Wordle
Over the Christmas holidays, I started noticing lots of people posting images of some sort of grid composed of coloured squares in my Twitter timeline. Then the hashtag #wordle provided a name and it became apparent that all this activity was to do with some sort of game. Eventually my curiosity got the better of me and I did a Google search and discovered the exact nature of Wordle. The game was originally created by software engineer Josh Wardle for his partner, Palak Shah. Family and friends played the game and it proved popular. So Wardle then decided to make it available online, last October. By November 90 people were playing Wordle. However, after a share online button was added to the game the audience rapidly grew. As of 2nd January it had over 300,000 players with several high profile celebrities among that number.
Over the Christmas holidays, I started noticing lots of people posting images of some sort of grid composed of coloured squares in my Twitter timeline. Then the hashtag #wordle provided a name and it became apparent that all this activity was to do with some sort of game. Eventually my curiosity got the better of me and I did a Google search and discovered the exact nature of Wordle. The game was originally created by software engineer Josh Wardle for his partner, Palak Shah. Family and friends played the game and it proved popular. So Wardle then decided to make it available online, last October. By November 90 people were playing Wordle. However, after a share online button was added to the game the audience rapidly grew. As of 2nd January it had over 300,000 players with several high profile celebrities among that number.
The game involves trying to guess a five-letter word each day. The player has six attempts available. Each time you make a guess, it will show if the letter you used was correct and in the right space, correct but in the wrong space, or not in the word at all. Wordle uses a colour code system to show players their respective success or failure, with letters turning green if they’re in the right space or yellow if they’re in the wrong space. There is only one word available each day and the word is the same for everyone playing. Players can share their results with each other. There is also a hard mode for players who want an extra challenge, forcing them to use the letter hints given by the game in subsequent guesses and restricting what they can guess next.
I am not an active player of Wordle. I gave it a go while researching this post and decided it’s not for me, which is odd for someone who likes words and language. However, that’s not to say it’s appeal and charm is lost upon me. I can understand why a game such as this gains traction with people. There is no bar to entry, no cost and the game’s rules are straightforward and unambiguous. The game is also educational and an opportunity to expand one’s vocabulary. Plus every player is guessing the same word each day, which adds a sense of a shared experience. Posting on social media means that people can swap scores and engage with each other about the game. It is this social element that has undoubtedly contributed to the games success. It’s traction on social media has attracted a lot of press attention. Josh Wardle was recently interviewed on BBC Radio 4's Today programme, which is a prestigious UK news vehicle.
My interest in Wordle stems from what Josh Wardle said during the course of his BBC interview on Wednesday 5th January. Especially in light of the triple A video game industries current infatuation with NFTs and blockchain technology; their latest monetisation fetish. “I don't understand why something can't just be fun. I don't have to charge people money for this and ideally would like to keep it that way. Wordle is very simple and you can play it in three minutes, and that is all you get. There are also no ads and I am not doing anything with your data, and that is also quite deliberate”. Wordle currently exists as a web based game. When asked regarding a mobile app version, he stated “I am a bit suspicious of mobile apps that demand your attention and send you push notifications to get more of your attention. I like the idea of doing the opposite of that; what about a game that deliberately doesn't want much of your attention”.
I wonder what Yosuke Matsuda, the President of Square Enix, would make of Josh Wardle’s philosophy? Matsuda stated recently in a corporate press release that "goodwill” and "volunteer spirit” were "inconsistent personal feelings” and essentially looked down upon them as they were difficult to monetise. I think what Josh Wardle’s comments highlight is the intrinsic difference in mindset between those who personally create art and those third parties who see it purely as a means to profit. Reflecting upon both positions, I know which one I feel most well disposed towards and which one I will afford a degree of goodwill. I believe that there is a valuable insight to be gained here as well as an important life lesson. However, I suspect that one party is too busy counting their money to learn either of them.
Why Play For Fun When You Can Play to Contribute?
In an open letter released on January 1st 2022, Square Enix president Yosuke Matsuda, presented a roadmap of the company’s intentions for 2022 and beyond. What made this communication so unusual was not so much the commitment to both NFTs (Non-Fungible Tokens) and blockchain which are the current industry wide flavour of the month, but the language employed to describe the established gaming status quo, its business model as well as player motivation. It also was a timely reminder that multi billion dollar corporations ultimately have no interest in anything that they cannot generate revenue from. And again we return to a recurring problem associated with video games culture. Many gamers still do not see themselves as consumers and still erroneously think that developers and publishers are their friends and they have a different kind of relationship with them. Hopefully this letter will help lift the scales from such peoples eyes.
In an open letter released on January 1st 2022, Square Enix president Yosuke Matsuda, presented a roadmap of the company’s intentions for 2022 and beyond. What made this communication so unusual was not so much the commitment to both NFTs (Non-Fungible Tokens) and blockchain which are the current industry wide flavour of the month, but the language employed to describe the established gaming status quo, its business model as well as player motivation. It also was a timely reminder that multi billion dollar corporations ultimately have no interest in anything that they cannot generate revenue from. And again we return to a recurring problem associated with video games culture. Many gamers still do not see themselves as consumers and still erroneously think that developers and publishers are their friends and they have a different kind of relationship with them. Hopefully this letter will help lift the scales from such peoples eyes.
Now it is pertinent to consider that this is a corporate press release and that it was more than likely originally drafted and completed in Japanese. Reading through the English version it is at times a little difficult to parse and fully construe the exact sentiment being expressed. Corporate speak is very similar to political oratory and both are at times intentionally ambiguous and lend themselves to being recanted or “reinterpreted”. That being said, there is sufficient information to be able to determine the overall sentiment of the message. The quote below is especially relevant as it shows quite clearly how Square Enix perceives their customer base and what their mindset is towards them. There is a separate debate to be had about the failings of NFTs and blockchain (and I would recommend that you read Wilhelm Arcturus’ post on this for further insight) but I wish to focus more on the semantics of this statement and what that shows us about the video game industry’s philosophy.
“I realize that some people who “play to have fun” and who currently form the majority of players have voiced their reservations toward these new trends, and understandably so. However, I believe that there will be a certain number of people whose motivation is to “play to contribute,” by which I mean to help make the game more exciting. Traditional gaming has offered no explicit incentive to this latter group of people, who were motivated strictly by such inconsistent personal feelings as goodwill and volunteer spirit. This fact is not unrelated to the limitations of existing UGC (user-generated content). UGC has been brought into being solely because of individuals’ desire for self-expression and not because any explicit incentive existed to reward them for their creative efforts. I see this as one reason that there haven’t been as many major game-changing content that were user-generated as one would expect.”
When Matsuda talks about how some people play games to have “fun” there is a palpable sense of bemusement and possibly even contempt. It’s a very odd position to adopt as it is the foundation upon which the video games industry was built. Like any other business, there is an exchange of goods or services for money. In this case it is a piece of recreational software, designed to elicit amusement, mirth and enjoyment. At present Japanese gamers spend $20 billion a year in the pursuit of fun so it seems a little odd to be averse to it. But video game monetisation trends in recent years clearly show that big business per se is done with one off payments. Free to play, microtransactions, loot boxes, season passes and other live services have spearheaded a drive towards recurring monetisation. Hence, Matsuda now wants more players who “play to contribute”.
Video games have a long history of players contributing both to the games themselves and the communities that grow around them. Player created mods add value, fix long term problems and prolong a games lifespan. Guilds and social groups organise events, as well as play through content that some players would not attempt otherwise. Blogs, live streams and podcasts curate important data associated with games, build and sustain communities and often provide free public relations for the video game industry. Yet according to Matsuda “goodwill” and “volunteer spirit” are inconsistent personal feelings and are therefore unreliable. Clearly the human desire to share, help and support others out of a sense of common good is utterly alien to him. He clearly thinks that socially inclined players need a formal framework to work within. If their “goodwill” and “volunteer spirit” is monetised then it will be more dependable. Let us take a moment to reflect on the utterly bleak mindset that harbours such thoughts.
At first glance it seems illogical to eschew an existing business model that has proven lucrative, to focus on something new and untested. Such a sea change is not necessarily going to happen overnight. Gamers have already rebuffed Ubisoft’s ongoing Ubisoft Quartz project to introduce NFTs to Tom Clancy’s Ghost Recon: Breakpoint. However, I would advise extreme caution in so readily dismissing such rapid change. Again I say take a look at the video games monetisation over the last decade. What is beyond the pale to a 50 something gamer is now just the way it is for a 20 year old. Also, consider the iniquities of the triple A video games industry that were frontpage news in 2021. Despite a very vocal public outcry, has it really harmed the bottom line? For every gamer who is aghast, there are two others that either don’t know or don’t give a shit. The industry knows this. Remember what former President Trump said. “I could stand in the middle of Fifth Avenue and shoot somebody and I wouldn’t lose voters”. The same thing applies here.
So here we are again at a crossroads. Or if not at a crossroads, at least a very clear indication of the direction that the video games industry wants to take. Turning a popular triple A game into a virtual online sweatshop is not going to be an easy task and I’m sure at some point governments and law makers will get involved. But considering how big business usually gets its way, I don’t see “play to contribute” being wished away anytime soon. If the dystopian dream of working in your leisure time and chasing some get rich scheme does arrive, I shall not participate. But others will and it could become the new normal. Our children and grandchildren may well come of age in a world where they chase a buck in absolutely every aspect of your life, be it work or play. A world with superficial modern trapping but essentially based upon Mediaeval Feudalism.
NB. When I initially read Yosuke Matsuda’s press release, I found his baffled tone in respect to human compassion, empathy and decency very reminiscent of the following Monty Python sketch. Here it is for your amusement and edification. Who said that the decline of human civilization had to be dour. We can at least laugh while it happens.
A Year in Gaming
Usually in a post such as this, my primary focus would be writing about the games that I’ve played over the last twelve month and what it was about them that I specifically enjoyed. However, this year I feel that I must address the wider issues that have dominated the news regarding the video games industry. Simply put, several very high profile and successful triple A video game companies have been beset by scandals over the last twelve months. And these have been of such a nature that they have finally laid to rest the myth that some still cling to, that working “in video games” is somehow different from working in more traditional industries because it’s “cool”. It turns out that it has all the same failings as TV, music and film. The people at the top are abusive and broken and maltreat those at the coalface who do all the real work for precious little reward.
Usually in a post such as this, my primary focus would be writing about the games that I’ve played over the last twelve month and what it was about them that I specifically enjoyed. However, this year I feel that I must address the wider issues that have dominated the news regarding the video games industry. Simply put, several very high profile and successful triple A video game companies have been beset by scandals over the last twelve months. And these have been of such a nature that they have finally laid to rest the myth that some still cling to, that working “in video games” is somehow different from working in more traditional industries because it’s “cool”. It turns out that it has all the same failings as TV, music and film. The people at the top are abusive and broken and maltreat those at the coalface who do all the real work for precious little reward.
