Gaming, MMORPG, Why Am I Doing This? Roger Edwards Gaming, MMORPG, Why Am I Doing This? Roger Edwards

Why Am I Doing This?

"Why am I doing this?" is the question currently posed over at KeenandGraev.com and it certainly makes for some interesting introspection and personal reflection. Most gamers have at some point found themselves carrying out some arbitrary task in a game, pausing and then musing as to why they have chosen to do something as mundane and possibly even as tedious as “kill 10 rats” or “pick up nails” (yes, I’m looking at you LOTRO). Regardless of whether such mechanics are right or wrong, lazy or “classic”, grinding is an inherent aspect of most video games, especially the MMO genre. Players burn through narrative driven quest content far too quickly, therefore there has to be systems to slow player progress down and make then repeat content. However, the point of the original post isn’t to debate whether grinding is right or wrong. It’s about what you as a player do next when you finally ask yourself this question.

"Why am I doing this?" is the question currently posed over at KeenandGraev.com and it certainly makes for some interesting introspection and personal reflection. Most gamers have at some point found themselves carrying out some arbitrary task in a game, pausing and then musing as to why they have chosen to do something as mundane and possibly even as tedious as “kill 10 rats” or “pick up nails” (yes, I’m looking at you LOTRO). Regardless of whether such mechanics are right or wrong, lazy or “classic”, grinding is an inherent aspect of most video games, especially the MMO genre. Players burn through narrative driven quest content far too quickly, therefore there has to be systems to slow player progress down and make then repeat content. However, the point of the original post isn’t to debate whether grinding is right or wrong. It’s about what you as a player do next when you finally ask yourself this question.

I found the reply from MMO blogger Bhagpuss to be particularly illuminating. “Because” usually works for me”. Sometimes playing an arbitrary game and pursuing the most mundane of tasks is a source of relaxation for players. Not everyone is motivated by the quid pro quo of gear grinding and levelling, although these are powerful motivators. Sometimes just logging into an MMO and crafting, or resource gathering or even just touring the virtual world is an invaluable means of unwinding. Often when playing through such content, gamers will often do other things, such as listen to podcasts. Hence the game is facilitating another activity. Another common occurrence is that when players log into a game and “grind” through repetitive content, they are often logged into Discord and speaking with friends and colleagues. So viewed from a broader perspective the “because” reason that Bhagpuss mentions, is potentially a conduit to wider pastimes or social interaction.

“Look Crusty Fur, there’s some repetitive tasks we can do ad infinitum…

On a slightly more serious note, the “planting crops and watering them” that Keen references in his original post, is the sort of game mechanic that some gamers will use as a coping mechanism during times of stress and anxiety. Losing oneself in a virtual world can be a very appealing prospect when one has a great deal of major real-world problems. The routine and structure of repetitive game play can have therapeutic value. I know many gamers who struggle with depression and other mental health issues who find that games provide a very stabilising influence, keeping them focused and occupied. And on a simpler level, day to day life is hard for many people for economic and logistical reasons. I certainly find a degree of comfort in the mundane at times. Pursuing such goals in an MMO helps block out the tedium and worry associated with contemporary politics.

However, we should all remember that although the question “why am I doing this?” may be a universal constant, our personal responses are subjective. As I’ve written before, one person’s grind is another’s hog heaven. Hence the point when a gamer asks themselves “do I really need to go to Splaticon IV yet again and retrieve the Sword of Kagnazax?” is different for everyone. I certainly know where my own personal lines in the sand are drawn. I view gaming very much in a transactional fashion. I do something because of the reward it offers or the amusement it affords. The moment those criteria are not met, I’ll do something else, although it took me several years to come to terms with this policy. Social obligation and the sunk cost fallacy can be hard habits to break. So overall, I think encouraging gamers to police themselves from time to time by contemplating this question is a good thing, because the tail doesn’t wag the dog.

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Star Trek Online: City on the Edge of Never

Out of the original seventy-nine episodes of Star Trek, one of the most respected and beloved is The City of the Edge of Forever. Written by Harlan Ellison the story is one of the more thoughtful and tragic in Trek Canon. It was also the first episode to feature a temporal plotline. Doctor Leonard McCoy (DeForest Kelley) accidently receives an overdose of medication and flees the Enterprise while in a delusional state. Beaming down to an alien planet he uses a temporal gateway (The Guardian of Forever) to travels back in time to earth during the Great Depression. By doing so he accidentally changes history. Captain Kirk (William Shatner) and Spock (Leonard Nimoy) follow him through the gateway to New York in hope of correcting the timeline. While awaiting the arrival of McCoy, Kirk falls in love with Edith Keeler (Joan Collins) who runs the 21st Street Mission. However he and Spock soon determine that to restore the timeline they must allow her to die.

Out of the original seventy-nine episodes of Star Trek, one of the most respected and beloved is The City of the Edge of Forever. Written by Harlan Ellison the story is one of the more thoughtful and tragic in Trek Canon. It was also the first episode to feature a temporal plotline. Doctor Leonard McCoy (DeForest Kelley) accidently receives an overdose of medication and flees the Enterprise while in a delusional state. Beaming down to an alien planet he uses a temporal gateway (The Guardian of Forever) to travels back in time to earth during the Great Depression. By doing so he accidentally changes history. Captain Kirk (William Shatner) and Spock (Leonard Nimoy) follow him through the gateway to New York in hope of correcting the timeline. While awaiting the arrival of McCoy, Kirk falls in love with Edith Keeler (Joan Collins) who runs the 21st Street Mission. However he and Spock soon determine that to restore the timeline they must allow her to die.

One of the most enjoyable elements of the MMORPG Star Trek Online, are the various game missions that reference plot lines and characters from all of the Star Trek franchises. One such mission is City on the Edge of Never which involves the player character travelling to the Gateway system and using the Guardian of Forever to travel through time to 2270 to stop Klingons intent on altering history. The episode has the Guardian projecting a time portal into space, allowing the player to take their vessel through to the past. It also features voice acting by Nimoy which adds further to the sense of nostalgia. City on the Edge of Never is a part of the Klingon War story arc and is certainly one of the more engaging missions. Due to its iconic nature it was well received by reviewers upon the release of STO back in 2010. Kotaku writer Mike Fahey said "This mission might have just made the entire game for me. Everything about it was simply perfect. If Star Trek Online fails for some reason, this mission will always be remembered”.

