ghost Recon Breakpoint. I initially declined to do so due to the broken nature of the game upon its release and the conspicuous lack of AI teammates. They were present in Wildlands, the previous iteration of the franchise and were a boon for anyone who didn’t have a copiously populated friends list. However, Ubisoft is finally adding AI Squad functionality to Breakpoint this month so I may see if I can get a deal. A lot of the game’s problems have been fixed and there’s now over a year’s worth of content to be played through including a guest appearance by Sam Fisher from Splinter Cell. Furthermore he’s voiced once again by Michael Ironside. I may also see if there are any smaller games I can try in July to take my mind off the fact that the video game industry and associated culture just seems to be a continuous dumpster fire. It’s going to be a long uphill struggle to see these institutions evolve and adapt into something vaguely equitable and ethical.
Why Are So Many Gamers Assholes?
First off before we begin, I am not going to apologise for using the term “asshole”. Yes I could use more eloquent language but finding a non profane definition is complicated and potentially difficult to agree upon. Are we talking about antisocial gamers, the deliberately obtuse or those with specific prejudices and axes to grind? Is this all about tribalism, real world political affiliations or the whims and caprices of professional malcontents? Perhaps all these examples are correct and just different facets of the same problem? See, it’s easy to get bogged down just with the terminology. But most people know what is meant by the phrase “asshole”. Within the confines of gaming culture, we know exactly who and what they are. We also know where to find them and sadly they are not an endangered species.
A representation of an “asshole”
First off before we begin, I am not going to apologise for using the term “asshole”. Yes I could use more eloquent language but finding a non profane definition is complicated and potentially difficult to agree upon. Are we talking about antisocial gamers, the deliberately obtuse or those with specific prejudices and axes to grind? Is this all about tribalism, real world political affiliations or the whims and caprices of professional malcontents? Perhaps all these examples are correct and just different facets of the same problem? See, it’s easy to get bogged down just with the terminology. But most people know what is meant by the phrase “asshole”. Within the confines of gaming culture, we know exactly who and what they are. We also know where to find them and sadly they are not an endangered species.
Moving on to the main question, “why are so many gamers assholes”, there are numerous explanations to consider. Perhaps the all time classic answer is the old “anonymity of the internet” theory. The idea that because someone can hide their identity and thus avoid any repercussions, they will by default indulge in abhorrent behaviour. But this explanation is not as comprehensive as it first appears. I often have opportunities to indulge in consequence free behaviour, yet refrain from doing so. If none of us did then there wouldn’t be a gaming community per se, as it would just be a constant battleground. So like all social issues, the reality is more complicated and nuanced when scrutinised properly. Yes, the freedom that the internet affords is certainly a factor in the problem but not the defining one. So what are the other possible explanations?
Although gaming and sports are not identical in nature, there is certainly a lot of crossover in their social attributes. Both have a culture of fandom that is often based upon tribalism and competitiveness. The former is not something that can be reasoned with, leaning more towards blind loyalty. The latter can at times lapse into a “winning at any cost” mindset, which is hardly conducive for equitable community relationships. Stepping away from sport, public discourse in politics and the news agenda has become more partisan and bellicose in recent years. Traditional notions of data driven debate and facts underpinning an argument has given way to slogan driven rhetoric, gaslighting and appealing to “feelings”. All of which are incredibly flexible for those who don’t want to be restrained by reason or logic.
A bona fide “asshole”
Other factors to consider are levels of emotional and social literacy. There is data to suggest that certain quarters of society are not learning the social skills needed to navigate life. Then there has been decades of reinforcement of the old trope of resolving conflict through violence via TV, cinema, music and literature. But perhaps the biggest factor is one that has blighted not just leisure activities but most social communities. Gaming has for years been perceived, defined and marketed as a white male “space” and it is only in recent years there has been any attempt to challenge and change that. It should be noted that such efforts have always seen a reciprocal amount of pushback from those who see it as “their preserve”. As gaming has become more culturally “acceptable” and hence more commercially viable, it has reached wider audiences and demographics. Yet the industry has been slow to embrace representation as many of those who effectively run it are not cut from the cloth of inclusivity.
And at a grass roots level, a great deal of “assholery” goes unchallenged and unchecked due to there being little effective community based moderation or policing. Censorship and free speech are often invoked as a bogus defense but usually it just comes down to cost. The most effective moderation is done by experienced people and employing them comes with a cost. Plus imposing sanctions on “assholes” hits the bottom line, irrespective of their character traits. “Assholes” are paying customers. Sometimes they are whales. Hence we all too often see the pretense of caring and a lot of hollow press releases and mission statements that promise much but deliver little. Environments such as these, along with the wider social factors discussed are ideal for “assholes” and allow them to thrive.