Hence, I feel that there is now a moral dilemma in buying games from certain companies and that their products are in a way “tainted”. The same way as there is shopping at certain stores that are known for their unethical practises. However, a consumer boycott is not always the most effective form of protest and on occasions can do more harm to those parties one wishes to demonstrate a degree of solidarity with. However, one can still voice one’s unhappiness with the situation and that is what seems to be happening at present. Negative PR seldom goes unnoticed and as and when it impacts upon share prices, the message eventually reaches the top of the food chain. Action gets taken sooner or later but what the Activision Blizzard, Ubisoft and Bungie scandals highlight are a wider societal malaise. The abhorrent behaviour that we’ve read about seems to be ingrained in specific socioeconomic stratas. Fixing that is a much harder issue than just replacing a few managers and CEOs.
Moving on from how shitty the video game industry seems to be, personally speaking this has not been the most exciting year for my relationship with video games. As 2021 draws to an end my PC’s hard drive is filled with games that I’ve abandoned and become bored with. Cyberpunk 2077, GreedFall and Days Gone are a few examples of games that showed promise but became somewhat routine and pedestrian. I did enjoy my first major foray into the Assassin’s Creed franchise. Black Flag proved to have an engaging story and an unusual setting, hence I completed the game. My gaming mainstays, the MMORPGs The Lord of the Rings Online and Star Trek Online, also kept me busy this year. This was mainly due to the way this genre lends itself to “quick fix” gaming. STO in particular continuously runs events that afford the player a reason to log in and undertake a quick task. Yet despite this engagement, I don’t feel I’ve done anything significant in either game.
The jury is still out as to whether my Nintendo Switch has been a good or bad investment. It gets used mainly when my granddaughters come to visit and then Mario Kart is a firm favourite. But personally I have yet to find a game that enthrals me. I think I’m just culturally conditioned to do my gaming on a PC. And in other news, my love hate relationship with Fall Guys: Ultimate Knockout continues. There is fun to be had playing this game but the moment specific races and events appear, they instantly kill my passion. I have still yet to win a crown. This failure to achieve this particular goal bothers the heck out of me. I suspect that overall, my relationship with gaming is shifting. As a pastime it is becoming very much like mainstream cinema. There’s no shortage of content but it’s all rather generic, formulaic and mediocre.
As for 2022, well for the present I shall just continue to push on with LOTRO and STO. I have nearly finished the new expansion in LOTRO, Fate of Gundabad and have reached the current level cap of 140. I finally got on top of the new Legendary Item system and have managed to create a rather robust new weapon. I think I may soon make a return to The Elder Scrolls Online and see what content I have waiting for me. I usually enjoy playing for a few months continuously and feel that subscribing improves the overall experience. I shall also keep a weather eye on the video game industry to see if and how it bounces back from the recent scandals assailing it. It already looks like the player uptake of NFTs is not going to be as easy as some publishers have anticipated. Maybe I’ll chance upon some hidden video game gems in the next 12 months and my enthusiasm will be restored. Time will tell.
Ubisoft and NFTs
Yesterday, Ubisoft announced Ubisoft Quartz, an NFT initiative which allows players to buy artificially rare digital items in-game, using a bespoke cryptocurrency. According to the press release, by using Ubisoft Quartz players can purchase “Digits”. “Digits” are items such as in-game weapons, vehicles and cosmetic items. Players can acquire these via limited drops and can either collect or sell them, via crypto wallets. The items have serial numbers to validate their unique or limited status. Ubisoft Quartz utilises Tezos, a proof-of-stake currency. Ubisoft plans to launch Quartz in Tom Clancy’s Ghost Recon: Breakpoint on December 9th, 2021. The first three of the “Digit” drops will be free to players who then sign up to the service via the company’s app. These items will be limited-time in their availability.
Yesterday, Ubisoft announced Ubisoft Quartz, an NFT initiative which allows players to buy artificially rare digital items in-game, using a bespoke cryptocurrency. According to the press release, by using Ubisoft Quartz players can purchase “Digits”. “Digits” are items such as in-game weapons, vehicles and cosmetic items. Players can acquire these via limited drops and can either collect or sell them, via crypto wallets. The items have serial numbers to validate their unique or limited status. Ubisoft Quartz utilises Tezos, a proof-of-stake currency. Ubisoft plans to launch Quartz in Tom Clancy’s Ghost Recon: Breakpoint on December 9th, 2021. The first three of the “Digit” drops will be free to players who then sign up to the service via the company’s app. These items will be limited-time in their availability.
Ubisoft have stated that their NFTs will be sold outside of their own ecosystem so that players are more in control “than ever.” Unlike the Steam marketplace, where items such as trading cards, CS:GO skins and Team Fortress 2 cosmetics only exist and can be sold within Steam’s own bespoke ecosystem, Ubisoft Quartz “Digits” can be traded on a distributed blockchain outside of the publisher’s own environment. Tezos, the decentralised, open-source proof of stake blockchain network which Ubisoft has chosen to go into business partnership with, have made the following statement about “Digits”. Because ownership is tracked on the blockchain, a piece of art might become valuable based entirely on who’s owned it in the past”. Thus highlighting not only the collectible aspect of these NFTs but positioning them also as memorabilia with authenticated provenance.
In many ways this is a watershed moment for the gaming industry. A milestone where a so-called premium triple A publisher finally declares without any misdirection or obfuscation, that their primary focus is making money and quality video games are much, much further down the list. Now it’s hardly a revelation to learn that any company wants to make money but to do so you usually need a good product to begin with. However, monolithic corporations like Ubisoft seem to have strayed beyond this point. Rather than generating revenue from a high quality product, games are now a host for a more inherently parasitic source of revenue. Introducing NFTs into mainstream video games will ultimately change their overall dynamic and certainly impact upon their playerbase. Virtual worlds could become sweatshops and gaming communities could see entrepreneurs and commodity speculators joining their ranks, What times we live in.
LOTRO on Consoles
When EG7 bought the Daybreak Game Company over a year ago, they mentioned in a subsequent investor report that a console port was being considered for the MMORPG The Lord of the Rings Online. This was met with a degree of scepticism by the player community who saw it mainly as speculative marketing. However, one year on and EG7 has referenced a potential console version yet again. Their Q3 2021 investor report lists a “release on consoles” as a medium term goal. The fact that this idea has been mentioned twice within a 12 month period is interesting. Investor reports are public information so EG7 no doubt knew that this “talking point” would find its way into the wider gaming press. It certainly means that the concept now warrants some serious consideration from LOTRO players.
When EG7 bought the Daybreak Game Company over a year ago, they mentioned in a subsequent investor report that a console port was being considered for the MMORPG The Lord of the Rings Online. This was met with a degree of scepticism by the player community who saw it mainly as speculative marketing. However, one year on and EG7 has referenced a potential console version yet again. Their Q3 2021 investor report lists a “release on consoles” as a medium term goal. The fact that this idea has been mentioned twice within a 12 month period is interesting. Investor reports are public information so EG7 no doubt knew that this “talking point” would find its way into the wider gaming press. It certainly means that the concept now warrants some serious consideration from LOTRO players.
From a technical perspective porting an ageing Windows based MMORPG from 2007 over to the latest generation of consoles is a major project. The UI as it exists in the game at present is cluttered and doesn’t scale well for higher resolutions. Plus the layout of skills is designed for point and click mouse access. The game textures also do not fare well at 4K plus the character models and animations are somewhat dated. Then there are issues regarding lag, hitching that are zone specific. Also tearing, the draw distance, the environmental “pop in”, clipping, loading times and possibly a hundred other issues. And if you are fixing all of these fundamental issues, wouldn’t it be wise to also address LOTRO’s long standing lack of comprehensive voice acting? Will a modern console audience want to play a game that still heavily relies on text driven dialogue?
Then there are further issues stemming from a successful conversion to both the latest Playstation and Xbox consoles. It is doubtful that crossplay is going to be implemented as it hasn’t been done so for other MMOs that have been converted. Both Star Trek Online and The Elder Scrolls Online have separate servers to accommodate console players. Thus a port for LOTRO would also require a new server system to support the game which no doubt comes at a significant cost. It can be argued that LOTRO’s PC server environment is lacking at present which raises the question as to whether there would be any changes to this infrastructure. In fact the more one thinks about this “project” the more it seems like a very capital intensive undertaking. Such an investment would have to be driven by some pretty compelling financial predictions. EG7 has referenced several times the potential interest the IP may receive due to the Amazon Prime Middle-earth television production that launches next year. Is that itself a big enough incentive?
However, there is an alternative train of thought to consider inlight of the choice of words EG7 have used in their latest investor report. Specifically “a major revamp to upgrade the visuals, modernize the experience”. Modernizing the experience may simply mean making the games overall graphics and systems work on the consoles. Cryptic have successfully done this for Star Trek Online by condensing menus, automating some skills and decluttering the UI. Their port to consoles has not essentially changed the gameplay or radically altered experiences between those playing STO on a PC and those on an Xbox or Playstation. Yet, there is scope to interpret “modernize the experience” as something akin to Star Wars: Galaxies New Game Enhancements (NGE). A revamp of that classic MMO that profoundly changed the game by taking a reductionist approach. Are EG7 implying that to port a game such as LOTRO it needs to be overhauled at source IE PC level first and then converted? Such a prospect is potentially troubling.
In the meantime, a console conversion remains a “mid-term” goal for EG7. One that I’m sure will be dependent upon ongoing revenue growth and senior staff being invested in the project. Something else to consider is that EG7 owns several game development studios such as Big Blue Bubble, Piranha Games and Toadman. A project of this kind would involve more than just Standing Stone Games. Although SSG have managed to keep the LOTRO alive and ticking over in the last few years, they have not exactly taken the game forward or in any way improved its standing. Bringing the game to a new player base such as console players presents a perfect opportunity to reset community relationships. However, all of this is a long way off, assuming that it ever comes to fruition. For the present the prudent LOTRO player would be best served focusing on playing the existing game and keeping an eye on the more immediate situation.
Forza Horizon 5: The Joy of Segregating Players
Sometimes ignorance can be bliss. Certain games are a lot more enjoyable when you play them with the minimum amount of prior knowledge and little or no expectations beyond looking for fun. Having recently watched Chris “Wolfy” Neal stream the open world driving game Forza Horizon 5, I created an Xbox account and installed it. Furthermore, thanks to fellow blogger Wilhelm Arcturus, I secured a deal on the Xbox Game Pass. The first month of the subscription was just £1. So for the last week I’ve been driving around a virtual representation of Mexico, indulging in all sorts of vehicular shenanigans. My driving skills are negligible beyond a basic understanding of how to accelerate, brake and steer using a Xbox controller. I am oblivious of the back story of this franchise and unfamiliar with the game’s seasons. But I’ve managed to figure things out as I go along (a major coup). And most importantly I’m having fun.
Sometimes ignorance can be bliss. Certain games are a lot more enjoyable when you play them with the minimum amount of prior knowledge and little or no expectations beyond looking for fun. Having recently watched Chris “Wolfy” Neal stream the open world driving game Forza Horizon 5, I created an Xbox account and installed it. Furthermore, thanks to fellow blogger Wilhelm Arcturus, I secured a deal on the Xbox Game Pass. The first month of the subscription was just £1. So for the last week I’ve been driving around a virtual representation of Mexico, indulging in all sorts of vehicular shenanigans. My driving skills are negligible beyond a basic understanding of how to accelerate, brake and steer using a Xbox controller. I am oblivious of the back story of this franchise and unfamiliar with the game’s seasons. But I’ve managed to figure things out as I go along (a major coup). And most importantly I’m having fun.