Sadly this mission, along with several others has been temporarily removed from the game as part of an ongoing content revamp. Cryptic mentioned in a previous Priory One podcast interview that the missions were supposed to get revamped before the end of 2018, but the developer who was undertaking the task is on leave. However, it was still their intention to see the content restored to the game. At present the absence of these missions, especially City on the Edge of Never, does have an impact upon the overall story arc of the Klingon War. The storyline is somewhat briefer and lacking in its original impact. For fans who feel that TOS era specific content is a little thin on the ground in STO, the swift return of these missions couldn’t come sooner. It would also be interesting if Cryptic could expand further upon use of the Guardian of Forever. Some additional scientific research missions under the Vulcan Science Council would be a welcome addition to the game and a pleasant addition to the non-combat related content.

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Gaming, LOTRO, MMORPG, Standing Stone Games, Downtime Roger Edwards Gaming, LOTRO, MMORPG, Standing Stone Games, Downtime Roger Edwards

LOTRO: Thoughts on the Current Downtime

As I am writing this post, the popular MMORPG The Lord of the Rings Online has been offline since 2:00 AM EST on 6th March (7:00 AM GMT). The game servers, website and account portal are offline for maintenance and it would appear that the actually physical hardware is being relocated within the datacentre that Standing Stone Games uses. Like any complex IT project of this nature there are always potential problems and it would appear that some have occurred as the initial 22 hours projected down time has now become nearly 3 days. Naturally this has had an impact upon the LOTRO community as Friday evening is often prime gaming time. From SSG’s perspective the extended outage is not good for business or community relations and so they have been using social media to keep players informed.

As I am writing this post, the popular MMORPG The Lord of the Rings Online has been offline since 2:00 AM EST on 6th March (7:00 AM GMT). The game servers, website and account portal are offline for maintenance and it would appear that the actually physical hardware is being relocated within the datacentre that Standing Stone Games uses. Like any complex IT project of this nature there are always potential problems and it would appear that some have occurred as the initial 22 hours projected down time has now become nearly 3 days. Naturally this has had an impact upon the LOTRO community as Friday evening is often prime gaming time. From SSG’s perspective the extended outage is not good for business or community relations and so they have been using social media to keep players informed.

Community manager Cordovan (Jerry Snook) presented a brief live stream earlier tonight to provide a more hands on summary of issues and to endeavour to placate LOTRO players. He re-iterated that the downtime was too facilitate a server move and that there have been hardware issues and other related problems as a result. He also stated that no data had been lost. Third party contractors are involved, and overall trouble shooting is progressing. He stated that the downtime would continue to at 6:00 PM EST (11:00 AM GMT March) and that hopefully by then “there would be good news. Once service has been resumed for both LOTRO and DDO, there would be a more comprehensive statement put out about player compensation, an extension of the skirmish event and general billing enquiries. He couldn’t be specific at present, but he was clear that players would be suitably recompensed as they have been in the past.

“In technical terms, I thinks it’s totally fucked. Let’s blame it on the intern Colin”.

Having worked in the past in such technical environments as datacentres and been involved in projects of similar scope, I am sympathetic towards SSGs plight. No matter how well you plan there is always potential for something to go pear shaped. It’s often something innocuous or an aspect of the project that was deemed trivial and left to the intern Colin to sort out. Frankly there is never a good time to shut a server down. Just a period that is the “least inconvenient”. Clearly in this case the situation has gone beyond this and I ‘m sure there are a lot of folk working very hard to pull the company’s proverbial chestnuts out of the fire. Who knows, maybe this extended downtime has a valuable moral lesson to teach us about something or other. I’m not really sure, as I’m not known for my morality and I’ve just played more Star trek Online instead. However, I am looking forward to seeing LOTRO back online. I’d miss it if it wasn’t about anymore.

Update:

Cordovans deadline has been and gone and sadly the downtime has been further extended. As of 23:25 PM GMT the current speculative end to the outage is 12:00 PM Eastern (5:00 AM GMT) Saturday, March 9th.

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Cryptic, Gaming, MMORPG, Star Trek Online, Foundry Roger Edwards Cryptic, Gaming, MMORPG, Star Trek Online, Foundry Roger Edwards

Cryptic to Close the Foundry

Cryptic have announced that they will be removing the Foundry from both Star Trek Online and Neverwinter on April 11th. The Foundry was first introduced to STO back in 2011 and has proven a popular means for players to create and share their own missions, using in-game assets. Cryptic state in their press release that “the legacy knowledge required to maintain the Foundry at our quality standards is no longer available”. This is a roundabout way of saying that the member of staff responsible for curating and quality testing the service has no left the company. Naturally, Cryptic has stated that they will acknowledge those players who have contributed to the Foundry over the years by handing out various virtual trinkets and baubles. There has been quite a strong reaction of the STO subreddit as no one like to see content removed from a game. However, the isn’t a black and white as it first appears, because the Foundry has been broken for a while.

Cryptic have announced that they will be removing the Foundry from both Star Trek Online and Neverwinter on April 11th. The Foundry was first introduced to STO back in 2011 and has proven a popular means for players to create and share their own missions, using in-game assets. Cryptic state in their press release that “the legacy knowledge required to maintain the Foundry at our quality standards is no longer available”. This is a roundabout way of saying that the member of staff responsible for curating and quality testing the service has no left the company. Naturally, Cryptic has stated that they will acknowledge those players who have contributed to the Foundry over the years by handing out various virtual trinkets and baubles. There has been quite a strong reaction of the STO subreddit as no one like to see content removed from a game. However, the isn’t a black and white as it first appears, because the Foundry has been broken for a while.

I personally haven’t played a Foundry mission for at least two years and have often only tried those I’ve specifically read about. One of the systems biggest faults is poor indexing and curation. Finding good player created content beyond the most popular missions that has been voted to the top of the list, has always been a challenge. Then for several years now every time Cryptic have revised STO in some way or simply added a new feature episode, it has always resulted in the Foundry going offline. Yes there have been some standout player created missions over the years that reflect the passionate nature of the STO community and that of Trek fans per se. But for every good mission you also get three indifferent ones. Often the latter have been created by opportunists trying to facilitate some sort of in-game benefit or provide a fast path to advancement. And on a narrative level, many of these missions are just further examples of poor fan fiction.

