Sniper Elite 5: Invasion

I was playing Sniper Elite 5 on launch day, slowly working my way through the single player campaign, when I came face to face with the new “invasion mode” that’s been added to the game. It is enabled by default and allows for another player to enter your game and hunt you down. The game does inform you of this mechanic and gives you the option to disable it if you so wish. However, I was so focused on fighting my way through the hedgerows of Normandy, I really didn’t pay attention to any of these prompts. Hence, when a message popped up stating “Axis Invasion”, I just assumed that reinforcements had been called after I alerted enemy NPCs to my presence. The next thing I knew, I was cut down in a hail of SMG fire only to be informed that I had been killed by another player. It didn’t take me long to figure out what happened and despite my initial surprise, I couldn’t help but feel that this is a pretty cool game mechanic.

I was playing Sniper Elite 5 on launch day, slowly working my way through the single player campaign, when I came face to face with the new “invasion mode” that’s been added to the game. It is enabled by default and allows for another player to enter your game and hunt you down. The game does inform you of this mechanic and gives you the option to disable it if you so wish. However, I was so focused on fighting my way through the hedgerows of Normandy, I really didn’t pay attention to any of these prompts. Hence, when a message popped up stating “Axis Invasion”, I just assumed that reinforcements had been called after I alerted enemy NPCs to my presence. The next thing I knew, I was cut down in a hail of SMG fire only to be informed that I had been killed by another player. It didn’t take me long to figure out what happened and despite my initial surprise, I couldn’t help but feel that this is a pretty cool game mechanic.

Every now and then, I like to step outside of my comfort zone when gaming. Technically, “invasion mode” in Sniper Elite 5 is PVP and usually that’s Kryptonite to me. Yet I decided to try it myself so I invaded someone else's game and I must admit I found the experience compelling. Other players are not predictable like AI controlled NPCs plus there are lots of other factors that make this a more subtle affair. If I invade another player’s game, they not only have to fend off the German NPCs but they also have to deal with me. I have one job to do, where they have to contend with the mission goals, hostile NPCs and another player. However, to balance that situation, developer’s Rebellion has given the player’s being invaded a wider set of abilities. This includes “focus” which temporarily highlights close by enemies. They can also carry a wider range of weapons. So with this in mind, it may come as a surprise that I’ve been playing the shit out of “invasion mode” in Sniper Elite 5 over the last few weeks.

As I’ve been having such fun as well as achieving a degree of success, I feel sufficiently emboldened to offer a few tips regarding “invasion mode”. Firstly, let us consider playing as an Axis player (German), invading a single player campaign in Sniper Elite 5.

  • To begin with, although you can unlock a variety of uniforms as you play, it makes a lot of sense to select a standard German infantry uniform, so that you blend in with all the NPCs. Pick something less common and you’ll stand out like a sore thumb.

  • As soon as you join someone else's game, press the escape key and see if they’re playing in co-op mode. If that is the case, you’ll have two enemies to hunt. Forewarned is forearmed. 

  • Tag all friendly NPCs that you encounter, either by using your binoculars or pressing the left alt key and invoking focus. Tagged NPCs remain marked on your map as blue triangles. When they encounter the enemy their colour changes reflecting their status. Yellow for on alert and red for actively engaging the enemy.

  • Investigate alarms as and when they occur, as they’ll indicate where your enemy is.

  • Each map has specific objectives for the allied sniper to complete. Once you become familiar with these, you can sometimes anticipate where your enemy is heading. If you arrive ahead of them, it is worthwhile to tag all NPCs and boobytrapping key targets.

  • Familiarise yourself with the terrain and make use of cover. Do not camp but it does pay to stake out certain areas.

  • Take advantage of high ground. Cover routes that are likely to be used.

  • Become proficient with using an SMG as often you will encounter the enemy in a confined space or environment that doesn’t lend itself to using a rifle and scope.

  • Listen out for voice dialogue that plays when the allied player completes specific tasks. If you hear it, then you’re close to the other player. Cutscenes can also provide clear clues as to an enemies location.

  • When invading another player’s game, remember that they have set the difficulty setting. Health regeneration, weapon difficulty and HUD details may vary from game to game.

  • Don’t be afraid to take risks. Until you become competent you will more than likely die when initially playing “invasion mode”. You will get better with practice.

  • Remember that the player whose game you’re invading may complete the level before you find them. They may also die at the hands of NPCs. Therefore, be prepared to have a few games of cat and mouse that end without a kill.

Secondly, if you are playing as an allied player whose game is invaded, bear in mind the following.

  1. The moment you’re notified that your game has been invaded, focus on hunting down the enemy player. If you try to juggle the ongoing mission objectives, while risking aggravating enemy NPCs, you’ll inevitably lead your enemy to your location.

  • Use focus regularly to determine who and what is nearby.

  • Don’t camp but choose carefully an appropriate area to face down your foe. Again high ground offers much advantage. If you retrace your footsteps you stand a good chance of tracking down the invader.

  • As an allied player you have a greater variety of explosives at your disposal. You can also loot bodies which the invader cannot do, so you can replenish your supply. Therefore lay boobytraps around choke points or anticipated routes.

  • Create distractions to attract enemy NPCs. You may also draw out the invading player.

Finally, here’s some general advice for both players. When you spot your enemy, take time to set up your shot. Do not panic fire. 

  • If using an SMG, fire in short controlled bursts. 

  • Avoid showboating such as melee kills or using grenades.

  • Use your binoculars for general reconnaissance. Remember that the scope on your rifle glints and that can give away your position.

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Video Game Radio Stations

In 2000, I was the proud owner of a Sega Dreamcast. I had a broad selection of games for the console from multiple genres, including Metropolis Street Racer. This was an early example of an open world driving game which is noteworthy in itself. However, what stood out for me was that this was the first game that I had played which had in-game radio stations. Although this is something that is now de rigueur within this sub-genre, back then this was a novelty. The tracks were stored on the game CD but played selectively according to which radio station you were listening to when driving. The sound even broke up if you went into a tunnel. The songs were all original creations, rather than licensed properties. Although credited to faux bands and bogus artists, composer Richard Jacques wrote and arranged them all. I was especially fond of the Oasis inspired band Salford Quays and the track Live Your Life.

In 2000, I was the proud owner of a Sega Dreamcast. I had a broad selection of games for the console from multiple genres, including Metropolis Street Racer. This was an early example of an open world driving game which is noteworthy in itself. However, what stood out for me was that this was the first game that I had played which had in-game radio stations. Although this is something that is now de rigueur within this sub-genre, back then this was a novelty. The tracks were stored on the game CD but played selectively according to which radio station you were listening to when driving. The sound even broke up if you went into a tunnel. The songs were all original creations, rather than licensed properties. Although credited to faux bands and bogus artists, composer Richard Jacques wrote and arranged them all. I was especially fond of the Oasis inspired band Salford Quays and the track Live Your Life.

Since then I have played numerous games that make use of in-game radio stations and I’m always interested as to what material is included. Big triple A titles tend to use licensed music from established artists. The most obvious example being the Grand Theft Auto Franchise. A lot of time and thought is spent on curating playlists by the developers. Furthermore, a great deal of money is spent in securing the rights. When this process is done well, having the right song play while undertaking a complex mission or while cruising around an open world can make all the difference between an adequate gaming experience and a notable one. I still have clear memories of driving around Steelport in Saints Row: The Third in 2015 (when I bought the game as part of a bundle) and one particular track just being synonymous with mayhem and shenanigans. More on that later.

Grand Theft Auto V features an interesting selection of in-game radio stations. The game was released originally in 2013 but has been re-released on multiple generations of consoles over the course of its lifespan. During this time it has been continuously updated, to include additional music. Having sold 160 million units as of this year, many players have been introduced to classic tunes from the eighties and nineties through playing this game. On several occasions, I’ve been listening to a song on YouTube that has featured in this franchise, only to find a comment that reads along the lines of “I’m here because of GTA V”. This has included songs such as Small Town Boy by Bronski Beat, Baker Street by Gerry Rafferty and Rain by The Cult. Also more niche market tracks like John Wayne was a Nazi by MDC. Again I come back to my point that a good selection of music not only caters to a broad spectrum of musical tastes but adds a very atmospheric quality to the gameplay.

Naturally, I thought it would be fun to provide some examples of music that I’ve discovered via in-game radio stations. Rather than pick well known tracks, I have instead opted for earworms that are associated with playing a particular game. First off is Live Your Life by Salford Quays that I mentioned earlier from Metropolis Street Racer. It is a clever pastiche of Oasis, who themselves are a very derivative band. It may be bogus but it sticks with you.

Next we have Chow Mein by The Gaylords. Yes, I know, but this is from 1954. The song is featured in Mafia 2 and it is just so ridiculously archaic that it really can’t be taken seriously. I used to drive around the block if this track came on the in-game radio, just so I could listen to it all the way through.

Finally, indulge me with Save Me From Myself by Unknown Hinson. This psychobilly tune has worryingly plausible lyrics and a chorus that is insanely catchy. Sadly Mr Hinson said some off-colour comments about Dolly Parton and got himself cancelled but the track remains an integral part of Saints Row: The Third as far as I’m concerned. Feel free to mention songs you may have discovered via in-game radio stations.

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“I’m Entitled to My Opinion and It Should Be Respected”

One of the most curious aspects of the modern corporate culture is the need for businesses to present some sort of ethical persona to their customers and the wider market. It is contradictory to say the least to watch such institutions that are by their very nature predatory, espouse a moral stance on social issues such as climate change and equality. Yet, this is something they do regularly, with a straight face and a tin ear. The recent leak of a draft document by SCOTUS to overturn Roe v. Wade has seen several companies take a stance and release press statements both externally and internally. However, an email sent to Sony staff by PlayStation CEO Jim Ryan, has proven more interesting than others. This is mainly due to Ryan reiterating a common “informal fallacy”; that everyone is entitled to their opinion and by default that opinion should be respected.