There are various types of races to undertake as you journey through the open world environment in Forza Horizon 5. Urban street races, formal events at race tracks and cross country competitions through multiple environments. Then there’s the story campaign. There are also accolades to acquire, vehicles to collect and customise. The cars themselves feel authentic and handle realistically. Their respective stats are easy to understand, so it doesn’t take long to find a vehicle that suits your driving style and needs. You even get XP points just through randomly driving around, going off road and causing mayhem. If you are a high end player then you can immerse yourself in the game data and crank the difficulty up to maximum. But if you favour a more casual approach, then you can dial it down and dive right into the game without having to digest tons of instructions. By and large Forza Horizon 5 doesn’t punish you for being a bad driver. If you mess up a checkpoint while racing and don’t want to endure the time penalty, you can simply “rewind” the race and correct your mistake.
Forza Horizon 5 has a great deal going for it. The graphics are superb, especially the draw distance. You really do get a sense of the size of the open world. The story is quite satirical if you feel disposed to apply yourself to it. It seems to gently mock large scale, prestigious sporting events. The radio stations are also rather droll and have a fairly broad spectrum of musical styles. But for me, the best aspect of the game is its live and let live attitude. The gameplay caters to everyone's needs. Über competitive players can do all the things that they get off on and can confine their online, multiplayer experience to those of a similar mindset and skill. I can happily splash about in the proverbial shallow end, free from hassle. The races I participate in are sufficiently taxing for me. Sometimes I win and others I fail. I don’t even know for sure if I’m racing other players or bots at times. There’s no chat, so there’s no bragging or trolling. Or perhaps there is and I just haven’t discovered it yet. The thing is I’m doing things my way and no one is interfering. It’s such a pleasant change.
When driving around, I see other players but again I’m not sure whether they’re real or not. I don’t have to compete for XP nodes (which are signs that you have to destroy to obtain the benefit from). Nor do I have to worry about someone else discovering a “barn find” before me. I did several tag team races recently which were part of an event, so I was definitely with other players but it was not a problem. I suspect there is some sort of skills based matchmaking going on behind the scenes, so I wasn’t participating with other players that were markedly superior. Simply put this game works so well because it gives each player what they want and that is effectively segregation from those better or worse than you. If you want to improve, you crank up the difficulty and you’ll find yourself mixing with those who are seeking to do the same.
I’m not sure if Forza Horizon 5 is going to be my new long term game of choice. I suspect that it will keep me amused for a few weeks and then I’ll move on. That’s fine with me and one of the benefits of the Xbox Game Pass. It means I can try something else. So far this has been an interesting deviation out of my standard gaming comfort zone. I certainly think a lot of other game developers could learn from the way Forza Horizon 5 handles difficulty, player interactions and how to keep someone busy in an open world without pissing them off. I can dabble with the main campaign, tinker with my favourite car, race in a way that I don’t have my fun spoiled by others or my own lack of skill. If I do multiplayer activities then it seems to be in an equitable fashion. And I stumbled into this fortunate situation through a mixture of chance and whim. It’s all been a welcome reminder as to why I love gaming when it’s done right, while at the same time highlighting that the genre’s Achilles Heel is all too often its own community.
You Can’t Sit on the Fence Forever
I was recently reading a post published on Massively Overpowered about Activision Blizzard CEO, Bobby Kotick. The majority of comments were not well disposed towards the man, especially in light of the fact that previous allegations made against him regarding harassment and intimidation have been settled out of court. However, there were one or two comments that flew in the face of the overall opprobrium. That’s not to say that they were supportive of Mr Kotick. They were from people who wanted to “just play games” and effectively not have to be exposed to any discussion or judgement upon the iniquities of the video games industry. It’s a common refrain from some gamers. They wish to keep the realities of the world out of the games that they play. To treat an MMO, FPS shooter or strategy games as a form of leisure devoid of any socio-political implications. Something they can immerse themselves in for a while to “escape the stress of real life”. It’s a concept that seems fair enough in principle but when considered in practical terms is abstract and unworkable.
I was recently reading a post published on Massively Overpowered about Activision Blizzard CEO, Bobby Kotick. The majority of comments were not well disposed towards the man, especially in light of the fact that previous allegations made against him regarding harassment and intimidation have been settled out of court. However, there were one or two comments that flew in the face of the overall opprobrium. That’s not to say that they were supportive of Mr Kotick. They were from people who wanted to “just play games” and effectively not have to be exposed to any discussion or judgement upon the iniquities of the video games industry. It’s a common refrain from some gamers. They wish to keep the realities of the world out of the games that they play. To treat an MMO, FPS shooter or strategy games as a form of leisure devoid of any socio-political implications. Something they can immerse themselves in for a while to “escape the stress of real life”. It’s a concept that seems fair enough in principle but when considered in practical terms is abstract and unworkable.
Take a good hard look at the world around you. It is built upon free market capitalism and consumerism. Video games are a microcosm of such ideologies. An amusing diversion that you pay to access. That is why millions of dollars are spent developing them. Because a game that blends the right amount of psychological manipulation with user engagement, can hit the jackpot and yield a handsome return on investment. Some gamers are so invested in their game of choice, especially the MMO community, they lose sight of the fact that they’re consumers paying for a product. They see it as some sort of commensurate relationship between artist and patron and the video game industry is happy to perpetuate this fallacy. Sadly, video games are not inviolate, existing in their own ethically and politically neutral separate reality. They are made by people, working within a corporate hierarchy and as such are entwined with the inherent problems of such a system.
Video games are not any different from electronics, clothes and many other consumer items we buy on a regular basis. Those manufacturing them are poorly paid and have little or no benefits, while the prodigious profits that are generated are funnelled to the top of the corporate structure. Sadly, video games are far from free from the taint of modern business practises. And as consumers, we are contributing to these problems, irrespective of whether we are ideologically supportive of the system that causes them or not. You can as a gamer “just play games” if that is what you want to do but willful ignorance does not negate the iniquities of the triple A video games industry. Nor does it absolve you, or indeed any of us, of the fact that we’re supporting a business model that is discriminatory to people not too dissimilar to ourselves.
Now there is a rather tedious and ill conceived argument that usually gets trotted out in such situations. The one that states that you can’t voice any sort of criticism regarding exploitative business practises, while still using the services they provide. IE “best give up your mobile phone, cheap clothes and consumer goods and go live in a cave”. The notion being that there is an element of hypocrisy or at least cognitive dissonance to such a stance. All that is notionally correct, that does not invalidate the rectitude of the argument against bad corporate practises. Furthermore, one doesn’t have to wait for a consensus of universal moral perfection before seeking societal change. Change is made from within the imperfect system. Take a look at Western history over the last and current century. Civil rights and equality were fought for despite a substantial percentage of the population thinking that it wasn’t their problem. Perhaps they just “wanted to play games” or whatever the equivalent soundbite was at the time?
Maintaining a civilised, fair and equitable society is hard work. It requires rules and regulations to ensure that an acceptable standard of life exists for all. It also needs citizens to “give a shit”. Now I don’t expect everyone to be an activist 24/7. But there is a price for living in an orderly society. Jury service, voting and on occasion realising that helping and supporting others with their struggles is beneficial for our collective good. If you are content to live in a world where the prevailing mantra is “fuck it, it’s not my problem”, don’t be surprised if sooner or later someone will try and take something away from you. You can’t sit on the fence forever. Let us not forget the wise words of Martin Niemöller. So returning to the original point of discussion, I hope that ongoing pressure from both the public and staff results in meaningful change at Activision Blizzard. It’s in everyone’s best interests that it does.
LOTRO: Thoughts on Fate of Gundabad
I’ve spent the last week catching up with recent content in The Lord of the Rings Online. I started the Update 30: Blood of Azog and struggled with the PVE quests, due to the stats nerf and LI change. I got to level 132 and then decided to replace my two Legendary Weapons on my Lore-master. I would like to thank Linawillow for their advice via social media. So much for the new system being easier to understand and implement. I now have new LIs that have boosted my stats sufficiently enough for me to deal with the mobs above 130. Hence I completed the story set in the Battle of Azanulbizar, which was very well conceived and implemented. It has a great deal of canonical detail and is engagingly presented. By the time I finished the Epic Story and side quests in the area, my character had reached level 136, so I decided to go straight to Gundabad.
I’ve spent the last week catching up with recent content in The Lord of the Rings Online. I started the Update 30: Blood of Azog and struggled with the PVE quests, due to the stats nerf and LI change. I got to level 132 and then decided to replace my two Legendary Weapons on my Lore-master. I would like to thank Linawillow for their advice via social media. So much for the new system being easier to understand and implement. I now have new LIs that have boosted my stats sufficiently enough for me to deal with the mobs above 130. Hence I completed the story set in the Battle of Azanulbizar, which was very well conceived and implemented. It has a great deal of canonical detail and is engagingly presented. By the time I finished the Epic Story and side quests in the area, my character had reached level 136, so I decided to go straight to Gundabad.
As I usually participate in the Bullroarer test preview of new content for LOTRO, I was already aware of the vertical dimension that is an integral part of the Delvings of Gundabad. Mattugard and Deepscrave are very reminiscent of Moria and one needs to reconcile oneself to the reality of navigating around such an environment. Thankfully, being several levels higher than the content of the area helps. So I have taken my time to explore these areas and have just taken quests as and when they’ve been offered. At present, there are lots of other players in the area, so if you do run into any difficulty or get lost, you are not without support. Whether you actually like the labyrinthine design is a matter of personal taste. If you stick to the main routes through the area, you will miss a great deal of discovery deeds. I find the best approach is to explore specific areas between stables and to be systematic in your approach.
To make my exploration of the entire zone a little easier, I used my supply of Mithril Coins to unlock access to all the new stables. I visited them using slow travel, as this also unlocks discovery deeds as you pass through an area. It also allows you to reconnoitre and determine the level and variety of mobs, without taking any unnecessary risks. When I do get into combat, although my new LI can deal significant damage, my moral takes quite a hit. I checked into this and it would appear that my armour and jewellery is now lacking. I last re-geared my primary alt back in January 2020, using lockboxes. I think it may be time to do this again but it makes sense to do so when I hit the new 140 level cap. By then I should have sufficient barter currency to buy reputation gear or alternatively, spend some money on lockboxes.
I have never been especially knowledgeable about the statistical side of LOTRO. I know what type of stats are beneficial to my class but I am not au fait with the minutiae of the system. Hence I tend to rely on how combat “feels”. It’s difficult to quantify but I tend to know when a fight is hard or more importantly, getting away from me. The new LI system has certainly boosted my stats and I now feel in control again but when I look at my alt’s stats in the character panel, the power creep is getting silly. I have over a million Tactical Mastery at present. This will no doubt increase further when I get to level cap. I can’t help but feel that when numbers become this big, they begin to fail to convey anything tangible to the average player. I wonder if LOTRO would benefit from a level “squish” as we saw recently in World of Warcraft or some other recalibration of stats.