The recent introduction of the Personal Endeavor system in STO, pretty much the last nail in the coffin for the Foundry. Endeavors are essentially daily missions that earn statistical upgrade points and are designed to encourage players to try Task Force Operations (group PVE content) and repeat old missions. However, many players looked to Foundry content to try and clear Endeavors as quickly as possible. Why spend thirty minutes in a structured TFO that runs to a timed script, when you can run a player created mission that allows you to achieve your goal far quicker? Naturally, Cryptic were not going to allow this to continue. So when you consider this along with the flaky nature of the system to begin with, and the fact that no one is available to maintain it, it’s surprising that the plug wasn’t pulled earlier.

The Foundry in STO is one of those concepts that looks great on paper and seems like an invaluable community service when discussed. But the reality is that it never delivered as much good content as hoped for and its curation and cataloguing further hindered “the cream from rising to the top”. It can also be argued that Cryptic never promoted the service as much as they could. But irrespective of the quality of content and its accessibility, this is still a case of something being taken out of both STO and Neverwinter and that is never an easy sell. If content is taken out, one naturally feels that something else should replace it. Whether Cryptic does this remains to be seen and I won’t hold my breath. As for the Foundry, I suspect it’s a bit like the concept of “shopping locally”. It’s something we all like in principle but seldom do in reality, therefore we as players, have actively contributed to its demise.

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Gaming, MMORPG, A Month in Gaming, February 2019 Roger Edwards Gaming, MMORPG, A Month in Gaming, February 2019 Roger Edwards

A Month in Gaming

Every other video game blogger I know writes a monthly summary of what they’ve been playing and then details what they hope to achieve in-game over the next four weeks. It’s a very effective example of blogging as it’s easily to relate to and it’s nice to see what everyone else is focusing their “gaming attention” on. So I’ve decided to do the same. It’s a relatively straight forward post to write and it also makes collating an end of year analysis of my gaming habits a lot easier. So here is a broad breakdown of what I got up to last month, gaming wise.

Every other video game blogger I know writes a monthly summary of what they’ve been playing and then details what they hope to achieve in-game over the next four weeks. It’s a very effective example of blogging as it’s easily to relate to and it’s nice to see what everyone else is focusing their “gaming attention” on. So I’ve decided to do the same. It’s a relatively straight forward post to write and it also makes collating an end of year analysis of my gaming habits a lot easier. So here is a broad breakdown of what I got up to last month, gaming wise.

February in review:

  • I initially put off starting the Siege of Mirkwood expansion in LOTRO because it remains as frustrating a zone as it was back upon its release in 2009. The mobs are densely packed and it’s a dull and dismal region that’s difficult to navigate. So I spent some time levelling both in Enedwaith and in The Great River zones, which was more enjoyable and challenging. Having reached level 70 on my Guardian a few days ago, I have now returned to Southern Mirkwood and will blitz through the Epic Story. As I’ve out levelled the content, this shouldn’t be such an uphill struggle and I can focus on the narrative which is the main point of interest for me at present.

  • Having created a new Discovery era alt in Star Trek Online, I’ve been working my way through the various episodic missions and it’s been quite a revelation. Like LOTRO, a lot of the earlier content found in the game has been revised, streamlined and has new cutscenes added. Hence there are cameo appearances by Trek actors early on in the game. However, although the stories do make sense, there are often details and embellishments to be found when you create a new alt from a different race and experience the same story form a different perspective. Also levelling this new alt is proving a lot easier this time round as I have access to a lot of account wide assets, that I’ve unlocked on previous characters. Playing through at a lower level makes experimenting with different ship builds a lot cheaper.

  • Alas, my return to Tamriel has stalled and I haven’t progressed beyond installing ESO and tweaking my addons. Plus to effectively play the game, it’s best to subscribe as this unlocks all DLC and gives the player a separate crafting inventory, which greatly improves loot management. However, I don’t really want to subscribe until I’m in a position to play the game regularly and at present I don’t think that’s a realistic option. I am beginning to come to terms with the fact that my present circumstances only allow me to focus on two MMOs. However, I shall keep ESO installed and updated, just in case things change.

March Goals:

  • I’m currently re-installing the Bullroarer test client for LOTRO, as SSG were hinting recently that new content would be available for testing soon. LOTRO is currently saddled with a very slow installer that drags on for hours, irrespective of the speed of your internet connection, so I thought it best to get this copy of the game installed now, rather than on the day when Bullroarer next goes live.

  • I’m also considering returning to my primary, level cap Lore-master on Laurelin and clearing some of the outstanding deeds I have. Deeds have always been a grind in LOTRO however many now provide Motes of Enchantment, which the player can then barter for gear or cosmetic items. Plus if I have all virtues at maximum level by the time SSG revise the system it means I won’t have to spend any additional time on improving them.

  • I want to diversify my ship builds in STO as I tend to broadly favour the existing meta, which is primarily beam boats. I’ve been experimenting with cannons although success does hinge upon effectively flying your ship and be able to strafe efficiently. I find torpedoes interesting and have been reading about how the Quantum Phase Torpedo can be a major asset in a projectile based build. The great thing about STO is that a lot of the best gear in the game is tied to specific missions, all of which are repeatable. So it’s easy to collate a shopping list and clearly work towards what you want.

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Death in MMOs

There was a post today over at Keen and Graev’s Gaming Blog, which raised the subject of “corpse runs” in old school MMOS such as Ultima Online. In-game death came with penalties back then and there was the prospect of XP loss or that your corpse could be looted, and you could potentially lose rare gear. It got me thinking because I’ve never played an MMO that has had, to my mind, such harsh sanctions. In fact game mechanics such as permadeath, corpse runs, and the loss of equipment will put me off playing any such game that has them. I suspect that unless you’re a player who is particularly motivated by achievement, competitiveness and challenge, then such systems are seen mainly as an inconvenience and impediment.