One of the most curious aspects of the modern corporate culture is the need for businesses  to present some sort of ethical persona to their customers and the wider market. It is contradictory to say the least to watch such institutions that are by their very nature predatory, espouse a moral stance on social issues such as climate change and equality. Yet, this is something they do regularly, with a straight face and a tin ear. The recent leak of a draft document by SCOTUS to overturn Roe v. Wade has seen several companies take a stance and release press statements both externally and internally. However, an email sent to Sony staff by PlayStation CEO Jim Ryan, has proven more interesting than others. This is mainly due to Ryan reiterating a common “informal fallacy”; that everyone is entitled to their opinion and by default that opinion should be respected.

Ryan stated that Playstation employees, as well as customers are a “multi-faceted and diverse” community who hold “many different points of view”. He went on to say that staff and the company “owe it to each other and to PlayStation’s millions of users to respect differences of opinion among everyone in our internal and external communities. Respect does not equal agreement. But it is fundamental to who we are as a company and as a valued global brand”. The logical flaws in this statement stand out like a sore thumb and it would appear that critical thinking and constructing a sound argument are not part of Jim Ryan’s executive skill set. Mind you, such things are conspicuously absent from our politics and public discourse as well, so why should big business be any different?

Plato established a difference between personal opinion or a commonly held belief (doxa) and provable knowledge (episteme) in his theory of forms, over 2,000 years ago. It is still a viable distinction today.  A personal opinion is subjective and often uncertain due to reliance upon interpretation, feelings and other nebulous factors. 1+1=2 is a fact that can be clearly proven. In most functioning democracies, all citizens have a right to hold an opinion irrespective of its veracity or rectitude. But that does not mean that one has a right not to have one’s opinion challenged. There is no legal, ethical or logical obligation to respect another’s opinion. Why for example, should any respect, courtesy or deference be extended to a view couched in bigotry and prejudice? Also why should an opinion that cannot be backed up by facts to establish its validity or merit be afforded some sort of protected status?

All too often the claim that “I’m entitled to my opinion and it should be respected” or similarly, “let us agree to disagree” is a means to try and avoid scrutiny and to account for one’s view. It is a petulant and churlish demand that one’s view is given equal consideration with one that can be substantiated. It seeks to establish false equivalence and if denied, often prompts claims of victimhood. It is the faux argument of choice by those that want to compete with knowledge and expertise, without doing the necessary “due diligence”. Too many people conflate losing an argument with losing the right to argue. Obviously in the case of Jim Ryan’s comments, calls to respect differing opinions is also about “cakeism”; trying to please all customers regardless of their perspective. It is not only an intellectually bankrupt stance but a cynical one. Sadly that seems to be a prevailing trait of modern corporate ideology.

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Guilds Are Not Group Therapy

I was recently trawling through some screen captures from 2009, taken when I was a very active player in the MMORPG The Lord of the Rings Online. Several included the chat window as I hadn’t turned off the GUI when I pressed “print screen”. Hence I read a few fragments of chat which subsequently reminded me of a problematic situation our guild experienced for a couple of months. That being when someone joins your guild and at first seems like a good fit but later starts becoming difficult and unreasonable with regard to their expectations and online behaviour. The person in question in this instance eventually stated that they had mental health issues but by the time this was raised a lot of harm had been done to all parties concerned. They ended up leaving after an argument centred around perceived personal slights and a lack of support for their needs. It was an upsetting experience that was poorly handled, although it wasn’t any particular person’s fault.

I was recently trawling through some screen captures from 2009, taken when I was a very active player in the MMORPG The Lord of the Rings Online. Several included the chat window as I hadn’t turned off the GUI when I pressed “print screen”. Hence I read a few fragments of chat which subsequently reminded me of a problematic situation our guild experienced for a couple of months. That being when someone joins your guild and at first seems like a good fit but later starts becoming difficult and unreasonable with regard to their expectations and online behaviour. The person in question in this instance eventually stated that they had mental health issues but by the time this was raised a lot of harm had been done to all parties concerned. They ended up leaving after an argument centred around perceived personal slights and a lack of support for their needs. It was an upsetting experience that was poorly handled, although it wasn’t any particular person’s fault. 

To summarise, a new player joined our LOTRO guild (kinship in the games own parlance) after grouping with some of our officers. They had been up to that point polite although a little shy and keen to learn and undertake group content. They did not use voice chat but would listen in and communicate via the chat window, which was not unusual as we had several other players that did this for a variety of reasons. After a while, especially when running instances and raids, they began to get frustrated with failure and when the group wiped. Although we never ever as a group blamed anyone, this person began to suggest we were inferring it. They also made a lot of suggestions regarding gameplay and strategy that were not relevant or useful. They had previously been an active player of another MMO and didn’t seem to understand that the mechanics and dynamics were not transferable.

It all culminated in a major argument one Friday night during a planned raid. Again a group wipe caused frustration for them. Supportive comments in chat about getting “back on the horse” were misinterpreted. Sub argument broke out via direct messages and then it started getting acrimonious. Eventually the guild leader interceded and politely suggested that the player take some time out to calm down and that they would happily listen to any legitimate concerns. It was at this point that the upset player declared to have mental health issues and that they were looking to the guild to work these through. It seemed that every positive thing said to placate and defuse the situation was taken the wrong way and they then quit the guild and vanished into the ether. A long and detailed in-game mail was sent the next day claiming bullying and callousness, none of which from my perspective was true. The player then either deleted or renamed their character and was subsequently untraceable.

Over the years, I have noticed that the MMO genre attracts a lot of people who have personal problems and who are facing mental health issues. MMOs offer a means of social interaction that is far more controlled and potentially manageable compared to those in real life. You can reinvent your persona and the way you are perceived. Chatting in text puts you far more in control of the situation. Hence you can see why MMOs are appealing to the introverted and those who wish a degree of privacy, while still having company and fun. However, the pendulum can swing equally the other way. Text driven chat can be a blunt tool. If you can’t see or hear someone, you can miss a lot of social cues. Irony and sarcasm are an obvious example. Plus, even online and within the superficially cosy atmosphere of an MMO, a lot of the problems from regular social interaction still persist. There are dominant personalities, cliques, power struggles and egos to deal with.

Hence, although I can see the allure of seeing an MMO as a safe or at least controlled environment to meet people and work through or address one’s personal problems, it strikes me as a far from appropriate environment to treat as a form of therapy. I’m sure some gamers may well contradict me and possibly cite positive examples of how they used their guilds as a medium for self healing. If that is the case then well done but I’m not sure if that is the prevailing experience. With regard to the anecdote I shared earlier, I was unaware of the person in question’s issues and even if they had talked about them earlier, would not have felt adequately equipped to help them beyond basic common decency. It also strikes me as a little unrealistic to expect too much from guild mates, when your main social bond is just playing and enjoying the game together.

Some guilds are set up to specifically cater to particular people or groups. To provide a safe space, a friendly environment and a support network. That is a different kettle of fish and a far cry from joining a casual guild of random players. It is difficult to gauge exactly what you should and should not expect from other players when joining a guild. I am happy to be welcoming and supportive to new players. But where does that social obligation end exactly? I find myself with more questions than answers. However, I feel that guilds are not an ideal medium for group therapy or as a means to self treat. I still look back on this incident from 2009 with a degree of upset. Did we do something wrong? Or were we wrong footed through no fault of our own? I wonder about the wellbeing of the individual concerned but as I previously stated, they vanished. Something that the internet accommodates quite well.

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Gaming, MMORPG, SWTOR, Naming Your Character Roger Edwards Gaming, MMORPG, SWTOR, Naming Your Character Roger Edwards

Naming Your Character in SWTOR

Star Wars: The Old Republic is over a decade old. That is quite a significant achievement for an MMORPG. Maintaining a stable player population is not easy and a lot of MMOs find themselves in a state of managed decline and then eventually shut down long before they’ve reached such an age. However, that is not the case with SWTOR. I recently returned to the game in February and as far as I can see, there is still a very active player base. However, I did come back just as a new expansion was launched. Conversely, as well as active players, there is also a lot of evidence of inactive players, by dint of the fact that I have really struggled to secure a “suitable” character name for one of my new alts. Specifically a Sith Warrior. It would appear that a lot of names are currently taken. I tried over thirty names before I found one that was available.

Star Wars: The Old Republic is over a decade old. That is quite a significant achievement for an MMORPG. Maintaining a stable player population is not easy and a lot of MMOs find themselves in a state of managed decline and then eventually shut down long before they’ve reached such an age. However, that is not the case with SWTOR. I recently returned to the game in February and as far as I can see, there is still a very active player base. However, I did come back just as a new expansion was launched. Conversely, as well as active players, there is also a lot of evidence of inactive players, by dint of the fact that I have really struggled to secure a “suitable” character name for one of my new alts. Specifically a Sith Warrior. It would appear that a lot of names are currently taken. I tried over thirty names before I found one that was available.

This problem seems to be specific to the Sith classes. Despite being ten years old and a lot of names being taken, it is not as difficult to secure the one that you want for other classes. This is because SWTOR supports the use of spaces and apostrophes in its naming convention. Hence if you are creative with spelling, it is fairly straightforward to make a first name and surname. However, Sith classes are more problematic if you wish to be “lore friendly”. Most Sith characters have a single name which is then prefixed with the title Darth. In SWTOR if you complete the first chapter of the Sith Warrior storyline you are awarded this title. Hence a lot of players create a character with a single name and use the in-game title system to prefix it with Acolyte and Darth accordingly as they progress through the story. Herein lies the problem.