One of the things I often find frustrating with the MMORPG genre is the gear cycle. Superior gear is usually gated behind reputation status, barter tokens or is just awarded when the player reaches the current level cap. This comes from a historical design choice where you earned intermediate gear at level cap and then went on to do group content such as raids to get the better gear. But very few players follow that route now. Hence it seems redundant to be awarded with the best gear once you hit level cap and have nothing else to do. Sadly LOTRO is still locked in this model. You need robust gear as you’re levelling and not having access to any is an impediment. This is why I didn’t start playing through Gundabad content until I was level 136. It means I will reach the new cap of 140 and re-equip my main character and then play through the remaining half of the expansion with an optimal build. I regularly inspect other players in my journeys and sometimes marvel at how they’ve come so far while indifferently equipped.
I was surprised to see that the Allegiance system has had a further faction added with this expansion. You can now affiliate with the Zhélruka, whose main hub is in the Hall of Vérnozal in Gundabad, which is convenient. There is a fast travel skill with a 5 minute cooldown which is invaluable if you’re currently questing in this region. Unlike the Mordor-expansion allegiances, the Zhélruka allegiance is scalable, allowing players with a minimum level of 20 and above to participate. It uses the Missions system, rather than zone specific PVE content that the previous allegiances did. It came as a pleasant surprise that developers SSG had added another. However, I’m not so well disposed toward the increase in virtue traits. These now cap at 80 which is a significant increase. I finally got the five that I currently have slotted on my primary character to level 75 a few months ago. I am somewhat peeved that I have to get on that particular treadmill again.
Returning to the subject of the new LI system, one of the consequences of this major revamp is that there is now a great deal of redundant NPCs throughout Middle-earth and a lot of superfluous rewards. The User Interface also retains some outdated features which will be confusing for players just beginning to use the Legendary Item system. It will be interesting to see if SSG makes an effort to remove these obsolete aspects of the game at some future point. There are also a lot of old items that still need to be replaced. I have half a dozen relic removal scrolls which I assume I will be able to exchange at some point for traceries removal scrolls. I suspect that there will be some players who will require a great deal of compensation, especially for store bought items
As I mentioned in a previous post, Fate of Gundabad is very much a question of more of the same. This seems to be the business model that Standing Stone Games have chosen and I suspect they are not going to change. If you are a returning player, then Fate of Gundabad will offer you a familiar experience. One that is reassuring and enjoyable as you know what the game has to offer but you’ll have a new story to immerse yourself in. If you are a regular player then that familiarity, untempered with time away from the game, may feel a lot more like repetition. As ever the story is well written and thought provoking. Bill Champagne’s soundtrack is sublime and he uses many of his established leitmotifs very effectively. There is a palpable atmosphere in Glooming Tarn, especially when the sombre and portentous music cues start to play. But overall, when looked at objectively, Fate of Gundabad is essentially just treading familiar ground.
Regardless of my views on Fate of Gundabad, the expansion is certainly proving successful. The volume of players online on Laurelin server has meant that the dynamic layering system is active in most zones. In one respect this is indicative of an expansion that is engaging with players and finding an audience. Sadly the downside to this are server performance issues. Lag is a common place, especially when interacting with Mission NPCs. There are also delays with skill inductions and connecting to the chat server. It can be quite an impediment at times. No doubt SSG will address these issues in the weeks to come. Overall despite following a tried and tested formula, Fate of Gundabad is the strongest expansion LOTRO has seen for a while. It has a wide variety of maps, several ways to level and a robust narrative. The polish will come over the next few patches. But as the main story about the line of Durin comes to an end, it does raise the question where does the game go from here?
LOTRO: The Beginning of the End
The recent Fate of Gundabad expansion for the MMORPG The Lord of the Rings Online, has increased the game's level cap from 130 to 140. Mobs of 130 or above have seen a significant statistical increase. Hence if you play through PVE content or undertake an on level skirmish, you may well struggle to defeat your enemies. To compensate for this, if you create a new Legendary Item and replace your old weapons, you will see a boost in DPS that allegedly allows you to deal with the stronger mobs. In principle, this seems like an equitable quid pro quo. However, this is a very significant change to the game. What I and many other players find “surprising” is that the developers, Standing Stone Games, have done precious little to publicise this change in game dynamics. At present there is a major lack of information both in-game and on the official forums.
The recent Fate of Gundabad expansion for the MMORPG The Lord of the Rings Online, has increased the game's level cap from 130 to 140. Mobs of 130 or above have seen a significant statistical increase. Hence if you play through PVE content or undertake an on level skirmish, you may well struggle to defeat your enemies. To compensate for this, if you create a new Legendary Item and replace your old weapons, you will see a boost in DPS that allegedly allows you to deal with the stronger mobs. In principle, this seems like an equitable quid pro quo. However, this is a very significant change to the game. What I and many other players find “surprising” is that the developers, Standing Stone Games, have done precious little to publicise this change in game dynamics. At present there is a major lack of information both in-game and on the official forums.
Today I finally decided to try and replace my existing Legendary Items on my primary character. Replacing my maxed out, First Age Lore-master staff and book is not some trivial change. These two items have been with me for three to four years and have had a substantial amount of time and resources lavished upon them. The moment I unequip them I see a significant drop in my character’s stats. Hence it is very important to me that any new weapon is at the very least comparable to that which it is replacing. However, I found trying to understand the new LI system extremely difficult. I managed to purchase a new Lore-master staff and book and reforge them to my current level of 132. However, no information was offered regarding the realities of purchasing, equipping and managing traceries. Furthermore, no guidance is offered as to their respective interchangeability, set bonuses and restrictions.
Hence, there is scope for errors. Such errors cost in-game resources such as Ancient Scripts. These resources are scarce and can only be obtained by investing time and effort into the game. So players will have to either take a calculated risk and live with their choices, or simply leave their current LI alone until they can find the answers and reassurance they need. So far, the only people providing answers are the LOTRO community themselves. LOTRO Players have a guide on their website and it is useful insofar as how the new LI system works. However, if you want class specific advice then that is harder to come by. It may appear in the weeks to come when some of the more analytical LOTRO players write guides and post FAQ videos. However, for a player such as myself, until I feel confident enough to create new LIs, I won’t be touching this aspect of the game. As my character is effectively gimped if I keep using my old weapons, there is no point in playing as I cannot progress in a manner I find enjoyable.
So to summarise, one of the most important aspects of this MMO has been changed with virtually no support from the developers. The information vacuum potentially leaves players confused, unsure and frustrated as to what to do next. The resulting statistical imbalance makes progress to the new level cap extremely difficult. Now is it just me or is this a massive mistake on behalf of Standing Stone Games? To say that this course of action is an act of poor community relations is an understatement. Being impeded from playing a game by the game itself is ludicrous. It also tends not to make customers happy. If I can’t make any progress with my new LI build in the next few days, I’ll just go and play something else. That means the money I was going to spend on lockboxes when I hit the new level cap will be spent elsewhere. Standing Stone Games loss could well be Cryptics gain.
I have played LOTRO regularly since 2008. It is not a perfect MMO but it has its some unique points. The intellectual property is one and the community is the other. The game itself is big and sprawling, with numerous very well conceived storylines. Every now and then a reference, character or geographical feature will just strike a chord with the player and in those moments the game is at its best. However, LOTRO is also repetitive. Nothing really new has been added to the game in years. LOTRO survives by offering variations on a theme, more of the same and ultimately being the only multiplayer virtual Middle-earth game available at present. Depending upon your perspective, players are either part of an unique, exclusive, niche market experience or simply over a barrel.
The relationship between any game developer and its players should be an equitable one. Sadly, this has not been the case with LOTRO for a long time. Put simply the community does far too much heavy lifting with regard to the games promotion and the sharing of knowledge. It is also far too forgiving of SSG failings which in recent years have been many. Community relations are poor as are communications. The games monetisation is becoming increasingly questionable and this latest debacle over LIs has been tediously predictable. I and many other players saw it coming a mile off. The question now that I and other LOTRO players have to consider is how much more are we prepared to tolerate? Because SSG seems hellbent on making the same mistakes again and again. And their intransigence further diminishes the ever decreasing fun that the game offers.
Even if I can find a prompt solution to my LI problem and resume playing, I am faced with an expansion that really doesn’t offer anything intrinsically new. I essentially get the conclusion to a story and the opportunity to replace all my gear once again. Or I can create a new alt and play through content that I’m very familiar with. There is no alternative levelling path, no new systems to explore and master, nor any fun mini-games. LOTRO is like a restaurant that has an interesting theme but sadly hasn’t radically altered its menu for 14 years. For some that may well be a selling point. For others, such as I, it’s beginning to become less and less appealing. In many respects the most saddening aspect of this change in relationship is the air of indifference from SSG. I shall give it a week or two but it may be time for me to part company with LOTRO. If that is the case, I shall be genuinely sad as the fault will not lie with me.
“Play-to-Earn” is Not a New Concept
Do you remember the days when you bought a game and then played it and that was the full extent of your financial dealings with the company that had produced it? I do. Sadly those days have pretty much gone. As video games have become a more mainstream leisure activity, the business model associated with them has similarly evolved. Microtransactions introduced charges for additional content, which then paved the way for the “live service”. Video games have ceased to be standalone products and become yet another online leisure amenity that requires continuous payment to access. I’m sure developers working at the coalface of video games still harbour sincere desires to make a “good game” but it is clear that is not the goal of the big triple A publishers that finance them.
Do you remember the days when you bought a game and then played it and that was the full extent of your financial dealings with the company that had produced it? I do. Sadly those days have pretty much gone. As video games have become a more mainstream leisure activity, the business model associated with them has similarly evolved. Microtransactions introduced charges for additional content, which then paved the way for the “live service”. Video games have ceased to be standalone products and become yet another online leisure amenity that requires continuous payment to access. I’m sure developers working at the coalface of video games still harbour sincere desires to make a “good game” but it is clear that is not the goal of the big triple A publishers that finance them.
A cursory internet search quickly yields data regarding how the major video game publishers such as EA, Activision and Ubisoft are heavily invested in technology and patents that can be used to squeeze more money from their customer base. They have no earnest interest in producing good games but are more focused on how the product can make the player behave. They desire titles that yield a constant flow of revenue and their actions thus far show that they are not constrained by ethics and morality. They are happy to exploit those with addictive personalities, the neural divergent and the young. Hence it will come as no surprise that the industry titans are now turning their attention to blockchain technology and NFTs as a means to make their next generation of products even more financially lucrative.
Essentially the presence of these two latest buzzwords is a sign that the likes of EA, Activision and Ubisoft are preparing for “play-to-earn” gaming. Consider, if you will, the latest generation of “live service” games in which in-game currencies, items, services and even characters are subject to a predetermined scarcity. And that these virtual goods will have a real monetary value and are thus tradeable. The money earned by players will then unlock further content and thus the cycle perpetuates. Naturally the publishers will take a percentage of all transactions and therein lies the foundation of their new business model. What I find surprising about such proposals is not their very existence but the fact that the video games industry have only just got around to considering them?