There was a post today over at Keen and Graev’s Gaming Blog, which raised the subject of “corpse runs” in old school MMOS such as Ultima Online. In-game death came with penalties back then and there was the prospect of XP loss or that your corpse could be looted, and you could potentially lose rare gear. It got me thinking because I’ve never played an MMO that has had, to my mind, such harsh sanctions. In fact game mechanics such as permadeath, corpse runs, and the loss of equipment will put me off playing any such game that has them. I suspect that unless you’re a player who is particularly motivated by achievement, competitiveness and challenge, then such systems are seen mainly as an inconvenience and impediment.

Death in MMOs and the function it is supposed to serve, is just another aspect of the genre that has changed over time. The genre is not the same time sink it used to be and an ageing player base has meant that many core mechanics have had to become more flexible and accommodating to shorter periods of gameplay. Many players who played MMOs because of the raiding, competitive PVP and the culture of league tables and results have moved on to other games that still focus on such systems. For me, MMOs are about the narrative, levelling and occasional social gameplay. Death is mainly an inconvenience and not something I wish to have any greater impact than it does already. Gaming is for me a primarily a leisure activity.

In STO, death means just respawning and mainly serves as a warning to change your strategy or to consider revising your build. If you play the TFOs at a higher level, then your ship will get damaged if destroyed, but the cost of repair is hardly prohibitive. In LOTRO defeat is again not a major setback. If you’re playing in a group, then your team mates can revive you and the only cost incurred is your armour repairs. However, reviving yourself is limited to once per 2 hours, which means that if you cannot do so, you must retreat to a Rally Circle. This is a nuisance in the more recent zones as SSG doesn’t seem to be so generous with the quantity of rally circles in the game. Also being kicked from an instance can mean a major journey back to the entrance. ESO has a similar mechanic with either self-resurrection via Soul Gems or retreating to a Wayshrine. However, I found that stockpiling Soul Gems is an easy undertaking, therefore easily mitigating death.

I’ve mention in the past that as games have become more mainstream and more monetised, players have subsequently revised their own perspective on death mechanics. If you aren’t interested in the challenge of planning a carefully considered strategy to avoid death, its presence just becomes a source of annoyance. Especially if you see video games more as a leisure service, rather than means of testing yourself. Being inconvenienced by a mechanic in a game that you are paying for is a difficult line to tread. An incentive that shapes your gameplay is one thing. A penalty that wastes your time is something entirely different. Hence, I think it is something we will continue to see diminished in mainstream MMOs, yet I suspect it will linger as a key component of more challenging games.

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Star Trek Online: Non-Combat Missions

One of the commonest laments you’ll hear from Star Trek Online devotees is that the game is too orientated around confrontation and combat; there aren’t enough diplomatic, exploration and general non-combat missions in the game. It’s a matter I have mixed feelings about, because if you watch Star Trek TOS, then Kirk and the crew of the Enterprise didn’t always live up to the ideals that The Federation extols. However, this did change in later shows. I certainly wouldn’t be averse to having more non-combat missions in the game, although they would have to be of some substance to merit my interest. The removal of the Exploration Cluster missions from STO, in July summer 2014 was justified in my opinion, as they were somewhat arbitrary. However, if you take content out of a game, then it would be preferable to see something else put back in its place.

One of the commonest laments you’ll hear from Star Trek Online devotees is that the game is too orientated around confrontation and combat; there aren’t enough diplomatic, exploration and general non-combat missions in the game. It’s a matter I have mixed feelings about, because if you watch Star Trek TOS, then Kirk and the crew of the Enterprise didn’t always live up to the ideals that The Federation extols. However, this did change in later shows. I certainly wouldn’t be averse to having more non-combat missions in the game, although they would have to be of some substance to merit my interest. The removal of the Exploration Cluster missions from STO, in July summer 2014 was justified in my opinion, as they were somewhat arbitrary. However, if you take content out of a game, then it would be preferable to see something else put back in its place.

Having recently created a new Star Trek: Discovery era alt, I’m playing through the games content once again and have noted that a lot of it has been revised and streamlined. However, despite the removal of some content deemed sub-par or no longer relevant to the narrative, there are still some odd missions here and there that vary from the standard design. One of which is “Trade Deal” which can be found on Starbase 39 via Lt. Commander Brocal. She is trying to broker a trade deal between the Federation, Ferengi, Rigelians and the Deferi. Naturally there’s a snag and an impasse has been reached so the player has to visit each Ambassador and listen to their side of the story. Depending on how you respond, additional dialogue options then appear which give you a greater insight into the matter so you can successfully resolve the matter. Despite its somewhat linear design it is an enjoyable change from the standard “pew pew” missions.

Success in “Trade Deal” comes from reading all the dialogue and not rushing to what obviously appears to be the next stage. However, the fact that it requires reading, and playing at a measured pace will not endear it to some STO players. However, it does provide a hint as to what more non-combat missions could be like. There is also a diplomatic mission on Vulcan called “Ancestral Sin” where the player has to solve a threat made against a visiting Romulan Ambassador. Again the successful resolution of this mission comes down to the sequence of events that the player pursues and although a little dry, it does make for a welcome change from simply taking aggressive action against the latest Federation enemy. If Cryptic are going to ever integrate more of these sorts of activities in to STO then they would have to try and make them narratively engaging and possibly add a puzzle element to them to give them some added interest.

As for exploration, to make such a mechanic have any real depth other than the superficial, you’d need to have a lot of hidden mission chains placed in new map areas. Simply exploring an area and getting an accolade for cataloguing what is physically there is not something I’d want to do for too long. Going to a star system and making first contact with a race and then establishing trade or diplomatic relations is an interesting prospect, but then you’re effectively creating full blown feature episodes. The choice for Cryptic would then be do they create new narrative based around exploration or continue to write missions around established lore and canonical material. I’d personally like to have both, but I get the impression that the developers tend to stick with what has proven to work. However, as Star Trek Online seems to be faring well due to the current interest in Star Trek: Discovery, may be further resources will be allocated to expanding non-combat content in the game in the future.