Therefore, if you are seeking a single name for your Sith character that reflects the lore of Star Wars then you’ll find your options quite limited. As a rule Sith characters have enigmatic, portentous names. Darth Tyranus or Sidious for example. Hence as a player you’ll be looking for words that can be augmented or general cool names like Obsidian or Malignant. However, all such variants are taken. After about a dozen failed attempts I then decided to try a less scattershot approach and drew up a list of names and worked through them. I included people and creatures from Roman and Greek mythology such as Manticore, Xenophon and Talos. I then translated interesting words into Latin, as these proved appropriate. For example, “monstrous” which translates to immanis. I even ended up trying the names of Numenorean Kings but to no avail.

Eventually, I found a name that worked. It required some spelling alterations and is three syllables instead of the more desirable two, but it hadn’t been taken so it was accepted. I had to plunder the annals of Cornish folklore to find a viable name. Thus my Sith Warrior is now Acolyte Khormoran. Comoran being the Giant that terrorised Cornwall during the reign of King Arthur. So all’s well that ends well. The pedantic may wish to point out that I could have spared myself a lot of hassle simply by creating a name with Darth in the title right at the outset. Indeed I could but then my character would have been sporting the title “Darth” before it was earned causing a lore and continuity calamity. However, regardless where one stands on such issues, the fact remains that finding the right name in a decade old MMO can be a problem. Which is why more recent games have introduced more flexible systems.

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A Month in Gaming

I have confined my gaming to three MMORPGs in recent months and have not strayed into anything new. Time has been an issue due to a great deal of change in my domestic life. Hence The Lord of the Rings Online, Star Wars: The Old Republic and Star Trek Online have proven suitable for my needs. Being able to log into a game and commence an activity without any complicated preamble is convenient and currently suits my schedule down to the ground. I will be buying Sniper Elite 5 at the end of the month as this is a franchise that has always proven entertaining and engaging. While recently perusing the various game launchers I have installed, I took the opportunity to remove several games that I’m no longer playing or that have proven to be a “five minute wonder”. Hence I said goodbye to GreedFall, Tom Clancy’s Ghost Recon: Breakpoint and Days Gone. Their removal is no reflection upon their quality.

I have confined my gaming to three MMORPGs in recent months and have not strayed into anything new. Time has been an issue due to a great deal of change in my domestic life. Hence The Lord of the Rings Online, Star Wars: The Old Republic and Star Trek Online have proven suitable for my needs. Being able to log into a game and commence an activity without any complicated preamble is convenient and currently suits my schedule down to the ground. I will be buying Sniper Elite 5 at the end of the month as this is a franchise that has always proven entertaining and engaging. While recently perusing the various game launchers I have installed, I took the opportunity to remove several games that I’m no longer playing or that have proven to be a “five minute wonder”. Hence I said goodbye to GreedFall, Tom Clancy’s Ghost Recon: Breakpoint and Days Gone. Their removal is no reflection upon their quality.

I’ve finally completed all outstanding content in LOTRO and find myself now kicking my heels. The conclusion of Fate of Gundabad was interesting and I felt that there was emotional depth to the character Mótsog. I have also enjoyed exploring both The Angle of Mitheithel and Yondershire. I like the way that Standing Stone Games is not just creating new content for endgame. Adding additional zones for players levelling alts makes good business sense. It also makes the game more attractive to returning players by offering them content that they previously haven’t played. At the time of writing this post, LOTRO is celebrating its 15th anniversary. Although this is a significant milestone and one I am pleased that the game has achieved, I am not especially interested in the celebrations themselves. I don’t find any of the activities engaging, nor do I find any of the gifts and prizes that can be claimed desirable. I prefer the functional over the cosmetic.

Despite some frustration with the post Knights of the Eternal Throne storyline in SWTOR, rather than quit I decided to continue to play through the remainder of the original game. So far I have completed the Imperial Agent and Trooper stories. Both were well conceived and executed, although I did find the Trooper a little underpowered as a class. Speaking of which, it would also appear that every class in the game has at least one companion that is an utter twat. I see absolutely no merit in companions such as Skadge and Kaliyo Djannis. They’re objectionable and their dysfunctional nature doesn’t provide any alternative insight. These aren’t anti-heroes that make philosophical points to counter traditional archetypes. These are just shitty people who are a pain in the butt. Mercifully, for every poorly conceived companion there are at least two who are well rounded and relatable.

Moving on to my final gaming mainstay, STO, I continue to find this MMO ideal for quick fix entertainment. This game offers long term involvement but also excels at providing daily activities that can be quickly undertaken.In the last few months I have earned A600 Android (Combat Pet), a Tier 6 Jarok Alliance Carrier and sundry upgrade tokens for use on various alts. I’ve also continued working my way through the various story arcs in the main game and it has again proven a welcome reminder at how well developer’s Cryptic are at utilising the wealth of Star Trek lore to their advantage. Canonical characters and events are not just referenced or invoked as a lazy fan service, but drawn upon in ways that are relevant and that sustain an interesting narrative. I look forward to Star Trek: Strange New Worlds being integrated into the game.

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Gaming, MMORPG, SWTOR, Alien 3, Lazy Writing Roger Edwards Gaming, MMORPG, SWTOR, Alien 3, Lazy Writing Roger Edwards

The Capricious Nature of “Lazy Writing”

A little over two months ago I returned to the MMORPG, Star Wars: The Old Republic. I have written recently about how this has been a pleasant experience and I certainly haven’t wanted for content to play through. SWTOR has always offered well conceived and complex stories. This is essentially the MMOs primary appeal to me. Hence I have recently caught up with Rise of the Hutt Cartel, Shadow of Revan, Knights of the Fallen Empire and Knights of the Eternal Throne. The episodic nature of the last two expansions have both good and bad points. However, the central story was solid and engaging. However, when I moved on to the next instalment of the main story, everything changed. Essentially, the plot had backed itself into a corner. So the writers took the easy way out and pursued a new storyline that completely invalidated everything that had happened previously. This infuriated me so I’ve stopped playing.

A little over two months ago I returned to the MMORPG, Star Wars: The Old Republic. I have written recently about how this has been a pleasant experience and I certainly haven’t wanted for content to play through. SWTOR has always offered well conceived and complex stories. This is essentially the MMOs primary appeal to me. Hence I have recently caught up with Rise of the Hutt Cartel, Shadow of Revan, Knights of the Fallen Empire and Knights of the Eternal Throne. The episodic nature of the last two expansions have both good and bad points. However, the central story was solid and engaging. However, when I moved on to the next instalment of the main story, everything changed. Essentially, the plot had backed itself into a corner. So the writers took the easy way out and pursued a new storyline that completely invalidated everything that had happened previously. This infuriated me so I’ve stopped playing.

For those who may not be familiar with SWTOR, the original plot of the MMO focuses on the ongoing war between the Republic and the Sith Empire. The expansion Knights of the Fallen Empire changes this as the Republic and Sith form an alliance against a new antagonist. The idea works well and is sustained over a further expansion, Knights of the Eternal Throne. However, in the following Iokath story line the alliance that you have worked continuously to nurture and sustain is arbitrarily dispensed with, just so the writers can conveniently return to the default situation without having to try hard. During the course of one conversation, I found my character being forced to make a decision to choose whether to support the Sith Empire or the Republic. For want of another phrase, this “lazy writing” pissed on everything that I had invested my time into for the last two months and I found that insulting.

This writing “technique” is not exclusive to video games. It is commonly used in film and TV as a convenient means to bring a narrative back “on track”. In other words, a way to take a story in the direction that you wish to take it, irrespective of whether that invalidates or contradicts what has happened previously. Take the 1992 film Aliens 3. The producers desperately wanted to contrive a situation in which the protagonist, Ellen Ripley (Sigourney Weaver), once again faced a solitary xenomorph in the hope of recreating the success of the original film. However, Aliens (1986), ended with Ripley safe from peril and given a second chance at motherhood by looking after Newt. There was even a hint at a romance with Corporal Hicks. Faced with such narrative obstacles, the writers for Alien 3 contrived a means for Ripley being impregnated by a facehugger while in suspended animation and a spaceship crash subsequently killed off both Newt and Hicks. Needless to say, the audience didn’t buy it.

What such “lazy writing” demonstrates is that no matter how attached we become to characters and stories in films and video games, they are ultimately products. Video games especially have a requirement to keep players not only engaged but also spending. In the case of SWTOR, dispensing with the “Eternal Alliance” was just a means to quickly get the story back on track, after two somewhat experimental expansions. I’m sure it did occur to writing staff that in doing so they mitigated everything that the player had done over the last two years. However, keeping the player base busy and subscribing was deemed more important. If the game and its business model had been better served by an even more obtuse plot development, no doubt that’s what would have happened. Hence, “enthusiastic sales and marketing” and “lazy writing” often go hand in hand. The former drives the latter, usually to the detriment of the product. In this respect SWTOR is far from unique.

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LOTRO: Bullroarer Update 33 - Yondershire Beta #3

Standing Stone Games have a third preview of Update 33 for the MMORPG, The Lord of the Rings Online, available on the Bullroarer test server which ends tomorrow. This latest build includes all stables for the new zone. There are six in total, four of which are based in the Hobbits villages of Gamwich, Tighfield, Nobottle and Long Cleave. The mob population has increased since the last preview and all enemy encampments are now accessible. Most importantly, a map of Yondershire is now available clearly showing how the zone fits between The Shire and Ered Luin. Hence players now have sufficient details to be able to accurately appraise Yondershire which has a challenge level of 20-23. Furthermore, the map of Eriador has also been adjusted to show the new zone.

Standing Stone Games have a third preview of Update 33 for the MMORPG, The Lord of the Rings Online, available on the Bullroarer test server which ends tomorrow. This latest build includes all stables for the new zone. There are six in total, four of which are based in the Hobbits villages of Gamwich, Tighfield, Nobottle and Long Cleave. The mob population has increased since the last preview and all enemy encampments are now accessible. Most importantly, a map of Yondershire is now available clearly showing how the zone fits between The Shire and Ered Luin. Hence players now have sufficient details to be able to accurately appraise Yondershire which has a challenge level of 20-23. Furthermore, the map of Eriador has also been adjusted to show the new zone.