For those gamers who may balk at the ethics of such a business model, it has existed to a varying degree for decades already. Since the turn of the century, the MMORPG genre has unofficially traded in-game resources for real money. Gold selling being the obvious example but there are other variations. Entire player accounts are traded online, as well as other non-account bound in-game items. However, all the money generated from such transactions at present goes to third parties. “Play-to-earn” ensures that the revenue stays with the publishers. And if you’re a “doubting Thomas” who feels that ethics and morality will trump capitalism, this idea has already been tried previously. Diablo III had a real money auction house in 2012 which ran for nearly two years. Consider that to be a beta test for Blizzard.
Therefore, I don’t think there is any doubt that “Play-to-earn” is coming. It already exists within Facebook gaming and some mobile games. However, I don’t think we’re going to wake up tomorrow and find that the triple A gaming landscape has changed overnight. Where loot boxes have trodden the fine line between gambling legislation and “surprise mechanics”, “play-to-earn”, with its trading in virtual commodities, will more than likely attract the attention of most countries' tax systems. Sorting out the legal aspects of such a game mechanic will be no small beer. But given the potential revenue that could be generated, I’m sure those video games publishers involved will lobby governments robustly to ensure that such games can exist legitimately. As for those gamers who are furiously clutching their pearls (or Mario plushies) in horror of the very notion of “play-to-earn”, there is an equal number who will see a means to make money, outside of traditional employment. Just like Twitch and YouTube afford similar opportunities.
It is this latter point that I would like to explore further. Let us embark on a thought experiment. First off, we must not just assume in our arrogance that European countries and North America are the sole target for “play-to-earn” games. In fact it is likely that they’ll initially launch in countries with less rigorous or “evolving” legislative procedures in place. Emerging economies with existing levels of poverty and cheap labour spring to mind. Naturally such an environment offers a potential means of income for those seeking employment. Thus when such games finally launch in Western countries they may well already have an established in-game economy up and running. Once again, rich consumers will initially seek to profit from the fruits of others labour. However, in a decade or so, the employment landscape in Europe and North America may not be the same as it is now. We may have a substantial level of unemployment due to technological advances and automation. “Play-to-earn” games may well be looked upon more favourably.
To summarise, “play-to-earn” as a concept is not new and may not be as unpalatable as some gamers would have you believe. All industries are subject to customer churn and therefore those gamers thinking that their departure from gaming sends some kind of message, may find themselves ignored by the major publishers, as and when they roll out games with real economies. However, the legality of managing such games is at present the biggest obstacle. Some political parties and institutions won’t like the concept of virtual work houses emerging as a means of providing employment. However, capitalism always seems to get its way eventually. Furthermore, by the time “play-to-earn” becomes any kind of reality, the current generation of gamers will probably be so conditioned to the iniquities of the industry, that they won’t offer any major ideological opposition.
LOTRO: The Benefits of Being a VIP For a Month
I recently created a new Brawler class character in the MMORPG, The Lord of the Rings Online. This is the first time I’ve rolled a new alt while not subscribing. Hence I suddenly became aware that a great deal of features and functionality that I usually take for granted were not available. I started unlocking these services in a piecemeal fashion but soon realized that this wasn’t very cost effective. So I started digging around online to see what the exact benefits are of subscribing to LOTRO and becoming a VIP player. There is a comparison chart available if you do a Google search but it is far from comprehensive. For example a free player has to pay to unlock skill point set bonuses, which surprised me. Overall, the entire monetisation of LOTRO is somewhat arcane. However, if you subscribe for one month to become a VIP, when you stop paying you drop down to Premium player status, rather than return to that of a Free player. This has benefits.
I recently created a new Brawler class character in the MMORPG, The Lord of the Rings Online. This is the first time I’ve rolled a new alt while not subscribing. Hence I suddenly became aware that a great deal of features and functionality that I usually take for granted were not available. I started unlocking these services in a piecemeal fashion but soon realized that this wasn’t very cost effective. So I started digging around online to see what the exact benefits are of subscribing to LOTRO and becoming a VIP player. There is a comparison chart available if you do a Google search but it is far from comprehensive. For example a free player has to pay to unlock skill point set bonuses, which surprised me. Overall, the entire monetisation of LOTRO is somewhat arcane. However, if you subscribe for one month to become a VIP, when you stop paying you drop down to Premium player status, rather than return to that of a Free player. This has benefits.
So after some research, here is what I discovered regarding the benefits that are maintained on a per-character basis, when downgrading from VIP to Premium. It should be noted that the following benefits are only maintained for characters that have been logged into the game while the VIP status is active. To clarify, if you create a new alt while a Free player, upgrade your account to VIP and then log into the game with the aforementioned new alt, the following benefits persist when you stop subscribing and drop down to Premium. If you have an alt that you created as a Free player and do not log them in while a VIP, you will not see any benefits afterwards. Also note, these per-character unlocks also work for content that the character hasn't reached, due to level restrictions and other qualify criteria.
After downgrading from VIP to Premium you keep the following:
All trait slots unlocked for all your characters on all servers.
Swift travel from all stable NPCs.
Riding skill quest for all your characters at level 20.
All 5 inventory bags remain unlocked.
The currency cap of 2 gold for Free players and 5 gold for Premium players is lifted.
You keep access to the last level you reached within the Crafting Guild.
You can still access items placed in the shared wardrobe and dye them but you can no longer replace them.
You lose the following features after downgrading from VIP to Premium:
Two character slots (VIP has 7 by default, Premium has 5 premium. You may have to disable two characters).
Access to all quest packs and skirmishes.
Access to the Legendary Servers.
Shared wardrobe if not used by other alts (20 slots).
Rested 100% XP.
Monster play.
Ability to spend destiny points.
30 auction house listings.
Access to your Mailbox everywhere.
Access to crafting guild advancement.
As you can see there are tangible rewards to be had from subscribing, if for only one month and then dropping to Premium status. It is definitely superior to being a Free player. Ultimately your decision to do so is dependent upon your personal gaming budget and your own views on video game monetisation. However, it is useful to be aware of the differences in customer status in LOTRO. In the meantime do not forget the current offer available from Standing Stone Games in which they are giving away all quest packs within the game, permanently. The code LOTROQUESTS2021 can be redeemed up until the 31st of November. This combined with subscribing for one month and thus becoming a Premium player unlocks a significant amount of content and will save players a lot of money.
LOTRO: Tying Up Loose Ends
I discovered an excellent thread on the official Lord of the Rings Online forums today, created by Tesalion Lortus, which tackles the complicated subject of outstanding and unresolved storylines within the game. It is a very well researched and comprehensive post. I try my best to keep abreast of the various ongoing stories within the MMORPG but this list of plotlines that have yet to be completed, is a timely reminder of the sprawling narrative that Turbine/Standing Stone Games have woven over the last 14 years. The story is a major reason for this game’s longevity and many players enjoy the way it references and compliments so much of Tolkien’s overall lore. But it would appear that there are numerous story arcs that have not reached fruition, going back as far as the Helm’s Deep expansion that was released in 2013. Naturally, now that this matter has been highlighted so well, I am curious to see what SSG intends to do to resolve the situation.
I discovered an excellent thread on the official Lord of the Rings Online forums today, created by Tesalion Lortus, which tackles the complicated subject of outstanding and unresolved storylines within the game. It is a very well researched and comprehensive post. I try my best to keep abreast of the various ongoing stories within the MMORPG but this list of plotlines that have yet to be completed, is a timely reminder of the sprawling narrative that Turbine/Standing Stone Games have woven over the last 14 years. The story is a major reason for this game’s longevity and many players enjoy the way it references and compliments so much of Tolkien’s overall lore. But it would appear that there are numerous story arcs that have not reached fruition, going back as far as the Helm’s Deep expansion that was released in 2013. Naturally, now that this matter has been highlighted so well, I am curious to see what SSG intends to do to resolve the situation.
I won’t repeat all of the plot points provided in the original forum post. Here is sufficient to give you an indication of the scope of research that Tesalion Lortus has carried out.
The Bugdatish storyline.
Borangos the Horror and his plan.
The fate of Karazgar.
Thostír the Rank, a great fire-drake of the East.
Brathar Crack-helm and his Dourhands.
Jajax and his brother.
Where is Corudan?
Thankfully, one of the things that SSG does well is write complex and long term story arcs well in advance of their release. It is not unusual to find characters from the dim and distant past resurface years later in the LOTROverse. For example Atli Spider-bane, who we initially encounter at Archet in Bree-land at the start of the game, later returns at Lhingris in Mordor, on the far side of Cirith Ungol in the Morgul Vale. Then there is the enigmatic Trév Duvárdain warrior Aviar, who was exiled from her tribe and had her clan name removed. We first encountered her in Forochel. Living as a brigand, she was shown mercy by the Ranger Lothrandir. However, his compassion irked her and so she followed him and so she was ensnared by Saruman. This ultimately led to Lothrandir capture and imprisonment in Orthanc. Saruman called her Gun Ain (without name). During the ruin of Isengard she was again subject to the Rangers justice. On this occasion Halbarad renamed her “mercy” and set her loose. Perplexed, she wandered into Rohan and was shown kindness by Bingo Boffin when he met her at Grimslade. It is a rather unusual and redemptive story arc.
Tesalion Lortus thread on the forum regarding these multiple loose ends garnered a response from LOTRO developer, Made of Lions. They said “To be honest, we have so many of the items on this list earmarked for future quest stories already!” which is reassuring. Because if the history of gaming has proven anything it is that players remember everything and the internet is a pedants paradise. Plus I find continuity in storytelling integral to my enjoyment of LOTRO. Hence it is important that such standards are maintained for the sake of both the game. However, let us not forget that for every LOTRO player that revels in the dense narrative, there is always another who dismisses all quest texts and chooses to remain oblivious to the subtleties of the plot. It takes allsorts I guess. Although the latter group are free to play as they see fit, I feel that they are missing out on a key component of the game. Yet for some, the MMO genre is about “doing” and any framing story is purely an optional extra.
LOTRO: Fate of Gundabad Bullroarer Preview
Yesterday afternoon (UK time) Standing Stone Games made the forthcoming expansion for the MMORPG, The Lord of the Rings Online, available on the Bullroarer test server. This new release, Fate of Gundabad, is due to launch on the 10th of November which is under two weeks away. However, I suspect that this expansion has been under development for a while as it appears fairly complete without very little or no placeholder material. Players have already been providing feedback on the official forums and it would seem that the nuts and bolts of the area are in place and functional. There appears to be a substantial amount of new zones in this expansion with areas both above and below ground. It is worth mentioning straight away that if you are a LOTRO player who didn’t especially enjoy navigating your way through Moria, you will probably find the new areas underneath Mount Gundabad as equally frustrating. There are dense groups of Orcs and other enemy mobs to get past and I suspect these areas will be quite taxing.