Now there are some who think that the entire toxic gamer trope is blown out of all proportion and that the reality is different to the perception. Arguments often centre on “assholes” being just a disproportionately vocal minority and it all being a case of visibility bias. Then there are sound arguments to be had about nonverbal cues and how social media often masks intent etc. Are all of those who trot out inflammatory epithets really advocating them and the philosophy behind them or simply repeating something they’ve read in an attempt to get a rise? Is there genuine malice behind all incidents? I have also discussed with others whether the brevity and lack of nuance that is inherent in all text based chat systems makes it difficult for anyone not to appear as an “asshole” at some point. However, where I think many cases do fall into these categories, it doesn’t excuse or explain those gamers who exist in a perpetual state of malcontentment. You’ll find examples of these people on every game related forum and subreddit. They seem obligatory, like a copy of Queen’s Greatest Hits in your music collection.
A man who sang about “assholes”
Finally, I would like to add another reason to explain the abundance of “assholes” in the gaming community. A somewhat depressing one that some folk may reject due to its implications. Maybe people collectively just aren’t as nice as we like to think. It has always been purported within western society that there are more good guys than bad. We tell our children to study and then work hard, play by the rules and that society and the establishment will treat you well. The myth that there is a sort of cultural social contract and quid pro quo. I suspect that the last decade may have proven that this is patently not true. Social conventions and lack of access to communication platforms masked this in the past but now the reality is clearer to see. A lot of people have a beef with life be it legitimate or imagined. Plus being nice takes effort. Being an “asshole” does not.
Yes there are good people who do the right thing, that believe in fairness, equality and treating people as they like to be treated themselves. There always will be. But then there’s an opposite constituent that is self centred and mortally afraid of difference. Anything perceived to threaten the status quo that enshines their world view and socioeconomic advantage is resisted. I think the big revelation of recent years is that the former group is not the majority as previously thought or claimed. In fact the split between the two is probably a lot more even. Hence there are more “assholes” than previously thought. As for the question of whether we can beat or contain the tide of “assholery”, the answer is the same as it always has been. You call out offenders, challenge the ideologies that drive them and lead by example. But it takes an unified effort from all and ultimately, you cannot elect to just sit it out. We tend to get the standard of communities that we allow, rather the ones we notionally aspire to. And that is why so many gamers are “assholes”. We let them.
ESO: Animation Cancelling and Weaving
Whenever you use a skill on your hotbar in The Elder Scrolls Online, there is an associated animation as it is inducted and utilised. These animations may vary in length from one to several seconds depending upon their nature. Although these animations add to the ambience of the game, they do come with a direct consequence. The player has to wait for the animation of one skill to complete before they can use another. For those seeking to optimise their performance or DPS output, these delays are an impediment. However, they can be negated through animation cancelling and weaving. Animation cancelling is as it states the stopping of a skill related animated sequence by the use of a follow up action such as bash/tap block/dodgeroll. Weaving is slightly different, in so far as instead of stopping the inducted animation immediately, it allows for the process to be cut short as another animation is started. Typically this is done by using a light attack and then immediately using a skill.
Whenever you use a skill on your hotbar in The Elder Scrolls Online, there is an associated animation as it is inducted and utilised. These animations may vary in length from one to several seconds depending upon their nature. Although these animations add to the ambience of the game, they do come with a direct consequence. The player has to wait for the animation of one skill to complete before they can use another. For those seeking to optimise their performance or DPS output, these delays are an impediment. However, they can be negated through animation cancelling and weaving. Animation cancelling is as it states the stopping of a skill related animated sequence by the use of a follow up action such as bash/tap block/dodgeroll. Weaving is slightly different, in so far as instead of stopping the inducted animation immediately, it allows for the process to be cut short as another animation is started. Typically this is done by using a light attack and then immediately using a skill.
There are 5 main types of weaving and animation cancelling that can be done in the ESO.
Light Attack Based Weaving:
Light Attack > Skill
Dodge Based Animation Cancelling:
Light Attack > Dodge
Skill > Dodge
Light Attack > Skill > Dodge
Block Based Animation Cancelling:
Light Attack > Block
Skill > Block
Light Attack > Skill > Block
Bash Based Animation Cancelling:
Light Attack > Bash
Skill > Bash
Light Attack > Skill > Bash
Weapon Swap Based Animation Cancelling:
Light Attack > Swap
Skill > Swap
Light Attack > Skill > Swap
Like most explanations, this may seem straightforward in principle. However, to be able to effectively undertake these attack chains requires a great deal of practise. Players may also wish to reconsider the order in which some skills appear on their hotbar and remap some keyboard functions. If you’re in a Guild, then the best way to practise is to go to the Guild Hall and use the training dummies there. Advance players may wish to set up macros or use addons that show skill cooldown timers etc. Animation cancelling and weaving is essential in PVP and when playing advanced dungeons. But is it necessary for the casual player? No. You can play PVE content without using this technique. But it is certainly advantageous for new players to learn the most basic weaving skill of using a light attack immediately followed by a skill. It allows you to do damage more quickly and efficiently.