This latest beta has been of particular interest to me as there are some significant changes coming to the Lore-master class. My primary character in LOTRO is a Lore-master that I’ve played since 2008. Perhaps the biggest change is the removal of the “Sic’em” trait from the “Keeper of Animals” trait tree. This skill when used summons all Lore-master pets and causes substantial damage to target(s). However, it is a major resource hog and causes lag problems for groups in instance when used. So SSG have decided to retire it and replace it with “A Murder of Crows”. According to the developers this new skill “summons a cloud of crows around the target for 15s. It has a 2 minute cooldown. While they persist the crows inflict enormous damage and disorient their victim, reducing hit chance and increasing the damage of other attacks made against the target. Enemies within 7m of the main target also take constant damage from the cloud of circling avians (but are not debuffed)”.

Class changes are always a source of trepidation for players and it is always difficult to approach such changes in a way that pleases everyone. I remain cautiously optimistic regarding those currently listed on the Official LOTRO Forums. My Lore-master is currently traited for a red line DPS build and so the replacement of “Sic’em” doesn’t especially bother me but I can see how players are attached to the sheer bravado of this skill. I am more intrigued by the statement “damage of LM red line skills and effects in general has been improved” because even at level cap with a robust selection of gear from Steel-bound lootboxes, I still feel a little underpowered at times. So any positive adjustment will be well received by me. With regard to Update 33, it will be interesting to see if there will be a 4th beta test or whether SSG simply go ahead and release the current build.

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Gaming, MMORPG, LOTRO, Update 33, Yondershire, Beta #1 Roger Edwards Gaming, MMORPG, LOTRO, Update 33, Yondershire, Beta #1 Roger Edwards

LOTRO: Bullroarer Update 33 - Yondershire Beta #1

The first preview of Update 33 for the MMORPG The Lord of the Rings Online has been available on the Bullroarer test server for the last three days. The update features the new region of Yondershire which connects the North-west of The Shire with Ered Luin. Yondershire has a challenge level 20-23 and continues with Standing Stone Games recent trend of not just adding level cap content to the game. Yondershire can be reached by travelling West out of Little Delving or North-west out of Needlehole through Rushock Gate. Alternatively, if you are travelling South-east out of Ered Luin then follow the Eastway. If returning from Evendim, travel South-west out of Oatbarton through Bullroarer's Sward. At present a map of the new zone is not available in the current test build. However it is not too difficult to get orientated, due to the way Yondershire neatly fills the gap between The Shire and Ered Luin.

The first preview of Update 33 for the MMORPG The Lord of the Rings Online has been available on the Bullroarer test server for the last three days. The update features the new region of Yondershire which connects the North-west of The Shire with Ered Luin. Yondershire has a challenge level 20-23 and continues with Standing Stone Games recent trend of not just adding level cap content to the game. Yondershire can be reached by travelling West out of Little Delving or North-west out of Needlehole through Rushock Gate. Alternatively, if you are travelling South-east out of Ered Luin then follow the Eastway. If returning from Evendim, travel South-west out of Oatbarton through Bullroarer's Sward. At present a map of the new zone is not available in the current test build. However it is not too difficult to get orientated, due to the way Yondershire neatly fills the gap between The Shire and Ered Luin.

The terrain is very similar to the more temperate Westerly part of Ered Luin and there are also some similarities with The Lone-lands. There are four Hobbit settlements in Yondershire. Nobottle and Tighfield are farming communities set among well tilled fields. Gamwich and Long Cleeve are located within wooded areas. Willows groves and streams also feature in the zone. So far the flora and fauna is comparable to The Shire with Bears, Wolves, Shrews and Flies. Yondershire also features both Arnorian and Elvish ruins, populated by Ruffians or Goblins. There are also roaming bands of Boggarts. Several ruins cannot be directly accessed in this build but this may well change in the future. Yondershire is a large zone which maintains a sense of continuity with The Shire but also manages to feel more rustic and remote. I suspect this is SSG’s intention.

As ever, although I am content to visit new regions that are coming to live servers, I tend not to play any of the associated quests. Hence I cannot comment much on the playable content of Yondershire. However, judging by the amount of domesticated livestock there is roaming around I suspect that there may well be some lighthearted quests involving rounding up various animals. It should be noted that Bingo Boffin offers a quest as you enter Yondershire from Needlehole which appears to send the player straight to Nobottle. Whether this is the start of another adventure for him remains to be seen. So far Yondershire appears to be an large and interesting zone that fits perfectly between the existing regions of Ered Luin and The Shire. Not a bad achievement when you consider that SSG are trying to seamlessly dovetail new material into content that is 15 years old.

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LOTRO: Producer's Letter March 2022

According to Oleg Brodskiy (AKA Raninia) in his latest Producer's Letter for the MMORPG The Lord of the Rings Online, there are some major changes coming in April. These are part of the ongoing restructuring of the game’s monetisation. Previously, in the last content update, the Premium Wallet, Gold Currency Cap, and Virtue, Race, and Class trait slots were made free to all players (prior to this, all were chargeable unlocks). In Update 33, which will be coming in April, “all quests, areas, instances, and expansions released between the original launch of LOTRO back in 2007 and up to – and including! - the release of Helm’s Deep will be available for free to everyone”. Furthermore, subscribers will be able to access the standard versions of the Mordor, Minas Morgul, and War of Three Peaks expansions.

According to Oleg Brodskiy (AKA Raninia) in his latest Producer's Letter for the MMORPG The Lord of the Rings Online, there are some major changes coming in April. These are part of the ongoing restructuring of the game’s monetisation. Previously, in the last content update, the Premium Wallet, Gold Currency Cap, and Virtue, Race, and Class trait slots were made free to all players (prior to this, all were chargeable unlocks). In Update 33, which will be coming in April, “all quests, areas, instances, and expansions released between the original launch of LOTRO back in 2007 and up to – and including! - the release of Helm’s Deep will be available for free to everyone”. Furthermore, subscribers will be able to access the standard versions of the Mordor, Minas Morgul, and War of Three Peaks expansions.

Another change is that the following classes Rune-keepers, Wardens, Beornings as well as the High Elves race will be free to all players. All were previously tied to the purchase of expansions and as those are now to be accessible free of charge, Standing Stone Games thought it fair to follow suit with these. To put these changes into perspective, from April F2P players will now be able to play through all the games content, at no cost, up to level 95. Players who do not wish to subscribe after level 95 will still have to buy the last three expansions. However, subscribers will be able to play through all of the game’s content, apart from the latest expansion Fate of Gundabad. These changes finally resolve the issue of content gating which has been a major source of complaint from new and returning players for years. 

The next update will also see the addition of a new area within The Shire. “The northern region known as the Yondershire, a sparsely populated region of moor, thicket, and fen that has long been home to Hobbit recluses and troublemakers. Since the time of Bullroarer Took, the Yondershire has squabbled with the more comfortable parts of the Shire. The upstart Lotho Sackville-Baggins aims to bully the local Hobbits, but they’re none too keen on his designs. Explore the Yondershire, and experience some more delightful Hobbit adventures, our first expansion of the Shire in years”. April will also see the return of the Anniversary Festival as LOTRO reaches 15 years old. A new instance, A Flurry of Fireworks, will be added to the existing events.

These forthcoming changes have been very well received by the LOTRO community. The streamlining of content access and previous changes regarding removing the cost key quality of life items now means that the game is extremely friendly to new and returning players. Many people play MMOs to be with friends and to play through content together. Hence many games such as The Elder Scrolls Online have level scaling content so players of different levels can still play together equitably. LOTRO at present does not have this facility and due to the previous gating of content behind paid expansions, it would often feel that there was a huge gulf separating players from their friends if they were of differing levels. These changes certainly help address this with the prospect of not having to pay for any content up to level 95. It will be interesting to see if there will be an influx of new and returning players in April.

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Gaming, MMORPG, RPG, SWTOR, Getting Stuck, in Video Games Roger Edwards Gaming, MMORPG, RPG, SWTOR, Getting Stuck, in Video Games Roger Edwards

Getting Stuck in Video Games

Before I begin, this post comes with a massive caveat. In fact let’s go so far as to say it is a massive, highly polished and lavishly tooled caveat. There are gamers out there that play video games to challenge themselves and to be the best. Some do it for bragging rights. Others just do it for their own self satisfaction. This is fine. You do you. As long as your gameplay and gaming philosophy doesn’t impact anyone else negatively, then that’s fine. Let me state for the record that I am not that kind of gamer and this post is aimed very much at the average person who plays for entertainment, fun and to unwind. You know, the majority of people who play video games. So any responses to this post that fall into the “git gud” school of thought are irrelevant and can politely “go forth and multiply. Now we have established our frame of reference, let us proceed.

Before I begin, this post comes with a massive caveat. In fact let’s go so far as to say it is a massive, highly polished and lavishly tooled caveat. There are gamers out there that play video games to challenge themselves and to be the best. Some do it for bragging rights. Others just do it for their own self satisfaction. This is fine. You do you. As long as your gameplay and gaming philosophy doesn’t impact anyone else negatively, then that’s fine. Let me state for the record that I am not that kind of gamer and this post is aimed very much at the average person who plays for entertainment, fun and to unwind. You know, the majority of people who play video games. So any responses to this post that fall into the “git gud” school of thought are irrelevant and can politely “go forth and multiply. Now we have established our frame of reference, let us proceed. 