Yesterday afternoon (UK time) Standing Stone Games made the forthcoming expansion for the MMORPG, The Lord of the Rings Online, available on the Bullroarer test server. This new release, Fate of Gundabad, is due to launch on the 10th of November which is under two weeks away. However, I suspect that this expansion has been under development for a while as it appears fairly complete without very little or no placeholder material. Players have already been providing feedback on the official forums and it would seem that the nuts and bolts of the area are in place and functional. There appears to be a substantial amount of new zones in this expansion with areas both above and below ground. It is worth mentioning straight away that if you are a LOTRO player who didn’t especially enjoy navigating your way through Moria, you will probably find the new areas underneath Mount Gundabad as equally frustrating. There are dense groups of Orcs and other enemy mobs to get past and I suspect these areas will be quite taxing.
The Fate of Gundabad expansion adds a new area that directly abuts next to the existing Elderslade map. The northern road that bypasses the Angmarim tower of Caivád Sâr leads to Câr Bronach, which was previously blocked by a locked gate. The player can now enter this area and the region very much in the idiom of Angmar to which it connects. There is a road that traverses Câr Bronach from east to west and leads to Nan Gurth. Midway along this road there is a very impressive Dwarven structure, Mur Shatraug, the Witch-gate. This is the northerly entrance to Gundabad. Enemies hold this entrance so entry is not easy. A second road strikes south west and circles round the western side of Mount Gundabad to an area called Welkin Loft. Due to the altitude this is a snowy zone and filled with ravines as the road travels up the mountainside. There are several Angmarim camps and the contested area of Uzdarulzahar, where Dwarves fight both Orcs and Frost Dragons.
Upon entering Mur Shatraug entrance, there is an underground zone called The Delvings of Gundabad. It is split into five subzones, all of which form a broadly circular route running clockwise. The first Pits of Stonejaws is akin to The Glittering Caves in Helm’s Deep and the Foundations of Stone in Moria. It is a maze and rife with mobs. This area leads to Mattugard which is very much like Zelem Melek in Moria. There is an immense abyss in the centre of the map and a triangular road around it. Vast windows in the mountainside roof let in a pale light. On the eastern side of Mattugard is an exit which leads to the main entrance to Mount Gundabad in the Elderslade map, which is a contested zone. Mattugard is populated by Orcs, Grodbog Spitters and Goblins on Bats (yes you read that right). The next connecting area is Deepscrave which is similar to Mattugard but with more bridges and walkways. There are also infestations of bioluminescence growths encrusting the walls. This in turn leads to Glooming Tarn, which features an underground lake. It is filled with crystal spiders and looks similar to the Giants Causeways with its interlocking basalt columns. Finally, the road leads to Clovengap, the former garden city of the Gundabad Dwarves. There are lights, windows and lush green terraces as well as Wargs. Clovengap exists out onto the surface and Welkin Loft.
The new zones in Fate of Gundabad are large and totally in accord with the ongoing Epic story. If you enjoy Dwarven culture and its respective aesthetic in LOTRO then this expansion should prove enjoyable. However, there are very few entirely new assets on display apart from several reskinned mobs and a handful of relatively unique Dwarven structures. Pretty much everything else is a variation on established themes using assets that players are already familiar with. I suspect that a lot of players will find travelling throughout the Delvings of Gundabad to be an uphill struggle due to the mob density and the complex routes that SSG seem to delight in creating. As always, I’m sure the developers will attempt to compensate by providing a very engaging story as they so often do but I can’t help but feel that Fate of Gundabad is lacking the aesthetic inspiration found in prior updates such as Wells of Langflood and Vales of Anduin.
LOTRO: Problems With the Revised Legendary Item Systems
NB. If you have a strong feeling of deja vu while reading this post, it’s not just you. Most of the points raised here were mentioned previously a few weeks ago when I wrote about my experiences during the beta testing of Update 30.3 on Bullroarer server. I’m sure long time LOTRO players will not be at all surprised by what is discussed in this post.
Developer’s Standing Stone released Update 30.3 for the MMORPG The Lord of the Rings Online today. This includes the new Brawler class and the revised Legendary Item system. The latter has proven to be problematic. Firstly, there has been no support information from SSG as to how the new system works. There is no in-game tutorial or quest that orientates the player. In fact unless a player opens up the LI window and discovers that there is a new “appraise” button added to the UI, they could easily continue playing totally oblivious to the revised system. Secondly, all the bugs and glitches that were highlighted by players on the test server have not been addressed and have been ported over to the live servers. Unless you are the type of player who is heavily invested in the game and has kept abreast of the various threads about the revised LI system on the official forums, you will have to muddle through the best you can. Furthermore, you will be at risk of making mistakes, wasting valuable in-game resources and potentially gimping your new LI.
NB. If you have a strong feeling of deja vu while reading this post, it’s not just you. Most of the points raised here were mentioned previously a few weeks ago when I wrote about my experiences during the beta testing of Update 30.3 on Bullroarer server. I’m sure long time LOTRO players will not be at all surprised by what is discussed in this post.
Developer’s Standing Stone released Update 30.3 for the MMORPG The Lord of the Rings Online today. This includes the new Brawler class and the revised Legendary Item system. The latter has proven to be problematic. Firstly, there has been no support information from SSG as to how the new system works. There is no in-game tutorial or quest that orientates the player. In fact unless a player opens up the LI window and discovers that there is a new “appraise item” button added to the UI, they could easily continue playing totally oblivious to the revised system. Secondly, all the bugs and glitches that were highlighted by players on the test server have not been addressed and have been ported over to the live servers. Unless you are the type of player who is heavily invested in the game and has kept abreast of the various threads about the revised LI system on the official forums, you will have to muddle through the best you can. Furthermore, you will be at risk of making mistakes, wasting valuable in-game resources and potentially gimping your new LI.
What makes this situation even more frustrating is that it was utterly predictable. SSG has a track record of ignoring player feedback, committing to deadlines and launching broken updates. This course of action always ends in a community management disaster which is further exacerbated by the developer's tone deaf, highhanded approach to dealing with PR problems and their total inability to learn from past mistakes. I and many other long time LOTRO enthusiasts find the latter to be the most egregious offense. The way the company seems to deliberately set itself at odds with its players (who are also customers) and then blithely walks inexorably into a problem of their own making is staggering. Ultimately, such behaviour sends a very clear message. There is clearly a conflict of interests somewhere in the chain of command and it is proving detrimental to the games evolution and customer relations.
I spent most of the evening talking to kinfolk as well as fellow LOTRO players on Discord and Twitter trying to ascertain whether I had missed some key information regarding Update 30.3 and important LI revision. Sadly, I concluded after several hours that this wasn’t the case. There is no easily accessible in-game resource that either provides directly, or points towards a guide for the new LI system. Eventually I found a useful document, created by Helcawen as a means to help orientate their kinship members. It is an informative guide but is still subject to change as it reflects the “broken” system as it currently is. Apparently SSG have made one post on the new LI system but unless you are especially adept at using the official forums it’s hardly easy to find. However, there is no shortage of player feedback cataloguing the issues that they are discovering about the new LI system.
Many of the resources that are used in the new LI system, such as XP runes, have to be used in a specific order or else the player doesn’t get the maximum benefit from them. Then there is the cap on resources such as Ancient Scripts which means you are forced to spend them before you can acquire any more. And then there is the increase in options to spend Mithril Coins to unlock and upgrade resources. Not only has this become more prevalent but the system is currently broken with Tracery levels exceeding the level of the LI that they’re used in. It would also appear that the most powerful Traceries are exclusive to lootboxes. But for me, the biggest problem is with replacing a Legendary Item that has been maxed out. Simply put, you do not get sufficient resources to create a commensurate replacement. Considering the time, effort and money that I’ve put into my existing LI this is an unacceptable situation and a deal breaker.
Assuming that SSG are going to “fix” the new LI system, I don’t think I shall touch my level cap Lore-master staff and book l currently have on my primary character. I shall wait until the Fate of Gundabad expansion launches in November and ensure I’ve reached the new level cap of 140 before I make any important changes. I shall also be watching very carefully how SSG handles this situation because my patience is finally exhausted with them and their cavalier attitude. If I cannot replace my LI with something comparable then I see no reason to keep playing. As a paying customer, I don’t like downgrades of service or having something taken from me. For years players have debated the future of LOTRO and pondered its fate. I believe that SSG have reached a point where their actions are directly harming the game and alienating players. They’ve been warned time and time again about the consequences of their actions. If things go ill for them, then they are the architect of their own demise and deserve no sympathy.
MMO Tropes: “Kill Ten Rats” and Fetch Quests
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.
The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”.
The MMORPG genre is a curious subset of video games. Not only is it predicated on violence against the individual, institutions and “others”, as so many video games are but also species-specific genocide and general mass extinction of fauna and flora. It is easy to understand how this gaming specific trope came about. Early MMOs often had very little or no narrative driven quests and players simply levelled their characters by gaining XP from any sort of combat. Be that against other players, mobs or general in-game wildlife. What is far more perplexing is why such an arbitrary mechanic still persists in the modern MMO. Is it simply due to “laziness” and the fact that it’s easy to implement and rely upon? Or is there more to it than that?
Two decades or so ago, early MMOs and indeed the RPG genre needed to establish certain concepts to new players. Mechanics that now are so well known that they are even understood outside of gaming in wider popular culture. Specifically the idea of progression and levelling your character (not to be confused with “levelling up” and other nebulous political soundbites). Giving a new player a simple task to demonstrate levelling and XP gain, while they are still within the game tutorial is a logical learning tool. It clearly equates completing a task with the gaining of XP and thus increasing in level. Tutorials in MMOs tend to be within very controlled environments, so the player can tentatively undertake the task free from risk. Often these safe areas at the start of games take place in dungeons or a castle, thus the liquidation of rodents as an object lesson does not seem out of place.
And because the MMO genre is utterly self plagiarizing, this simple instructional mechanism quickly became commonplace, then ubiquitous, then a standing joke and eventually a tedious played out meme. Many MMOs have transplanted the “kill quests” from its functional place in the tutorial and made it a mainstay of PVE questing. Sometimes a great deal of effort will be put into contriving a narrative to justify such tasks but all too often it is just bandied about as filler content. Some games have even tried to make “kill ten rats” into something ironic and self-deprecating but these attempts to satirise the genre seldom work. A dull and uninteresting task can remain a dull and uninteresting task, especially if no effort has been put into the “packaging”.
“Kill ten rats” has morphed over time and has become subsumed into another MMO hardy perennial; the fetch quest. This is a mission that sends a player to a remote area(s) of the game world to collect a selection of items that are required for “reasons”. Often the desired object(s) are in a contested area that is densely populated by mobs, thus making acquiring them difficult, tedious or both. Frequently upon returning to the quest bestower, a follow up mission is provided in which you have to return once again to the contested area to collect further materials. Again, this was cutting edge MMO content two decades ago but nowadays, it is simply seen as an unnecessary and uninspired grind. Players are very familiar with the various tricks of the trade that game developers use and so such content doesn’t in any way enthuse those having to carry it out.