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Gaming, LOTRO, MMORPG, Producer's Letter 2019, Roadmap Roger Edwards Gaming, LOTRO, MMORPG, Producer's Letter 2019, Roadmap Roger Edwards

LOTRO: A Lesson in Semantics

It’s always nice to know what a video game developer has in mind, especially given the currently volatility of the MMO market. Most of the MMO related news of late has been regarding studio closures and job layoffs. So the arrival of a new Producer’s Letter from Rob Ciccolini (AKA Severlin) is at first glance most welcome. Communication is not exactly Standing Stone Games greatest strength and there hasn’t been a great deal of news filtering down to the player base in the last six months. So this missive is welcome, as it does broadly feature this year’s road map for LOTRO. Furthermore, the details are interesting with further content and systems changes in development. As a long time LOTRO player who purchased the Legacy Bundle in December 2018, I want the MMO to continue grow and evolve.

It’s always nice to know what a video game developer has in mind, especially given the currently volatility of the MMO market. Most of the MMO related news of late has been regarding studio closures and job layoffs. So the arrival of a new Producer’s Letter from Rob Ciccolini (AKA Severlin) is at first glance most welcome. Communication is not exactly Standing Stone Games greatest strength and there hasn’t been a great deal of news filtering down to the player base in the last six months. So this missive is welcome, as it does broadly feature this year’s road map for LOTRO. Furthermore, the details are interesting with further content and systems changes in development. As a long time LOTRO player who purchased the Legacy Bundle in December 2018, I want the MMO to continue grow and evolve.

The list of features under development appear to be appropriate for a ten-year-old MMORPG. Naturally players at level cap want new content and so moving onto the Vale of the Anduin seems to be a logical choice. The unresolved plot regarding Shelob is also going to be addressed, with a return to Minas Morgul. Addressing difficulty issues and adding additional tiers to instances seems an equitable solution to those wanting a harder challenge. Over hauling the virtue system is long over due and it will be nice to see it made relevant again. Although I only dabble with crafting, I appreciate it is a source of enjoyment and challenge for many players. It SSG wish to expand and improve the system that’s fine with me, as it will hopefully mean a lot of new crafted gear appearing in the auction house. The ongoing work on the new 64-bit Windows client is eagerly anticipated, especially if it can address the games performance issues.

However, the Producer’s Letter is just as much as a PR and marketing exercise as it is a formal piece of communication. Therefore the devil is very much in the detail and in this case, the semantics. Consider the following quote. “So, while this does provide a road map for the year, the following letter focuses more on our goals for the game in 2019”. Goals being the key word. Because goals are not the same as formerly announced and mandated business commitments. They are aspirational achievements that can either be met or not. I think that SSG has chosen to use such language deliberately because their plans are dependent on revenue projections, set by their publisher the Daybreak Game Company. A company that is having a somewhat tumultuous time at present. So perhaps it would be wise for LOTRO players to temper their expectation for 2019, as there seems to be a clue in Mr Ciccolini’s words.

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Gaming, MMORPG, Auto Manage Roger Edwards Gaming, MMORPG, Auto Manage Roger Edwards

Auto Manage

As someone who plays video games for fun, rather than competitively, there are many common mechanics that I don’t care for or that I’m broadly indifferent to. These usually tend to be fiddly, time consuming tasks such as inventory management or having to excessively (a very subjective term) fine tune gear. The Legendary Item system in LOTRO being a great example of this.  I fully appreciate that there are players who really dig this sort of thing and I am not in any way advocating that they have their “fun” taken away. However, what I would like to see in more games, especially MMOs, is the ability to auto manage some of these systems. To be able to just click a button and have the peace of mind that the most relevant item in my inventory will be equipped by default.

As someone who plays video games for fun, rather than competitively, there are many common mechanics that I don’t care for or that I’m broadly indifferent to. These usually tend to be fiddly, time consuming tasks such as inventory management or having to excessively (a very subjective term) fine tune gear. The Legendary Item system in LOTRO being a great example of this.  I fully appreciate that there are players who really dig this sort of thing and I am not in any way advocating that they have their “fun” taken away. However, what I would like to see in more games, especially MMOs, is the ability to auto manage some of these systems. To be able to just click a button and have the peace of mind that the most relevant item in my inventory will be equipped by default.

Allow me to give an example. Back in 2003 I use to play a tactical squad based shooter called Hidden and Dangerous 2. You could spend ages equipping your team, meticulously pawing over the stats of each item and trying to ensure you had a cache of ammunition and supplies that suited your strategy. Or you if you preferred, you could click on a handy "auto manage" button that selected and equipped an adequate selection of items automatically. These were not the best or the worse items available and if you decided to choose for yourself you could do better. But they were sufficient for the task in hand, allowing the player to move on to the next step of the game. Overall the system was a nice compromise.

Requesting such a system (albeit rhetorically), is not such an outrageous demand, because a quasi-version of auto manage already exists in many games. For example, many shooters, such as the COD franchise come with default builds for each class. Again these may not be the best permutation of gear and weapons available, but they certainly work. In fact on occasions I have stuck with such loadouts without any major impediment. Such a facility also exists in real time strategy games. I can remember playing Star Wars: Rebellion back in the late nineties and allowing the AI to manage resources on the planets that were occupied. Again this was not the optimal choice, but it served a purpose if you didn’t wish to be bogged down in the minutiae of planning, building and maintaining factories, army barracks and ship yards.

Having an option to auto manage is about choice and allowing the player to do things in a fashion that suits them. There are many popular titles at present that have inventory management as a core game mechanic. Having a means to manage this process may well make such games attractive to a broader audience. Another factor to consider is the finite availability of leisure time. I certainly cannot spend an entire evening playing as I did a decade ago. Therefore when I do spend an hour or two playing a game, I want to be as productive as possible. The inclusion of some sort of auto manage facility would certainly contribute toward this and help with achieving goals in-game goals. The content gamer is one who is happy to log back in the next day. In an age of “live services” and an industry governed by churn, surely a content gamer is desirable?

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MMOs I No Longer Play

I started playing MMORPGs over a decade ago, at a point when the genre was growing. It seemed at one point that every developer wanted to produce the game that usurped World of Warcrafts crown. I therefore ended up trying many of these massively multiplayer online games yet ended up sticking with few. All too often many of these titles were too generic or had an inherent flaw or flaws that killed my enjoyment. Sometimes it was just a case that the game just didn’t chime with me. Naturally over time, I have revisited some of these MMOs and a few have become a mainstay of my gaming activities. The Lord of the Rings Online, Star Trek Online and The Elder Scrolls online are three such examples. Yet there are numerous other games from this genre that I have not returned to or if I have, I still found them to be problematic, so they have not become part of my leisure activities.