Every now and then all of us who play video games to varying degrees, will encounter a task, mission or boss fight in our game of choice that they cannot complete. It may be due to not having the right gear or an unexpected increase in difficulty. And if we are brutally honest with ourselves, it may all come down to our own reactions and lack of dexterity. Whatever the reason, it is never a good thing to encounter. For example, recently while playing Star Wars: The Old Republic (specifically Knights of the Fallen Empire. Chapter XII: Visions in the Dark) I got stuck on a boss fight. The NPC, Vaylin, uses ranged and melee force attacks. You have to avoid ground based AoE attacks and do damage at close quarters, as they have a force bubble that reflects damage. I play a class that does ranged DPs (Smuggler) but this fight is better suited to a Jedi. The story restrictions means there’s no companion present to do healing. So I lost health faster than I could do damage. Hence I died. A lot. 

Now this is a classic example of how a “one size fits all” boss fights can leave some classes at a distinct disadvantage. I don’t mind a challenge to a degree and don’t expect things to be continuously tickety-boo in games. However, there comes a point where having to repeat something that you are patently struggling with, ceases to be enjoyable. Due to the way SWTOR is designed, if I couldn’t complete this bossfight, I could not progress any further through the expansion. From a business perspective, this is not a good situation. An unhappy customer is likely to stop playing and paying. I came dangerously close to this. I was frustrated and also annoyed because I take a very transactional approach to gaming. I am not paying to challenge myself and to be the “best I can be”. I am paying to be entertained. I don’t expect to be impeded by a game.

Now I would like to draw your attention to several single player games that I have played that take a very proactive approach to “players getting stuck”. Call of Duty Modern Warfare 2 politely asks whether you would like to lower the difficulty setting, if you keep getting your butt kicked. Ghost Recon: Breakpoint, as well as many other big, action RPGs, has a “Story Mode” which radically dials down the difficulty of the content to allow players to focus on the narrative. Now SWTOR does have three modes of difficulty but sadly it doesn’t seem to be a finely tuned system. Even in the basic story mode, there are several fights throughout the game that are disproportionately hard. They seem to penalise some classes. So perhaps there needs to be more than just a choice of difficulty.

I eventually completed this problematic content in SWTOR. It took 17 attempts. I succeeded mainly by luck and using a medpack and came out the other end with just 7% health. I don’t consider this to be a moral victory and even now, when reflecting upon this experience it antagonises me. Simply put, this is poor game design. Games are a business and I see no merit in pissing off customers and driving them away. I believe the games should track how many times you have failed and adjust accordingly. Offering an optional buff seems the most expedient solution. At the very least the developers could offer the player the option to skip content. Getting stuck in a game is not just bad for the player, it is bad for business. Don’t punish the player. Facilitate the player.

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Gaming, MMORPG, SWTOR, Revisiting SWTOR, Part 2 Roger Edwards Gaming, MMORPG, SWTOR, Revisiting SWTOR, Part 2 Roger Edwards

Revisiting Star Wars: The Old Republic Part 2

I returned to the MMORPG Star Wars: The Old Republic a month ago. After a few days orienting myself as to how to play my primary character, I quickly got back on the levelling treadmill and started playing through all the story content that I’ve missed since 2013. Yesterday, I reached the new level cap of 80 and spent some time and money trying to get the best gear I can from the Galactic Trade Network. I’m not especially concerned about having the best build I possibly can but I don’t want to gimp myself. Hopefully I made appropriate choices. I now have a healthy item rating of 305, for what it’s worth. Broadly speaking, I haven’t run into too many tricky situations as I’ve levelled, although every now and then there’s a boss fight that seems disproportionately one sided. The Ugnaught Leader in “Little Boss” being one example with their annoying one hit kill, knock back.

I returned to the MMORPG Star Wars: The Old Republic a month ago. After a few days orienting myself as to how to play my primary character, I quickly got back on the levelling treadmill and started playing through all the story content that I’ve missed since 2013. Yesterday, I reached the new level cap of 80 and spent some time and money trying to get the best gear I can from the Galactic Trade Network. I’m not especially concerned about having the best build I possibly can but I don’t want to gimp myself. Hopefully I made appropriate choices. I now have a healthy item rating of 305, for what it’s worth. Broadly speaking, I haven’t run into too many tricky situations as I’ve levelled, although every now and then there’s a boss fight that seems disproportionately one sided. The Ugnaught Leader in “Little Boss” being one example with their annoying one hit kill, knock back.

In my previous post, I posed the question as to whether I’d maintain my enthusiasm for SWTOR for a month and whether the Star Wars “feels” would remain. I’m happy to report that both of these aspects of the game have prevailed. However, that is not to say that I’m not without some criticisms. SWTOR does a shocking job of explaining itself to its players and I habitually have to have a web browser open on my second monitor so I can find out about something mundane. Some of the barter items and reward systems are impenetrable. I may well be sitting on multiple sources of good gear but I am conspicuously ignorant if this is the case. The game also takes liberties with reasonable assumptions that players will naturally make. I had to find a way to shut down a forcefield in one Chapter of Knights of the Fallen Empire and the first three power couplings were clearly in the vicinity of the bunker and easy to find. The fourth was obtusely placed a substantial distance away, rather than cunningly hidden. Stuff like that is annoying.

Boss fights are often painfully slow,as I mentioned in a previous post. However, the end fight with Revan at the end of the second expansion, took this to a whole new level. I was simultaneously fascinated and bored by how staggeringly unengaging this climactic fight was. Another beef I have with SWTOR is starting a mission, only to find that it’s gated in some way or dependent on group content. This is frequently the case with Alliance Specialists and Companion Recruitment missions. Some require World Boss trophies and one was gated behind a yearly event. Again this is very annoying and I see no reason why these criteria aren’t clearly flagged in advance. However, I do applaud the game for the sheer number of companions you can access. I like to change mine regularly, depending upon my mood. I am especially fond of Blizz and Gus Tuno. I also appreciate the fact that I no longer have to acquire gear for them.

I have spent some time playing the PVE space missions, where you use your personal ship. I have progressed exactly as far as I did when I last played and have found that the same problems thwart my progress. Sadly my reactions are too slow in specific missions and I collide with too many objects, which is frustrating because I quite enjoy these “on rails” space battles. I haven’t yet looked into  Galactic Starfighter although I intend to give it a go. PVP is not usually my thing but I just want to see how equitable they make this aspect of SWTOR. Will a new player be grouped with players of a similar ability or will we just get “thrown to the Wolves”? We shall see. At the very least it will provide me with material for another blog post. Overall, I am pleased that SWTOR has managed to keep me engaged. That’s mainly down to the well written stories and interesting characters. And it must be said that this MMO has one of the best soundtracks in the genre. It certainly has kept those Star Wars “feels” coming. 

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Playing MMOs Solo

There was a perennial question being discussed over at Massively Overpowered recently. Justin Olivetti asked “why do you play MMOs solo” and as you would expect, there was a wide variety of answers. I have written about this myself in the past, as when I first started playing MMOs, I was very enamoured by the social element and therefore very disposed towards group content. However, that experience between 2008 and 2011, when I played The Lord of the Rings Online most days and dedicated Friday and Saturday nights to raiding, was very much down to circumstances. I had the time and inclination to spend hours online. That is something that I don’t have now. Plus the novelty of the social element has worn a little thin over the years. Nowadays, I do not have the luxury of waiting for a raid group to assemble, nor do I have the tolerance for the inevitable delays that always stem from any kind of human interaction.

It’s just me versus Middle-earth

There was a perennial question being discussed over at Massively Overpowered recently. Justin Olivetti asked “why do you play MMOs solo” and as you would expect, there was a wide variety of answers. I have written about this myself in the past, as when I first started playing MMOs, I was very enamoured by the social element and therefore very disposed towards group content. However, that experience between 2008 and 2011, when I played The Lord of the Rings Online most days and dedicated Friday and Saturday nights to raiding, was very much down to circumstances. I had the time and inclination to spend hours online. That is something that I don’t have now. Plus the novelty of the social element has worn a little thin over the years. Nowadays, I do not have the luxury of waiting for a raid group to assemble, nor do I have the tolerance for the inevitable delays that always stem from any kind of human interaction.

Hence the primary reason I play MMOs solo is simply to be able to progress at my own pace and not having to be dependent on others in any other way, shape or form. The advantages are obvious, as are the disadvantages. I may well be able to clear through PVE content, level efficiently and manage my gear progression, but I also miss a substantial part of the game. I haven’t participated in any major group content in LOTRO for over a decade. The last raid I did was Draigoch’s Lair in 2011. But that is the price you pay for solo gameplay. By playing on my own I get to use my time efficiently. Raiding is a long, drawn out process that doesn’t come with any guarantees. It is this aspect of MMOs that bothers me. If I invest my time into something, I want to walk away with some sort of reward. Raids do not always hand out loot in an equitable fashion. Playing through PVE content on your own gives you clear and achievable goals.

“Can you tell me where Bagel Street is?”

At present I play four MMOs. In LOTRO I have been in the same guild (or Kinship as it’s known in this game) since 2009. I know many of the other members and it is still active but certainly not to the degree it was a decade ago. In Star Trek Online I have my various alts in the respective Reddit based Fleets (guilds) such as Reddit Alert. I will chat with other members but I don't really know anyone nor ever group with them to play through content. I am in the Fleet simply for the benefits of accessing Fleet resources. which are mainly gear based in STO. With regard to Star Wars The Old Republic, I am in a guild which I created myself. This was mainly to stop me from getting swamped by guild invites from other players when the game first launched. It has two active members, myself and podcast co-host Brian. Beyond having a novelty name (Shaved Wookies) it serves no purpose. Due to my intermittent playing of The Elder Scrolls Online I see no reason to join a guild in that game. 