What both of these game mechanics highlight are the inherent limitations of what you can do within the confines of an MMO. Although the term MMO is appended with RPG, often these games do not have the technical sophistication of their single player cousins. Hence MMOs weighted towards progression systems, resource management, varying your build and so forth. As far as interaction goes within the game world, it is often based on “click” on a NPC for narrative, or a resource for collection, or on a mob to initiate combat. Stories, voice acting, narrative choices and cutscenes are the veneer applied to these things to make them engaging. A good game essentially asks you to “kill ten rats” but in such a way that it doesn’t feel like “killing ten rats”. Sometimes the developers get away with it. Other times they don’t. The latter is never a good thing.
LOTRO: Bullroarer Update 30.3 and Legendary Item Conversion
Bullroarer Update 30.3 - Beta 3 is currently live on The Lord of the Rings Online test server. This latest build focuses on Brawler Class and New Legendary Item System. As a player whose primary character (a level cap Lore-master) has two Legendary Items that are currently “maxed out”, I have been very interested in the revisions that developer’s Standing Stone Games have been working on. However, having logged into the test server last night and tried the new system, I now have reservations regarding the current build and concerns regarding several issues associated with converting an existing LI to a new one. I will try to keep my thoughts on the matter as clear and as simple as possible because despite changes, the new LI system is still very arcane. The average LOTRO player who struggles with the intricacies of the current game mechanics may possibly find the revised process just as complex.
Bullroarer Update 30.3 - Beta 3 is currently live on The Lord of the Rings Online test server. This latest build focuses on Brawler Class and New Legendary Item System. As a player whose primary character (a level cap Lore-master) has two Legendary Items that are currently “maxed out”, I have been very interested in the revisions that developer’s Standing Stone Games have been working on. However, having logged into the test server last night and tried the new system, I now have reservations regarding the current build and concerns regarding several issues associated with converting an existing LI to a new one. I will try to keep my thoughts on the matter as clear and as simple as possible because despite changes, the new LI system is still very arcane. The average LOTRO player who struggles with the intricacies of the current game mechanics may possibly find the revised process just as complex.
Therefore, before I commence my summary of what I see as being the key problems, I would strongly urge those players who are already au fait with the existing LI system to read the thread on this current test build, over on the official LOTRO forums. Many of the posts there are made by long time, experienced players who share similar concerns to mine. They have supplied lots of data and technical analysis to substantiate the perceived problems.
Upon logging into Bullroarer (after having copied my level cap Lore-master), I opened the Legendary Item window to find that my Lore-master staff (which was maxed out and imbued) was missing. This is a known bug in the build. Some crafted weapons do not register. So I then converted my First Age Lore-master book (again imbued and fully maxed out), using the handy button at the bottom right hand corner of the LI window. I received 66 Enhanced Runes (Lvl 121), 4800 Ancient Script, 240 Enhanced Runes (Lvl 121), 8 Fragmented Morgul Traceries. Now to cut a long story short, the new constituent parts provided, when applied to a new LI were not sufficient to create a replacement weapon of commensurate quality. I tried this and when I equipped the new weapon and compared my characters stats on a before and after basis, they were not the same. The drop was between 15% to 20% which is quite significant.
The main point of contention appears to be with the current conversion compensation. There have been examples of non-imbued level cap LIs yielding the same rewards as imbued maxed out FA LIs. This obviously needs to be addressed. Then there is the wider issue of compensation for existing items associated with the old LI system. Shards, empowerment scrolls, crystals, relic boxes, runes, legacy replacement scrolls, scrolls of combination, legacy replacement scrolls and the like. All of which will be rendered obsolete when this update launches. Players will expect something back in return for these, especially for items bought from the LOTRO store. And another point of contention is when is the optimal time to convert your existing LIs? When Update 30.3 officially launches on October 13th or will it be wiser to wait until after Fate of Gundabad expansion launches on November 10th when players have reached the new level cap?
There are two weeks left until the proposed launch of the New Legendary Item System. Naturally anything currently being beta tested can potentially be changed. However, SSG has a track record of not always fixing systems and mechanics in beta and often releases updates that are still flawed. I would also argue that this revised system for LIs is still convoluted and doesn’t lend itself to being easily understood. I worry that players are going to log into LOTRO to find that the new LI system does not provide them with a commensurate weapon compared to what they already have and that there may not be adequate compensation for obsolete items. Let us remember that LIs require a significant investment of time, resources and for some player money. The last thing SSG needs are players that feel that something has been taken away from them.
Therefore, let us hope that these issues are remedied in the next fortnight and that SSG takes onboard the feedback that players are currently giving them. If more time is required, then the launch of Update 30.3 needs to be pushed back. Risking a debacle that may even eclipse the one that happened in 2013 when the skills tree was introduced, is a foolish and unnecessary risk. Yet I cannot help but feel that SSG are blithely walking into yet another problem of their own making. In the meantime I am going to level some additional LIs in the remaining two weeks to create additional resources for a suitable new weapon. If I ultimately find myself in a situation where I am demonstrably “hobbled”, statistically speaking, by the coming changes and have to repeat the work that I’ve already done, then it may be time for LOTRO and I to part company. I’m sure I’m not the only person considering this.
LOTRO: Following an Established Formula or Demonstrating a Lack of Vision?
Standing Stone Games have announced that Fate of Gundabad, the next expansion for the MMORPG The Lord of the Rings Online, will launch on November 10th. Pre-orders are now available and like the last three expansions, the latest will be available in three different versions. A Standard Edition which retails for £30. A Collector’s Edition with some additional items priced at £60. And then there’s the so-called Ultimate Fan Bundle which is loaded with trinkets and baubles. This costs £100. Whether the more costly versions offer anything tangible and of “value” is obviously subjective and is already up for debate. However, there are no real surprises here. This pricing model has been established since August 2017 and the release of Mordor. And the game content is similarly formulaic.
Standing Stone Games have announced that Fate of Gundabad, the next expansion for the MMORPG The Lord of the Rings Online, will launch on November 10th. Pre-orders are now available and like the last three expansions, the latest will be available in three different versions. A Standard Edition which retails for £30. A Collector’s Edition with some additional items priced at £60. And then there’s the so-called Ultimate Fan Bundle which is loaded with trinkets and baubles. This costs £100. Whether the more costly versions offer anything tangible and of “value” is obviously subjective and is already up for debate. However, there are no real surprises here. This pricing model has been established since August 2017 and the release of Mordor. And the game content is similarly formulaic.
Fate of Gundabad will contain new PVE quests, raids and instances. There will be new reputation factions and because of the increase of level cap from 130 to 140, new gear to obtain. A new class, the Brawler, will be included (where in the past we’ve had new races), as well as new crafting levels to earn and recipes to gain. Effectively, players of LOTRO will be getting more of what they have already. Variations on existing themes. In the past I’ve used the analogy of a fast food franchise, where you know what you’re getting and it is always consistent. This comparison is not meant in a derogatory manner and simply highlights what developers SSG are offering. However, LOTRO is 14 years old and the game is showing its age. Nothing radically different has been added to the game for a long time. Are SSG following an established formula or simply showing a lack of vision?
Not so long ago when EG7 acquired Daybreak Game Company, there was a brief period of optimism, mainly due to the promising statements made by then CEO Robin Flodin. However, he’s now left the company and the acting CEO is Ji Ham, who has been CEO of Daybreak for the last six years. The success of Ji Ham’s tenure at Daybreak is debatable. The perspective of a gamer who has seen beloved titles closed or left in maintenance mode will naturally differ from an investor who is focused purely on the bottom line. I am curious to see whether titles such as LOTRO will get any of the upgrades that were referenced in last year’s investor presentation from EG7. Or whether energies will be diverted elsewhere, now that Flodin has left the scene. Remember that EG7 are currently developing a triple A MMO based upon a licensed property.
I have a great fondness for LOTRO but my relationship with the MMO has certainly changed over time. I now find myself in a position where I am not very enthusiastic for this forthcoming expansion. It isn’t offering anything new, other than a new class. In the past resources, staffing and a host of other reasons have been cited as to why SSG haven’t done anything radical with LOTRO under their tenure as developers. I now think that they no longer have the in-house skills and expertise that they did a decade ago. Therefore they produce “more of the same” because that’s all they have the capacity to do. All things considered, it may be time to replace the fast food analogy I’ve previously applied to LOTRO. It’s now like meeting up with an old school friend who hasn’t moved on in life and is still doing the same things they did back in the day. Mind you, couldn’t the same observation be applied to most ardent players of LOTRO?
Star Trek Online: Playing the Story Arcs in Order
Over the course of its eleven year lifespan, Star Trek Online has evolved from a rushed, incomplete MMO to a far more coherent product. Cryptic have done much over the years to revise the game and make it a more linear experience. However, these changes have not been without consequence. One of which is that the central storylines are now somewhat confused. This is because several missions have been removed from the game and several story arcs have been consolidated. Cryptic have stated that some of these missing missions will be remastered and returned at some point, although as time passes, this becomes less likely. Others which served as wrappers to story arcs have been replaced by alternative content produced in later revisions. The net result is that new players may find the various stories somewhat difficult to follow due to gaps in the plot or content being offered in the wrong order. That is not a good thing for a game founded on an intellectual property driven by complex, interconnected stories and themes.
Over the course of its eleven year lifespan, Star Trek Online has evolved from a rushed, incomplete MMO to a far more coherent product. Cryptic have done much over the years to revise the game and make it a more linear experience. However, these changes have not been without consequence. One of which is that the central storylines are now somewhat confused. This is because several missions have been removed from the game and several story arcs have been consolidated. Cryptic have stated that some of these missing missions will be remastered and returned at some point, although as time passes, this becomes less likely. Others which served as wrappers to story arcs have been replaced by alternative content produced in later revisions. The net result is that new players may find the various stories somewhat difficult to follow due to gaps in the plot or content being offered in the wrong order. That is not a good thing for a game founded on an intellectual property driven by complex, interconnected stories and themes.
There are six playable factions available in STO. Klingon Defence Force, Discovery era Starfleet, Dominion, TOS era Starfleet, Romulan Republic and Starfleet. All have an initial story arc that is unique to that particular faction. Once this is complete the following missions are then universal to all. Because the greatest proportion of players in the game are 25th century Starfleet aligned, I will focus upon the changes and current state of the missions that are available to this faction. Upon creating a Starfleet character, a new player must complete the initial game tutorial which is a story arc containing a chain of five missions. Upon completion, further missions are available via the mission journal, under the “episodes” tab. Missions scale to the player's current level. Missions do not have to be played in order, however for the sake of this blog post the assumption is that the new player wishes to follow the story.
As a 25th century Starfleet aligned player, after the tutorial the first major mission chain is the Klingon War. This has been redeveloped several times over the years and some content has been removed, pending a remaster. I shall write specifically about these missing episodes in a future blog post. In its present state the Klingon War is now shorter and more succinct but lacks a suitable climax for it’s main protagonist Admiral B’vat. Furthermore, a smaller mission chain within the Klingon War has been moved from the main episode menu and placed under the “available” tab. Cryptic decided at the beginning of season 15 (October 2018) to downgrade several mission chains to “side content”. A poor choice as these stories are far from trivial. Hence for story continuity I would advise the new player to proceed with the Spectres storyline immediately after completing the Klingon War. The game prompts players to do this by highlighting the side content missions under the banner of The Galaxy at Large.