I started playing MMORPGs over a decade ago, at a point when the genre was growing. It seemed at one point that every developer wanted to produce the game that usurped World of Warcrafts crown. I therefore ended up trying many of these massively multiplayer online games yet ended up sticking with few. All too often many of these titles were too generic or had an inherent flaw or flaws that killed my enjoyment. Sometimes it was just a case that the game just didn’t chime with me. Naturally over time, I have revisited some of these MMOs and a few have become a mainstay of my gaming activities. The Lord of the Rings Online, Star Trek Online and The Elder Scrolls online are three such examples. Yet there are numerous other games from this genre that I have not returned to or if I have, I still found them to be problematic, so they have not become part of my leisure activities.

Age of Conan: Hyborian Adventures (or Unchained as it is now suffixed) was one of the first MMOs I tried after LOTRO. Broadly I enjoyed the game although I found combat to be somewhat cumbersome. I liked the aesthetic of the game and the atmosphere, but like so many other players, was extremely disappointed when I discovered that the voice acting, and extensive cut scenes only applied to the starter zone of Tortage. And because it was a time when there was plenty of competition available, I can remember just abandoning the game and moving on to another title. Oddly enough that was STO but that game had a bad launch and was incomplete in spring 2010. It took several years for it to find its feet. Therefore I didn’t stay there for too long either.

Rift was my next MMO port of call and although I wasn’t especially inspired by the game’s lore and story, there was a broad spectrum of possibilities when it came to class builds. By now the novelty of traditional social gaming, participating in organised guilds and devoting large amounts of time was beginning to wear a little thin. The dynamic events that Rift introduced where you could simply join a zerg and participate in a localised event, was a welcome change. Yet Rift fell between two stools. Although it did new and innovative things it still struggled with skills bloat and was saddled with too many traditional MMO mechanics. So I moved on again, just in time for Star Wars: The Old Republic in December 2011. Out of all the MMOs that I’ve played over the years, this was the one that seemed to have the most expectations associated with it.

I like so many other gamers, really wanted to like SWTOR. So I gave it possibly more of a chance than it deserved. I liked many aspects of the game; the gunslinger smuggler class that I chose, the companion system and oddly enough the ship that wasn’t quite a house. The narrative was extremely good, and I liked the way gear could be upgraded. But there were quite a lot of negative points as well. The combat was slow and there was an excess of skills, many of which could simply be ignored. Plus, although it was Star Wars, it wasn’t the period of history that so many players wanted access to.  Perhaps the biggest issue was that once you had burned through all the PVE content, there was little to do at level cap. Hence there was a mass exodus of players leading to the game having to go free-to-play just to survive. A lot has been done with the game since then and I did return a couple of times but although the narrative was still strong the game is just too old school for my liking.

And so in 2012, I dabbled with The Secret World in the hope that Funcom would honour their promises to do something different with the genre. And broadly that’s what they did. The story was adult and uncompromising. There was a lot of dialogue, which I enjoyed, and the game made you think. The skill wheel system did indeed lend itself to a far more nuanced approach to fine tuning your character. But the combat was slow, repetitious and far from fun and if you wanted to spend your skill points elsewhere, they were not transferrable. Hence you had to repeat content. Needless to say I parted company with The Secret World and moved on to possibly the last big MMO release Guild Wars 2. I could easily write an entire blog post about what I liked about this MMO. But for the sake of brevity, I shall say the flexibility of the classes, the horizontal progression, the fluid combat and the fact that there was always something to do. Out of all the titles I played, this is possibly the most frictionless, although I say this only of the base game. Things changed too much for me with the first expansion Heart of Thorns. But for the first year of two Guild Wars 2 was the most casual friendly MMO I played. You could return after a while and jump straight back in and pick up where you left off.

It’s odd how business demands will sometimes take you in the opposite direction of where you intend to go. The first expansion for Guild Wars 2 essentially put into the game all the systems and ideas that were conspicuously absent from it at launch. I could no longer easily freelance and join zergs to accomplish what I wanted. And as I was never a big fan of the lore, I had nothing to hold me when things changed. In fact lore appears to be a major selling point for me in the MMO genre. ESO is odd in so much as unlike LOTRO and STO, I was not familiar with the lore and history of the franchise, prior to playing. But because I consider the writing to be of a high standard, I do actually consult the games Wiki to gain a greater understanding of things. And ESO has established for me that action combat, a sensible amount of skills and systems is how a modern MMO should be. It will be interesting to see what changes another decade brings to the genre and what, if anything, I’ll still be playing.

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Elder Scrolls Online, MMORPG, ZeniMax, AddOns, Gaming Roger Edwards Elder Scrolls Online, MMORPG, ZeniMax, AddOns, Gaming Roger Edwards

The Elder Scrolls Online and Addons

After recently watching several friends stream The Elder Scrolls Online, I have re-installed the game (funny how that often happens). I played quite consistently last spring and the game finally “clicked” for me. The narrative driven structure is something I enjoy, and I also like way you can pick and choose the content you undertake. So after letting the 70.9 GB game client download overnight, I fired up the game yesterday and found my level 50 High Elf Sorcerer in Auridon, where I left them last Easter. The first thing that immediately stood out was the plain vanilla default UI, which is minimalist to say the least. After a heavy sigh, I realised that if I wanted to continue efficiently playing ESO I would have to install a bunch of addons via Minion. The only minor problem was that after replacing my Hard Drive last November, despite backing up most data, I had not made a note of which addons I was using. Luckily, a friend who still had the game installed went through their current installation, so I was able to collate a suitable list.

After recently watching several friends stream The Elder Scrolls Online, I have re-installed the game (funny how that often happens). I played quite consistently last spring and the game finally “clicked” for me. The narrative driven structure is something I enjoy, and I also like way you can pick and choose the content you undertake. So after letting the 70.9 GB game client download overnight, I fired up the game yesterday and found my level 50 High Elf Sorcerer in Auridon, where I left them last Easter. The first thing that immediately stood out was the plain vanilla default UI, which is minimalist to say the least. After a heavy sigh, I realised that if I wanted to continue efficiently playing ESO I would have to install a bunch of addons via Minion. The only minor problem was that after replacing my Hard Drive last November, despite backing up most data, I had not made a note of which addons I was using. Luckily, a friend who still had the game installed went through their current installation, so I was able to collate a suitable list.