The most social interaction I have in an MMORPG at present is in STO. Task Force Operations are five man missions which last between 5 and 15 minutes depending on the ability of the group. When selecting the TFO of your choice you are then auto-grouped and ported immediately to the appropriate instance. More often than not there is no communication between players in Team Chat. Sometimes players will deliberately go AFK and wait just to get the TFO reward. Every now and then someone will say “hi” to the group. On other occasions someone will try and give instructions but that seldom goes well. But such is the state of solo gameplay in most MMOs. You only talk and group with people if you want to and if there’s no compelling reason, then you don’t. Any game where your progress is dependent upon others is a game that I’ll more than likely not play.

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Gaming, MMORPG, Combat, How Long is Too Long Roger Edwards Gaming, MMORPG, Combat, How Long is Too Long Roger Edwards

Combat in Video Games: How Long is Too Long?

Many video games involve some sort of combat. It is a quintessential mechanic. The moral and ethical rectitude of this is a subject for another blog post and is not something I wish to discuss here. This post is about combat itself and specifically the amount of time that you have to spend to defeat an enemy. It may sound a somewhat trivial point but it becomes quite an important issue once you start playing a game for any length of time. Like many game mechanics, it often comes down to a matter of personal taste? Which then makes it a difficult matter to find the right balance from a game development point of view. If you make combat too brief, players will say it trivialises the game and diminishes the sense of challenge. Make combat too long and you’ll run the risk of boring your playerbase and driving them away. This is very much a “damned if you do, damned if you don’t situation.

Many video games involve some sort of combat. It is a quintessential mechanic. The moral and ethical rectitude of this is a subject for another blog post and is not something I wish to discuss here. This post is about combat itself and specifically the amount of time that you have to spend to defeat an enemy. It may sound a somewhat trivial point but it becomes quite an important issue once you start playing a game for any length of time. Like many game mechanics, it often comes down to a matter of personal taste? Which then makes it a difficult matter to find the right balance from a game development point of view. If you make combat too brief, players will say it trivialises the game and diminishes the sense of challenge. Make combat too long and you’ll run the risk of boring your playerbase and driving them away. This is very much a “damned if you do, damned if you don’t situation.

Perhaps an example would be useful. I was recently playing Star Wars: The Old Republic and had to fight the final boss in a Flashpoint. They were a Mandalorian and the combat took place in an arena with a panelled floor. During the fight the floor would open to reveal flames. A droid would occasionally appear with a grappling hook and drag my character towards it, exposing them to further fire damage. Because I was tackling this Flashpoint solo, I had a combat droid that tanked for me. Hence I would stand on the periphery of the action, doing ranged DPS while my Companion healed. I would have to destroy the droid when it spawned and ensure I avoided fire damage. This was a manageable process. However, it took a while to take down the boss. Most of the fight consisted of slowing watching their health bar decrease. It took over 5 minutes to complete and became tedious very quickly.

This highlights my point well. I appreciate that if developers accurately depicted the use of blaster weapons and lightsabers, then most fights would be a succession of one shot kills. Hence accurately depicting such weapons has to be tempered with a sensible reduction in damage to make the fights more challenging. Plus one has to remember that SWTOR is over a decade old and therefore its combat style is based upon the prevailing combat style of that time. There’s a lot of skills bloat, tab targeting and static combat. However, bearing all this in mind, a five minute boss fight or indeed any sort of fight of that duration as a single player activity is excessively long. Especially in light of the fact that I wasn’t in any major danger of failing. The main point of contention was simply the time it took to do damage. Watching a health meter go down slowly is not fun. Neither are ponderous combat mechanics or dealing with bullet sponges.

The main reason I stopped playing The Secret World was due to the tiresome combat mechanics, especially when using firearms. My objections hinged upon the time that it took to kill an enemy. In more contemporary games, such as The Elder Scrolls Online, combat is faster and critical chance and severity seem to play a more equitable role in proceedings. Boss fights tend to be faster paced. You have to be more mobile and cognisant of the damage that you’re taking. However, the combination of the right skills and a healthy dose of critical success means that the overall combat experience is more satisfying without being unnecessarily protracted. There’s a fine line between managing a fight and finding success and just endless plodding through a rotation of skills and then healing, like some uninspired line dance. Again I must reiterate that this is a very subjective experience. What I consider to be too long for me, may not be so for you.

I have adjusted my build after reaching level 70 in SWTOR and I may run the very same Flashpoint again to see if combat is any quicker with increased stats. I suspect that the downscaling mechanics in the game means that the fight will still drag on regardless. Which then raises the question as to whether I want to continue playing because combat is a substantial part of gameplay. If fighting through waves of mobs becomes a dull chore, it does somewhat mitigate the point of playing, which is supposed to be a fun activity. I appreciate that combat should not be a walk in the park and that skill and being situationally aware should all play a part. But slowly wearing down a DPS sponge is not the same thing. I want to be moderately challenged, not bored. Finding the correct pace of combat is a challenge and I wish I knew what the answer was. Sadly many developers don’t seem to know either.

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Gaming, MMORPG, SWTOR, Currency Caps Roger Edwards Gaming, MMORPG, SWTOR, Currency Caps Roger Edwards

Star Wars: The Old Republic - Currency Caps

This post is a public service announcement. One that I’m making because of a lesson I learned the hard way. I am talking specifically about the two currency caps as they currently stand in the MMORPG Star Wars: The Old Republic. I’m sure many long term players will be aware of the current status quo. However, there may be many others who are not. If I can stop someone from making the same mistake that I made, so much the better. I would also like to highlight how developer’s BioWare has done very little to address these in-game issues. When using a vendor in SWTOR, if you are approaching the currency cap, you do get a message in the chat window. If you are not aware of the currency cap, or do not see the message and you’re moving Credits between characters then there is scope for problems. There should be a far more clear in-game alert.

This post is a public service announcement. One that I’m making because of a lesson I learned the hard way. I am talking specifically about the two currency caps as they currently stand in the MMORPG Star Wars: The Old Republic. I’m sure many long term players will be aware of the current status quo. However, there may be many others who are not. If I can stop someone from making the same mistake that I made, so much the better. I would also like to highlight how developer’s BioWare has done very little to address these in-game issues. When using a vendor in SWTOR, if you are approaching the currency cap, you do get a message in the chat window. If you are not aware of the currency cap, or do not see the message and you’re moving Credits between characters then there is scope for problems. There should be a far more clear in-game alert.

Free-to-Play and Preferred Players (those who have previously subscribed then cancelled or bought Cartel Coins) have a Credit cap of 1 million Credits. Anything you earn over that is held in Escrow. This is pretty much standard practice for most MMORPGs. The important factor here is that there is an Escrow facility, so that surplus Credits are not lost. However, a subscribing player can hold a maximum of 4,294,000,000 Credits in their inventory. If a player is selling items or moving Credits between characters by in-game mail, then they need to be aware of this cap. Once you have hit the currency cap, if you open an in-game mail and remove any attached Credits, they will be deleted. There is not any form of Escrow in this case. I was not aware of this and opened several mails recently, transferring the Credits directly to my character’s inventory. I ended up deleting a substantial amount of Credits, much to my annoyance.

According to a discussion on the SWTOR forums, this issue stems directly from the way the game was written in 2010. “It is a programming limit. The highest possible number in a 32 bit integer is 2^32-1 = 4,294,967,295”. I’m quoting here as this is not my field of expertise, however, I have no reason to doubt this explanation. I’m sure this limitation was perfectly reasonable when the game launched over a decade ago. Inflation is always an issue with MMO economies and you only have to look at prices of high end gear or cosmetic items on the Galactic Trade Network (the auction house) to see how costs have spiralled. Hence, it is not unusual that dedicated players of SWTOR have substantial amounts of Credits that they’ve built up over the years through trading and speculating. In the meantime, it is unlikely that BioWare is going to address this issue, which raises the question as to whether there’s a workaround?

Legacy Stronghold Storage that players have in their Stronghold does not have the same limitations as the player inventory. Through reading the SWTOR subreddit, it would appear that the Legacy Stronghold Storage is “likely a 64 bit float, so it can hold ridiculous numbers but starts rounding down the lowest digits once you're past 15 zeroes”. Hence players who wish to store more than 4,294,000,000 Credits, need to transfer them from their inventory to their Legacy Stronghold Storage in suitably sized increments. For convenience it may be wise to place one’s mailbox close to the Legacy Stronghold Storage in your Stronghold. Although it can store larger sums, this doesn’t address the practicalities involved in moving around Credits, nor the trading of items with a price over the Credit cap. High value items have to be sold face-to-face and payment made in multiple parts. Again, BioWare and the game does little to appraise the player of these restrictions, so be aware and act with caution.

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Star Wars: The Old Republic - Legacy of the Sith

As well as a new central story, Legacy of the Sith has also introduced some major system changes to the MMORPG Star Wars: The Old Republic. From my own perspective as a returning casual player, these changes are measured and appropriate. Firstly, my Smuggler has had some of their skills rationalised. Some buffs which you previously chose to use, such as Smuggler’s Luck, are now passive skills. Other minor skills, such as Flash Grenade, have been removed. I don’t consider any of these changes to undermine the class and welcome the decluttering of my quickbars. Perhaps more advanced players may take a different view. Change is not always welcome, especially if it removes choice. I however approve of these alterations and the way the UI has been redesigned to display your gear, outfit, combat style, loadouts and companion details.

As well as a new central story, Legacy of the Sith has also introduced some major system changes to the MMORPG Star Wars: The Old Republic. From my own perspective as a returning casual player, these changes are measured and appropriate. Firstly, my Smuggler has had some of their skills rationalised. Some buffs which you previously chose to use, such as Smuggler’s Luck, are now passive skills. Other minor skills, such as Flash Grenade, have been removed. I don’t consider any of these changes to undermine the class and welcome the decluttering of my quickbars. Perhaps more advanced players may take a different view. Change is not always welcome, especially if it removes choice. I however approve of these alterations and the way the UI has been redesigned to display your gear, outfit, combat style, loadouts and companion details. 