The next major mission chain that features under the “episodes” tab in the mission journal is Romulan Mystery. This arc focuses on the collapse of the Romulan Star Empire after the Hobus disaster and the fledgling breakaway Romulan Republic. There is an interesting prequel storyline called Wasteland (sadly designated as “side content”) that again can be found under the “available” tab within the mission journal. This takes the player to Nimbus III, the so-called planet of galactic peace. This six mission chain introduces several important characters such as the Reman leader Obisek and head of the Tal Shiar, Colonel Hakeev. It also provides a useful mission reward; Nimbus Pirate Distress Call. This is a unique reusable Ship Device, which summons three support vessels: a Tuffli-class freighter, a Breen Chel Grett-class Cruiser and an Orion Corsair-class Flight Deck Carrier for a short period of time. NB. If you play STO as a Romulan, the Wasteland story is incorporated into the main Romulan Mystery arc, thus validating the point that this is not trivial content and shouldn’t be designated “side content”.
After the Romulan Mystery, the next mission chain focuses on the True Way; a group of Cardassian extremists that don’t agree with the peace treaty that the Cardassian Union signed with the Federation after the Dominion war. The Cardassian Struggle explores several interesting ideas, such as residual Jem’Hadar forces in the Alpha Quadrant and a splinter link of Changelings. Immediately after the Cardassian Struggle story arc, again the player who is interested in continuity should return to the so-called “side content” missions and play through the Lost Dominion. The story addresses the issue of a Dominion fleet that was temporarily diverted in time by the Prophets, when they used the Bajoran Wormhole during the Dominion war. The returning Jem’Hadar fleet is unaware that the war is over and still determined to carry out their mission and capture Deep Space Nine.
The next story in chronological order after Lost Dominion, is Cold War which again has been relegated to “side content” status. This features the Breen and their ongoing harassment of a minor warp capable race called the Deferi who seek help from the Federation. It soon becomes apparent that Preserver relics located on the Deferi homeworld are of interest to the Breen forces. This is an enjoyable story arc with a different adversary and a plot device that calls back to the Star Trek TOS era. The mission rewards offers a space set of Breen themed equipment that all do cold damage. At one point players could gain a Breen Tactical Bridge Officer by completing the episode “Cold Storage”. Sadly that option has now been removed from the game and the Breen Tactical Bridge Officer is now only available as a store item as part of a rather expensive bundle.
After completing the Cold War arc, players can continue to work through all the remaining content in the order it is presented in the “episodes” tab of the Mission Journal. A new player that plays through all content listed above with a 25th century Federation character will experience the most coherent narrative that is available at present. However, to truly learn all nuances of the overarching Iconian plot which was the mainstay of all STO content up to late 2015, you need to play through the unique story content that is available for each faction. There are elements of this story that can only be found in the Romulan and Klingon arcs. An important quality of life tip I’d recommend to anyone playing from scratch is to go into the game’s settings and disabled “auto hail” so you do not get continuously bombarded with mission bestowal prompts. Like many MMOs, STO has changed throughout its lifespan and the storylines do have continuity and chronological errors. If you bear this in mind it will ease some of the anomalies as and when they are encountered.
Star Trek Online: Bugs
All video games have bugs of some sort. It is impossible to release such complicated products without some technical issues getting past “quality assurance”. With regard to contemporary triple A releases, pre-sales and unmovable release dates means that games often launch in a quasi-finished state and are therefore marred by major problems. Hence we frequently see substantial “day one patches”. But such is the nature of the video games industry. Bugs, glitches and flaws are part of the landscape and we as gamers live in hope that they’ll get fixed over a titles lifecycle. Except they are often not. Take The Elder Scrolls V: Skyrim for example. It has been released on multiple platforms since its release in 2011 and yet the same bugs still persist in every iteration. And it’s no different in the MMORPG genre. If you want further evidence of this, look no further than Star Trek Online.
“Captain's log, Stardate 5630.8. Today I fell out of my ship.”
All video games have bugs of some sort. It is impossible to release such complicated products without some technical issues getting past “quality assurance”. With regard to contemporary triple A releases, pre-sales and unmovable release dates means that games often launch in a quasi-finished state and are therefore marred by major problems. Hence we frequently see substantial “day one patches”. But such is the nature of the video games industry. Bugs, glitches and flaws are part of the landscape and we as gamers live in hope that they’ll get fixed over a titles lifecycle. Except they are often not. Take The Elder Scrolls V: Skyrim for example. It has been released on multiple platforms since its release in 2011 and yet the same bugs still persist in every iteration. And it’s no different in the MMORPG genre. If you want further evidence of this, look no further than Star Trek Online.
Star Trek Online is a game that uses the licensed intellectual property that it is founded upon very well. At present, the game is re-running the Temporal Agent Recruitment event, in which if you create a new character from the 23rd century, you receive allsorts of account wide benefits. Being a child of the seventies, I was raised on repeats of Star Trek TOS. So this event is a major incentive for me. The story missions set in this era are extremely enjoyable and touch upon the lore from many classic episodes such as Galileo Seven, Arena and Journey to Babel. Yet the game is blighted with bugs. Bugs the developer’s Cryptic still haven’t gotten around to fixing. Dialogue doesn’t always match the in-game subtitles. Mobs will spawn or glitch into walls or other parts of the environment. And missions simply fail to advance. Sometimes a problem can be cleared by changing phases but more often than not, the player has to abandon the instance and start the mission from scratch.
Oddly it is the minor glitches, rather than the major issues, that prove to be deal breakers. For example, the latest episode Firewall has some technical issues. It crashed the entire game when I first tried to play it last night and many other players in my Fleet (Guild) had performance issues. Mobs were not spawning and checkpoints would fail to trigger. Now Cryptic will patch these problems ASAP. Broadly, the playerbase is understanding of these sorts of problems, mainly because they’re so common. Yet many old glitches remain overlooked. If I visit the interior of my ship, many of the crew who are seated, clip through their chairs and are embedded in the floor. Part of the wall in the shuttle hangar is missing and your character can fall through this. After a few moments of free falling they then respawn on the floor of the Bridge. Plus for some reason the game currently gets my alt’s name wrong with NPCs referring to someone else. To me, these long term environmental glitches are far worse than flaws in new content.
One of the reasons that Star Trek Online has never truly hit “the big time”, despite having a killer IP, is because it’s always been rough around the edges. Cryptic seems to have a reputation for creating products that lack polish. STO could certainly benefit from a long list of bugs being fixed, such as traits resetting, exchange filters not working and animation glitches. But such a task would mean not producing any new content for about a year. Sadly, development within the MMO genre has to be targeted and that often leads to either compromises or a hobson’s choice. It’s a damn shame that Cryptic can’t get the game’s house in order. Star Trek Online 2.0 could then be marketed a lot more proactively. But I don’t think the status quo is going to change and beyond immediate fire fighting, long term bugs are going to remain. Thus my 23rd century crew will remain embedded in the floor and I’ll just have to do my best not to fall out of my ship.
LOTRO: Brawler Class Preview
Standing Stone Games are currently previewing the new Brawler class and major revisions to the Legendary Items system on the Bullroarer test server. So I decided to take a look today. As ever, they have made it very clear that both of these are very early builds and therefore subject to change. In fact some elements of this “first look” have not even been fully integrated into the game. For example, the quest arc prior to entry to Moria is still linked to the existing Legendary Item system and as of yet has no suitable rewards for the Brawler class. Players using the test server need to visit the Eyes and Guard tavern in Archet to obtain a suitable LI. It is also the same for Brawler related gear. Most quest lines do not at present provide suitable gear for this new class. Also many icons and tooltips associated with both Brawlers and LIs are temporary placeholders or recycle existing content.
Standing Stone Games are currently previewing the new Brawler class and major revisions to the Legendary Items system on the Bullroarer test server. So I decided to take a look today. As ever, they have made it very clear that both of these are very early builds and therefore subject to change. In fact some elements of this “first look” have not even been fully integrated into the game. For example, the quest arc prior to entry to Moria is still linked to the existing Legendary Item system and as of yet has no suitable rewards for the Brawler class. Players using the test server need to visit the Eyes and Guard tavern in Archet to obtain a suitable LI. It is also the same for Brawler related gear. Most quest lines do not at present provide suitable gear for this new class. Also many icons and tooltips associated with both Brawlers and LIs are temporary placeholders or recycle existing content.
The Brawler is a melee class. It is supposed to be “inspired” by Helm Hammerhand. Brawlers do not rely upon standard weapons but instead use Battle Gauntlets and heavy armour. The main focus for Brawlers is damage per second, off-tanking and providing support. Any race in Middle-earth can be a Brawler with the exception of Beornings, which are their own hybrid race and class combination. They have two primary lines of specialisation. The blue line (The Fulcrum) is for tanking and support. The red line (The Maelstrom) is a damage specific line. The yellow skill tree (The Fundament) is to augment and bolster the other two. As with the Champion class, which generates and uses Fervour, the Brawler gains and expends Mettle. There is a meter on the skillsbar. Brawler skills include light and heavy attacks, buffs and debuffs, self heals and special AoE attacks.
Rather than create a Brawler and auto level straight to 130, I decided to play through the tutorial and progress through Bree-land for a while. That way I could assess and come to grips with the basic skills as they were earned. Despite this being a very early build the Brawler plays quite well at present. The basic skills of heavy and light attacks are done as different kinds of punches. The animations are okay and it all feels quite tangible. Your blows do damage and the mobs react to them in a timely fashion. However, beyond the actual mechanics, it is very much a matter of taste as to whether you find this sort of fisticuffs “appropriate” in a MMORPG such as The Lord of the Rings Online. I personally find it somewhat incongruous that the Brawler class has been extended to Elves and Hobbits. Punching your way through early content seems plausible but is it credible to “beat” one’s way into Mordor?
As for Legendary Items 2.0, I only took a cursory look at this new system. The streamlining of weapons with four types of socketed items (“traceries”) that accommodate growth without having to replace the weapon is a step in the right direction. But because I’ve never fully come to grips with the existing LI system I cannot assess whether the new systems offer commensurate results to what I have already. Ultimately I need to be able to compare the stats that I have on my primary character on Laurelin, to those on Bullroarer. I am assuming that at some point when the LI changes are approved, players on the live server will get a replacement weapon or a refund of points. If we have to start from scratch without any recompense there will be “community problems”. Essentially, I expect my stats to remain the same when the new LI system is released. If I lose anything or feel that something is not a like for like replacement, I will consider SSG to have failed.
The other two things of note associated with this preview is that SSG have announced the name of the next expansion for LOTRO. It will be Fate of Gundabad. I hope it is more substantive than War of Three Peaks. It is also interesting to see that Bullroarer opened a day early exclusively for “content creators”. It’s something that lots of other game developers do, so it’s not in any way anomalous but I personally wasn’t aware of any major, heavy hitting LOTRO streamers. I always got the impression it is a somewhat niche market and no one had audiences in the 100K range. As for the wider issue of this preview itself, I think it’s too early to really make a definitive assessment as to the success or failure of either the Brawler Class and the revised LI system. I will certainly check again when the second preview goes live and there is more information available and better in-game integration.