I don’t feel inclined to debate the rights and wrongs of addons in this post, simply let it suffice to say that they are a necessary evil in the case of ESO. Not having them makes playing a lot less efficient and frankly less enjoyable. However, third party addons need to be regularly updated and maintained but as their creators are not paid professionals, contractually bond to do so, they effectively become a lottery, to say the least. Then there is the issue of conflicts, UI errors and poor documentation, all leading to hours of tweaking settings and loading and unloading each add-on to get it to work as described. At present I have this tedious chore ahead of me because as you can see from the screen capture, my UI is an absolute dog’s dinner at present. However, once I’ve sorted the issue out according to my preferences, the presences of 16 addons should enhance my gameplay experience and I can get on with enjoying ESO.

Considering that ESO seems to be doing well within the MMO market and that developer ZeniMax are regularly producing new content and expansions for the game, I find it curious that there is still a reliance upon third party addons. Surely some time and attention could be spent improving and upgrading the UI, officially. Could ZeniMax not take a lead from the most popular addons and create something comparable and officially integrate them into the game? Doesn’t Blizzard Activision have a similar policy with World of Warcraft? It seems odd in an age of corporate control and the monetisation of all aspects of a game, that there is still a relatively free and unregulated culture of third-party addons allowed in some MMOs. Perhaps it’s a cultural hangover from the success of Skyrim? In the meantime I’ll get around to tweaking my own addons in ESO and hopefully won’t have to worry about them for a while. Not until the next expansion Elsweyr is released on June 4th and promptly breaks them all.

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Gaming, MMORPG, Emotes, The "Carlton Dance", Copyright Roger Edwards Gaming, MMORPG, Emotes, The "Carlton Dance", Copyright Roger Edwards

Emotes, the "Carlton Dance" and Copyright

Actor Alfonso Ribeiro has been told he cannot copyright the "Carlton Dance" his character performed in the hit US sitcom Fresh Prince of Bel-Air. Ribeiro, who played Will Smith's pretentious cousin Carlton Banks in the popular TV show, had tried to sue both Take-Two Interactive and Epic Games over use of the routine as an emote in the video games NBA2K16 and Fortnite. The US Copyright Office's denial of the claim was revealed in a motion to dismiss Ribeiro's lawsuit against Take-Two Interactive. Although a court is not bound by the determination, it is very likely that it will take it into consideration. A hearing on the motion to dismiss the lawsuit is scheduled for 18th March. If successful it will effectively end any current legal action taken by Mr Ribeiro and potentially set a precedence for any future lawsuits of this nature. Or will it?

Actor Alfonso Ribeiro has been told he cannot copyright the "Carlton Dance" his character performed in the hit US sitcom Fresh Prince of Bel-Air. Ribeiro, who played Will Smith's pretentious cousin Carlton Banks in the popular TV show, had tried to sue both Take-Two Interactive and Epic Games over use of the routine as an emote in the video games NBA2K16 and Fortnite. The US Copyright Office's denial of the claim was revealed in a motion to dismiss Ribeiro's lawsuit against Take-Two Interactive. Although a court is not bound by the determination, it is very likely that it will take it into consideration. A hearing on the motion to dismiss the lawsuit is scheduled for 18th March. If successful it will effectively end any current legal action taken by Mr Ribeiro and potentially set a precedence for any future lawsuits of this nature. Or will it?

We live in curious times when existing laws regarding copyright and the protection of intellectual property struggle to keep up with the digital age. The Ribeiro case reminded me of brouhaha from late 2017 when singer Taylor Swift sought to copyright phrases from her album Reputation "in order to use them on a wide range of merchandise that includes everything from guitar picks to t-shirts". And then we have the ongoing culture war between Star Wars fans and Disney, regarding fan films and the like. Regardless of which side of the debate you support, these situations highlight the paradox of popular culture. People absorb and the re-iterate the tropes and motifs that appeal to them, but unlike traditional mediums such as the written word, determining who is the “owner” of the source content is far harder. There may well have to be a recalibration of such things in the not too distant future and like any big legal change it may prove to be an uphill struggle and will have substantial consequences.

Which brings me back to video games and in particular emotes, that are so popular among players. I have no idea what the specific psychology is that makes these short-animated vignettes so enthralling, but gamers desire them and that is sufficient for them to be monetised and become valuable source of revenue to publishers. Furthermore, many of these emotes have their roots in pop culture, which makes Ribeiro case so interesting. Star Trek Online features a “Zombie” dance emote which obviously comes from Michael Jackson’s iconic Thriller dance routine. There’s also an “Unusual” dance emote that is suspiciously similar to the “Carlton Dance”. They’ve been there for a while and naturally haven’t garnered any attention as the MMO doesn’t have an audience comparable to that of Fortnite. But if these were to be removed from the game along with all the emotes in LOTRO, ESO and every other multiplayer title, then it would diminish the enjoyment of the games for a substantial group of players. It may not be a deal breaker for all, but the loss of emotes may well be an impediment for role-players. It would also mean a loss of revenue as so many emotes are granted via lootboxes.

If, for the sake of argument, emotes did become intellectual property and protected by copyright, then naturally some developers would remove them from their games to avoid paying potential licensing costs. Could such a situation lead to wider pop culture references becoming similarly subject to copyright law and eliminated from current products? Such a situation would certainly prove a headache for the likes of Blizzard and their flagship MMORPG World of Warcraft. We live in an age of increasingly bold business practices and a prevailing ethos of “if it can be monetised then do it”. Hence artists will look to all aspects of their work as a source of revenue, be it a dance unique to them, a catchphrase or even a style or aesthetic. And naturally video games as a “live service” want to include such things as emotes and cosmetic skins in their products. But although all parties like the idea of making financial charges, no one like to be on the receiving end of them. Ultimately, this all becomes a very difficult circle to square. I suspect that the Ribeiro case is not the last we shall here about this matter.  