Secondly, another major addition to SWTOR in this expansion is Combat Styles. Prior to Legacy of the Sith, each class had two advanced classes, with three disciplines to choose from as they progressed through the game. My primary character in SWTOR is a Smuggler that has chosen the Gunslinger advanced class. I have then selected a DPS focused discipline by allocating points into a skills tree. Now I can select a second Combat Style (the new term for an additional advanced class) and hot swap between them. There are some limitations. As a Smuggler I can only choose Combat Styles from the Trooper and Bounty-hunter and Agent class. Similarly Jedi and Sith characters can only choose from each other. This new system offers a great deal of flexibility and variety. Once a player has completed chapter 3 they are offered a second Combat Style. New characters are now offered this option upon creation.

At present I have decided not to rush into choosing a second Combat Style. I am still trying to refine my current default one and determine what is the optimal skill rotation. When playing MMOs I tend to focus on one task at a time. I recently completed the Makeb story arc from Rise of the Hutt Cartel. Although I accepted the Seeker Droid and Macrobinocular missions I have yet to undertake them as I find that travelling back and forth between multiple tasks detrimental to following the various narratives. I decided to do some solo Flashpoints but found accessing them a little confusing. I wasn’t sure where to find the appropriate NPC to bestow them but eventually discovered I could access some via the Groupfinder panel. I recently discovered the Swtorista website and it has become an invaluable resource. SWTOR, like many other MMOs, doesn't do especially well at providing essential information in-game.

From my personal perspective, I have chosen a good time to return to SWTOR. I have managed to refamiliarize myself with the game and my existing characters skills quite quickly. The latest expansion has rationalised those skills making combat easier. I have a wealth of content ahead of me. SWTOR is also a very solo friendly MMO which suits me as I do not have the time to join a guild and participate in social gaming. My next goal is to play through Shadow of Revan. I am currently level 63 and will see if I can reach the level cap just by playing through the main stories of the game. I am also trying to keep abreast of the lore, which can get confusing at times. My Gunslinger defeated Darth Malgus on Ilum but it would appear that he returns in later expansions. This is why I try to do content in chronological order to maintain narrative continuity.

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Gaming, MMORPG, SWTOR, Revisiting SWTOR Roger Edwards Gaming, MMORPG, SWTOR, Revisiting SWTOR Roger Edwards

Revisiting Star Wars: The Old Republic

Star Wars is an interesting franchise in the way it elicits such a strong emotional reaction among those that venerate it. To cut a long story short, I recently reinstalled Star Wars: The Old Republic and the moment I reactivated one of my previous characters and logged into the game I was immediately smitten with what I can only describe as Star Wars “feels”. There is something about the aesthetic associated with the franchise, both visually and musically (the latter is in many ways unique to Star Wars) which taps into my subconscious and prompts a wave of nostalgia. The Star Wars theme is a unique piece of music, insofar as whenever I hear it, it never fails to make me feel like a ten year old boy again. A boy who was enamoured with the Star Wars universe. Perhaps I still am on some level.

Star Wars is an interesting franchise in the way it elicits such a strong emotional reaction among those that venerate it. To cut a long story short, I recently reinstalled Star Wars: The Old Republic and the moment I reactivated one of my previous characters and logged into the game I was immediately smitten with what I can only describe as Star Wars “feels”. There is something about the aesthetic associated with the franchise, both visually and musically (the latter is in many ways unique to Star Wars) which taps into my subconscious and prompts a wave of nostalgia. The Star Wars theme is a unique piece of music, insofar as whenever I hear it, it never fails to make me feel like a ten year old boy again. A boy who was enamoured with the Star Wars universe. Perhaps I still am on some level. 

The reason I mention this is because nostalgia and having an emotional attachment to Star Wars certainly contributed to my decision to download the 45GB client for SWTOR. And let us not forget the very selective way our memory works. Hence I was focused on all the positive aspects of this MMORPG, such as the detailed stories, the immersive worlds and the allure of the franchise. There is something very satisfying in firing a blaster pistol in SWTOR and the fact that it makes exactly the same noise as they do in the movies. Returning to this game is at first like returning to a favourite restaurant. Familiarity is indeed comforting. I was pleased to see my previous characters just as I left them. A level 50 Smuggler from 2011 and a level 54 Bounty Hunter from 2013. I rolled a new Smuggler and it didn’t take long for me to orientate myself and remember how the controls work. The sumptuous soundtrack washed over me and I was briefly floating in a sea of nostalgia and joy. Several days later I have a more realistic attitude towards the game.

You to can run through endless corridors

Never let emotions and sentiment get in the way of critical thinking. SWTOR had some major flaws at launch and despite 10 years of updates, expansions and streamlining, there are still issues today. The game suffers from skills bloat, especially with regard to the original content. Modern action combat in MMOs has seen a rationalisation of skills, usually on one quickbar. SWTOR swamps you in skills, most of which are of varying relevance. Then there are the expansive planetary maps. Travelling from A to B can be exhausting sometimes, becoming a chore. Often you feel that it’s busy work for its own sake as you fight your way across Alderaan or Corellia just to get to a quest location. And then there is the perennial MMO problem of getting the gear progression right, as you level. At present my new Smuggler is level 22 and although I am adequately healed by my companion, my twin blasters feel somewhat lacklustre. It takes a little too long to kill enemies with gear from quest rewards. Yet modifying weapons is financially prohibitive at this level.

However, these criticisms stem from the fact that the base game was released in 2011 and SWTOR certainly follows the MMO trends of that time. However, much has been done to try and rectify this. The levelling experience has changed immensely and a player can progress through the game just by undertaking their class story. I remember back in 2011/12 having to do every quest available to try and get as much XP as possible. And developer’s BioWare has made many quality of life improvements over the past decade. Quick travel is now on a 6 minute cooldown instead of 30 minutes. You can port out of a story instance now conveniently back to a safe haven without having to fight all the way on foot. Taxi travel and personal speeders are cheaper and more accessible. The game also uses a lot of “standard” mechanics so if you’ve played other MMOs or, like me, have been away for a while, it is not too difficult to pick up where you left off.

Galactic Starfighter is not as bad as you think

As for content and activities, there are now so many additional things to do. Strongholds, the player housing system, is enjoyable and very intuitive to figure out. There’s the Galactic Starfighter system as well, along with all the other raids and instances that have built up overtime. And if you like to tinker with armour and weapons you do so to your heart’s content. One of the first things I did was investigate the cosmetic options for both my new alt and their companion. I also seem to have qualified for a lot of “free stuff” over the years as I had over a dozen in-game mail alerts waiting for me when I first logged in. All of which had some sort of trinket and bauble attached. To my surprise I still had 3,500 Cartel Coins available from my previous time subscribing. The in-game store is filled with desirable items, from armour and mounts to cosmetic clothing and house furnishings. I bought a jetpack!

No one told me they had jetpacks

For me, perhaps the most compelling aspect of SWTOR is the story telling. You can hide the chat window and play this game as a single player RPG if you see fit. I did this back in 2011 and took exactly the same approach when I returned to the game a few days ago. I rolled a new Smuggler so I could familiarise myself once again with the class skills. Having done this I am now using my original level 50 character as I want to play through The Rise of the Hutt Cartel expansion, rather than repeat older content. Furthermore, I seem to have returned to SWTOR at exactly the right time, as there is a new expansion, Legacy of the Sith, due on the 15th February. So far I have subscribed for a month (as it removes a lot of the impediments that blight a free account) and it will be interesting to see if my enthusiasm for SWTOR is sustained longer than 31 days and whether those Star Wars “feels” remain.

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A Month in Gaming

It’s been a while since I’ve written an instalment of A Month in Gaming. Over Christmas and New Year I was busy with family issues and it’s only in January that I’ve started anything approaching a regular gaming schedule. The novelty of Forza Horizon 5 has run its course and I’ve grown tired of the game’s upbeat tone and neverending activities that litter the in-game map. It’s nice that the game tries hard to engage with you but it reaches a point where you never get a time to stop, think and take stock. I couldn’t find anything else included in the Xbox Game Pass which especially excited me. There were a few titles that did take my fancy but I then discovered that I already own them elsewhere via Steam or Epic Games. So I decided to cancel my subscription. I still think that the Xbox Game Pass for PC is very good value and my failure to find anything that I like is my problem and not Microsoft’s fault.

It’s been a while since I’ve written an instalment of A Month in Gaming. Over Christmas and New Year I was busy with family issues and it’s only in January that I’ve started anything approaching a regular gaming schedule. The novelty of Forza Horizon 5 has run its course and I’ve grown tired of the game’s upbeat tone and neverending activities that litter the in-game map. It’s nice that the game tries hard to engage with you but it reaches a point where you never get a time to stop, think and take stock. I couldn’t find anything else included in the Xbox Game Pass which especially excited me. There were a few titles that did take my fancy but I then discovered that I already own them elsewhere via Steam or Epic Games. So I decided to cancel my subscription. I still think that the Xbox Game Pass for PC is very good value and my failure to find anything that I like is my problem and not Microsoft’s fault.

As ever MMORPG The Lord of the Rings Online has kept me intermittently busy over the Winter months. I have continued with the central story arc that runs throughout the latest expansion Fate of Gundabad. Sadly performance issues still plague the new zone. I have experienced at least two instances, in which NPCs will not trigger the next stage of the story and remain unresponsive despite having flaming rings above their heads. Lag also persists in the Gundabad maps, especially in Câr Bronach. Handing in missions is also problematic and again you often find yourself having to wait for the game to catch up with what you’re doing. I also managed to visit the Bullroarer test server and take a look at the preview of Update 32 (Beta #4 and #5). So far I like what I’ve seen of the new zone, The Angle of Mitheithel. It’s biggest problem seems to be the correct pronunciation of the name.