Star Trek Online: Beginners Guide Part 1 - The Cost of Playing
I’ve mentioned in the past that a lot of important information regarding the MMORPG Star Trek Online is centralised within the official subreddit. That’s fine if you enjoy using this platform but it’s not for everyone. I’ve always found Reddit somewhat esoteric and I don’t really like the way it visually displays information. I have to use a browser addon to make it more user friendly. Unlike other communities, STO does not seem to have that many fan produced blogs. However, I may be wrong regarding this, so feel free to correct me (and provide URLs). In the meantime, I thought it may be useful to write a series of simple guides, offering practical information for those who are new to STO. Nothing fancy or in any way definitive. Just a few basic tips that may help orientate the new player. This time we’re going to look at the business model for STO and the cost of playing the game.
I’ve mentioned in the past that a lot of important information regarding the MMORPG Star Trek Online is centralised within the official subreddit. That’s fine if you enjoy using this platform but it’s not for everyone. I’ve always found Reddit somewhat esoteric and I don’t really like the way it visually displays information. I have to use a browser addon to make it more user friendly. Unlike other communities, STO does not seem to have that many fan produced blogs. However, I may be wrong regarding this, so feel free to correct me (and provide URLs). In the meantime, I thought it may be useful to write a series of simple guides, offering practical information for those who are new to STO. Nothing fancy or in any way definitive. Just a few basic tips that may help orientate the new player. This time we’re going to look at the business model for STO and the cost of playing the game.
Q: What is the business model for STO?
A: STO is a free to play game. Unlike some other MMOs there are no major impediments to new players. Story based content is not locked behind any sort of paywall. Once a player has completed the tutorial and reached level 10 (which is easy to do) they can play the latest material. Some content is scalable. STO has several earnable in-game currencies; Energy Credits, Dilithium and Lobi Crystals. You can also purchase Zen for real money. This currency is used to buy in-game store items such as ships, character slots and bank space etc. If you don’t want to spend any real money, you can grind Dilithium and exchange it for Zen, legitimately within the game.
Q: Is there a subscription?
A: STO used to have a subscription option but this was removed from the game in December 2018. If you play for free, you have Silver account status. This applies a degree of limitations upon the game, such as an Energy Credit cap of 15 million and your overall number of character slots, bank slots, Bridge Officer and ship slots. None of these are a deal breaker for new players. If you enjoy the game and wish to create multiple alts or feel that you need more space, you can purchase all these additional resources via the store. Gold account status used to be gained by subscribing but now it is only available by the purchase of a lifetime account.
Q: Are there any essential items to purchase?
A: Although I wouldn’t define it as “essential” the Elite Services Starter Pack does offer a lot of benefits to a new player. It costs 1,000 Zen and can be found in the C-Store. It includes 36 bank slots and 36 inventory spaces, two Bridge Officer slots and three retrain tokens (for reallocating your skill points). If these items were bought separately it would cost the player 2,250 Zen. Hence, the Elite Services Starter Pack is a real bargain working out at less than $10. Again if you don’t want to buy any Zen with real money, you can grind Dilithium by playing game content and exchange it for Zen. It will take about one week to earn sufficient Zen for the Elite Services Starter Pack.
Q: Is the Lifetime subscription worth it ?
A: This very much depends on how often you play STO. I would not encourage new players to contemplate such a purchase until they have played STO for a while and determined how invested they are in the game. If it becomes your MMO of choice and you log on several times a week or more, then it does offer value for money. Upon purchase you immediately unlock Veteran Rewards which include unique ships, uniforms and other game rewards. But perhaps the biggest incentive is a monthly stipend of 500 Zen. A Lifetime subscription retails at $299 but there are often sales throughout the year when the price is dropped to $199.
Q: Should I buy a ship straight away?
A: Unless you have your heart set on a specific ship and are happy to pay real money, once again I would advise those just starting out to not do so. The game provides the player with 5 free ships as they progress through the game. This occurs at levels 10, 20, 30, 40 and 61. The ships are level specific. If you follow the story, then a free shuttle is also available. STO holds several events throughout the year which also allow players to earn a Tier 6 ship. However, part of the appeal of STO is its expansive collection of iconic ships. Developer’s Cryptic rely on the sale of these for much of their revenue. They recently made many Tier 6 ships scalable, so they can be used by new players and will level with them. So it ultimately comes down to your personal choice and budget. However, a free player will not be penalised for not spending money. They simply have less choice. Again, if you’re prepared to invest the time then you can earn the appropriate currencies to obtain a Tier 6 ship at no financial cost.