Star Trek Online has just started its12th anniversary celebrations. Kate Mulgrew is the latest actor from the television shows to reprise her character in-game. Furthermore, not only do we finally get to meet Admiral Kathryn Janeway in-game, we also encounter her Mirror Universe incarnation, Terran Marshal Janeway. I cannot emphasise how important it is to STO to have the presence of so many much loved characters in-game, portrayed by the same actors that did so on television. It certainly elevates the credibility and gravitas of the proceedings. The anniversary episode continues the new Terran Empire storyline and has some very interesting lore based surprises. One plot element that’s proving a major talking point is who exactly is the current Emperor of the Terran Empire. Will it be someone who has previously not featured in the game? Will there be a major voice artist surprise later in the year?

As for what I intend to play in February and beyond, I’m not quite sure at present. I suspect I’ll be done with LOTRO shortly and will then take a break from the game. I usually return to The Elder Scrolls Online for three months or so but I cannot at present muster much enthusiasm for the game. Should I revisit an older game such as one of the Sniper Elite series, or should I replay Hand of Fate 2; a game which still impresses me. I am reluctant to buy something new as the last few times I’ve done this it hasn’t proven a good decision. Prior to Christmas I bought Tom Clancy’s Ghost Recon: Breakpoint in a sale and it has failed to hold my interest. I sure I can find something in my ever growing libraries of “free” games to keep me amused. I shall have a trawl through them and hopefully may find a pleasant surprise.

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Video Game Monopolies

Less than two weeks after we learned that Microsoft would be purchasing Activision Blizzard for $70 billion, today it was announced that PlayStation Studios (AKA Sony) is to buy Bungie for $3.6 billion. Both Microsoft and Sony have extolled the virtues of their respective acquisitions and claim that gamers will benefit. Game passes will become better value for money with new titles added to them. Accessibility and crossplay may well increase due to each company’s technological innovations. Console prices could even be reduced. And at a company level, restructuring and streamlining presents a potential opportunity to purge some developers of many of the toxicity issues that blight them. If you believe the press releases from both Sony and Microsoft, then the future of gaming is in safe hands and looking good. And so far there hasn’t been one mention of NFTs.

Less than two weeks after we learned that Microsoft would be purchasing Activision Blizzard for $70 billion, today it was announced that PlayStation Studios (AKA Sony) is to buy Bungie for $3.6 billion. Both Microsoft and Sony have extolled the virtues of their respective acquisitions and claim that gamers will benefit. Game passes will become better value for money with new titles added to them. Accessibility and crossplay may well increase due to each company’s technological innovations. Console prices could even be reduced. And at a company level, restructuring and streamlining presents a potential opportunity to purge some developers of many of the toxicity issues that blight them. If you believe the press releases from both Sony and Microsoft, then the future of gaming is in safe hands and looking good. And so far there hasn’t been one mention of NFTs.

However, if one steps back as a gamer and considers the nature of monopolies and their historical precedent, then things don’t look so great. Typical problems associated with monopolies are as follows. Higher prices than in competitive markets. A decline in consumer surplus. Monopolies have fewer incentives to be efficient. Possible diseconomies of scale. Monopolies often have monopsony power in paying a lower price to suppliers. All of which can lead to poor quality, unoriginal, expensive video games made by overworked developers in poorly paid and bad working conditions. And let us not forget the industry's ongoing and ever increasing infatuation with blockchain technology and non-fungible tokens. The days of paying once for a game are on the way out. The prospect of gaming being a second job is on the horizon.

I find my interest in gaming waning on a daily basis. Have I outgrown gaming? No. Not at all. I still enjoy many aspects of playing a well conceived and implemented video game. But I have outgrown the hype, the tribal and partisan nature of video game culture and I’m as tired as hell with many generic, uninspired and frankly unenjoyable titles. Like good quality films, you need to cast your net far and wide to find decent video games these days. Or defer to older classics. The prospect of large monopolies dominating the video game industry hardly assuages my concerns. However, monopolies are not bulletproof institutions. When reflecting upon successful companies like De Beers, do not forget the fate of Pan Am, IBM and AOL. And if contemplating the machinations of big business is too depressing for you, consider The Very Big Corporation of America from Monty Python’s The Meaning of Life.

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"The World Doesn't Actually Need 10,000 New Indie Games a Year"

One of the reasons I’m not that engaged with politics at the moment is because so many people’s opinions are based upon spurious data, misconceptions and logical fallacies. There are too many hot takes that are based on bluster, faux outrage and a fundamental dislike or fear of change. Sadly, speaking before thinking seems to have become commonplace and has filtered down from political discourse into pretty much every other aspect of public discourse. The furiously hard-of-thinking dominate most public spaces and seem ready to pounce on any subject being debated with an angry, knee-jerk opinion. It is all very wearing. It would seem that being angry about someone or something is as addictive as heroin and a lot cheaper. However, it is equally just as damaging to society.

One of the reasons I’m not that engaged with politics at the moment is because so many people’s opinions are based upon spurious data, misconceptions and logical fallacies.  There are too many hot takes that are based on bluster, faux outrage and a fundamental dislike or fear of change. Sadly, speaking before thinking seems to have become commonplace and has filtered down from political discourse into pretty much every other aspect of public discourse. The furiously hard-of-thinking dominate most public spaces and seem ready to pounce on any subject being debated with an angry, knee-jerk opinion. It is all very wearing. It would seem that being angry about someone or something is as addictive as heroin and a lot cheaper. However, it is equally just as damaging to society.

All of which brings me to recent Tweets made by software developer and businessman Jeff Vogel. Please note I have combined three of these in chronological order so we can see the full context of the points he was making. According to Mr Vogel, “When I started writing games for $$$ (1994), it was a weird eccentric thing to do and I didn't think I would make a penny. If I was starting out today, would I write video games? Almost undoubtedly not. This is a whole lot of young, smart, driven people making things nobody wants. At what point does this become a profound waste of human talent? So pointing out the world doesn't actually need 10000 new indie games a year on Steam will make some people super angry. Note: that's almost 300 games a day. Suggestion: Think I'm wrong? Prove it by going out and actually trying 1% of those games. (Yeah, I didn't think so)”. 

It can be argued that if one overlooks the emotive element of Mr Vogel’s statement, there are indeed a lot of indie games produced for what is essentially a finite market. Therefore, many will fail commercially and struggle to get noticed. That part of his statement is correct on a logical basis. Beyond this point his words are personal and subjective musings on what people do with their lives and the projects that they invest their time into. He posits in subsequent Tweets that maybe people should put their efforts into other things as society still has lots of ills that need addressing. “The game industry doesn't care about this, it's too big. I think it's more about how it's a massive misallocation of talent. What forces are driving so many people to work so hard making something nobody wants, while so much of society in general is increasingly non-functional?”

The point that Jeff Vogel is making is an old one. I’ve made it myself in past posts. Essentially wouldn’t it be nice if people put the same level of energy and passion that they do with personal projects, into other things that are beneficial for wider society? For example if a local football club is going to be closed, the supporters will lobby hard to prevent it. Would they show the same dedication for a school or a hospital? However, beyond speculation, there is no practical solution to this philosophical conundrum. Because people tend not to think in such terms. For example, when my caring duties end, I shall have to find work. Given my qualifications and skills, returning to the field of IT would be logical, practical and possibly lucrative. It could also be argued as being “beneficial” for the economy and society. However, I do not wish to do this and therefore will not do so unless there is no other option. I wish to pursue a writing career although that will be far harder and pays less.

One of the problems with neoliberalism is that it goes hand in hand with the American dream; the belief that anyone, regardless of where they were born or what class they were born into, can attain their own version of success in a society in which upward mobility is possible for everyone. Hence people pursue what they’d like to do, rather than what may be most beneficial and practical. Hence so many people aspire to be “influencers” on Twitch TV and YouTube, rather than become an administrator for a firm of quantity surveyors. Does this say something about the state of the job market and people’s relationship with everyday life? I’m sure it does. You only have to read the late David Graeber’s book Bullshit Jobs to get an overview of how broken capitalism is for those not at the top. Hence people will pursue the seemingly impossible dream of developing an indie game, rather than endure the iniquities of soul crushingly pointless, underpaid work and having to interact with sociopathic management and social dysfunctional work colleagues.

Perhaps Jeff Vogel may wish to reflect on the following. Firstly, he and nobody else is the gatekeeper of indie games development or anything else for that matter. Any statement that directly or indirectly casts you in such a light is an error of judgement and will certainly provoke a reaction. Secondly, artistic endeavours and pursuing creative activities is enormously beneficial for both the artist and those who experience the resulting work of art. Creating something is not always about being financially successful. There is mental wellbeing, catharsis, mental discipline and a wealth of other benefits. This is why “the arts” are often subsidised in many countries. Art is a process of learning to create ourselves and experience the world in new ways. It supports the bigger view of life: beauty, symbols, spirituality, storytelling, and allows us to be present in the moment. Just because you can’t put a price on something doesn’t mean it’s invalid.

I don’t know that much about Jeff Vogel personally, so I can’t determine whether his Tweets are in good faith or deliberately designed to stir up an internet storm. If I assume that he meant what he said without malice, then perhaps his mistake was the way he phrased and presented his thoughts. If they had been less imperative and presented more as a point of consideration, then maybe they would have been met with less opprobrium. Perhaps such rhetorical questions as “the world doesn't actually need 10,000 new indie games a year” ultimately serve no purpose because of the nature of the human condition. We don’t run on pure logic. It is also a very problematic line of argument that can potentially be usurped to frame allsorts of other unpleasant concepts in a superficially “reasonable light”. Ultimately, the argument if taken to its inevitable conclusion would lead to group A dictating what group B does. That seldom ends well, especially in today’s political climate. People don’t take well to being told what to do. Irrespective of its rectitude.

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