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New Ships, Keybinds and Voice Acting

There has been a degree of controversy over the Discovery Operation Pack that has recently been made available for purchase in Star Trek Online. The bundle featuring ships, bridge officers, cosmetic items and more is displeasing some core players who feel that it is over priced and lacks anything relevant for Romulan and Klingon races. Personally, I’m only interested in two specific items from the pack, such as the Tier 6 Gagarin Miracle Worker Battlecruiser and the combat pet Tardigrade but at present they cannot be purchased separately. So, I shall not be parting with any money at present. The Gagarin Miracle Worker Battlecruiser is relatively similar to the Tucker Tactical Miracle Worker Cruiser, which I already own. However, it is an improvement aesthetically speaking (a subjective point, admittedly), so for me the obvious compromise is to purchase the fleet version and forgo the unique space trait and settle for an additional console slot. As I’m not a high-end player, the look and feel of a ship has as much appeal to me as its stats.

There has been a degree of controversy over the Discovery Operation Pack that has recently been made available for purchase in Star Trek Online. The bundle featuring ships, bridge officers, cosmetic items and more is displeasing some core players who feel that it is over priced and lacks anything relevant for Romulan and Klingon races. Personally, I’m only interested in two specific items from the pack, such as the Tier 6 Gagarin Miracle Worker Battlecruiser and the combat pet Tardigrade but at present they cannot be purchased separately. So, I shall not be parting with any money at present. The Gagarin Miracle Worker Battlecruiser is relatively similar to the Tucker Tactical Miracle Worker Cruiser, which I already own. However, it is an improvement aesthetically speaking (a subjective point, admittedly), so for me the obvious compromise is to purchase the fleet version and forgo the unique space trait and settle for an additional console slot. As I’m not a high-end player, the look and feel of a ship has as much appeal to me as its stats.

Although not as bad as some MMOs, STO does suffer from a degree of skills bloat, which means that space combat can be somewhat of a “clickfest” at times. Therefore, a lot of players, especially those who pursue high DPS, use keybinds to facilitate the efficient activation of skills. There are third party tools that allow multiple abilities to be assigned to a single hotkey. Most people tend to use the spacebar for this, which can then be quickly used to activate each skill, one after the other. It certainly removes extraneous mouse movement and furious clicking but after some recent experimentation, I have decided return to the old school approach. Manually picking skills and making tactical decisions is half of the fun of space combat and automating this process robs the game of some of its allure, or at least for me it does. Oddly enough, while doing some research as to how to use keybinds and what software to use, I discovered that the console version of STO allows players to automate skills use, as well as weapons fire. On the PC version, only the latter is available. I wonder if Cryptic intend to address this disparity?

Finally, I read this week about allegations of sexual misconduct made against voice artists and actor Vic Mignogna. I am only familiar with the man through Star Trek Continues and his voice work in STO as Captain Isaac Garrett and was not aware that he was well known in the Anime community for his vocal talents. A few contributors to the STO subreddit have raised the question as to whether his dialogue should now be removed and replaced with an alternative actor. It certainly made me stop and think. I am by no means an advocate of kneejerk reactions, but I can also understand why companies, especially those based in leisure industries would want to distance themselves from such a situation until due process has run its course. It will be interesting to see what (if anything) developers Cryptic decided to do. Irrespective of Vic Mignogna’s respective innocence or guilt, the entire matter is escalating and potentially getting subsumed into the wider ongoing culture wars. #Animegate is sadly now a thing and as such I wouldn’t want to see that anywhere near STO or take root in its community.

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Mirkwood, Enedwaith or The Great River?

Due to the nerfed levelling curve of Shadows of Angmar and Mines of Moria, I recently completed the Epic Story up to Volume II, Book 8: Scourge of Khazad-dûm and reached level 64 without any major problems. Hence, I wrote about preparing to play through the Siege of Mirkwood expansion. Content that I haven’t touched since its release in 2009. Well to cut along story short I completed the prologue and travelled over the Anduin to the Malledhrim bridgehead and quickly remembered why I disliked the dark and dingy forest with its densely packed mobs. So I revised my plans and decided to go to Enedwaith as I was the right level to revisit that zone. I was not a big fan of the story, finding the feuds between Dunlending clans and the machinations of Saruman somewhat of a distraction. However, I did like the sub-plot about the Dwarf Nâr at the library at Zudrugund to be more engaging, so I headed South, rather than striking East.

Due to the nerfed levelling curve of Shadows of Angmar and Mines of Moria, I recently completed the Epic Story up to Volume II, Book 8: Scourge of Khazad-dûm and reached level 64 without any major problems. Hence, I wrote about preparing to play through the Siege of Mirkwood expansion. Content that I haven’t touched since its release in 2009. Well to cut along story short I completed the prologue and travelled over the Anduin to the Malledhrim bridgehead and quickly remembered why I disliked the dark and dingy forest with its densely packed mobs. So I revised my plans and decided to go to Enedwaith as I was the right level to revisit that zone. I was not a big fan of the story, finding the feuds between Dunlending clans and the machinations of Saruman somewhat of a distraction. However, I did like the sub-plot about the Dwarf Nâr at the library at Zudrugund to be more engaging, so I headed South, rather than striking East.

Enedwaith is a curious zone, made when the game transitioned to hybrid, free-to-play back in 2010. It looks very different from other regions and the terrain looks less European and more like North America in places. But frankly it makes for a nice break after trekking through Moria. So I started moving through the various quest hubs which are very linear. The XP flowed freely, and I soon gained another three levels. Yet due to my rather orderly approach to life, my subconscious started nagging me for bypassing Mirkwood. I must admit, I also got a little bit frustrated with some of the quests which did that classic LOTRO thing of sending you backward and forwards, continuously between two remote points, on a endless spree of spurious errand. Hence, I decided to move on, but did I go and join the Malledhrim? No, I promptly went to The Great River area, where the initial level 70 content gave out substantial XP.

Naturally, if I had remained playing on the Legendary Server none of this would have been an issue but I stand by my choice to roll a new alt on Laurelin. So as a compromise, I have decided to do some skirmishes (the current event is good motivation for this) and then mop up some outstanding deeds in lower level zones. Hopefully this should get my Guardian up to 70 and then I shall bite the bullet and follow just the Epic Story through Southern Mirkwood. Then it will be time to tackle the journey of the Grey Company through Enedwaith and Dunland. However, I do find this “agony of choice” malaise to be a curious thing. I guess the reason I’ve never encountered it before is because I don’t usually level alts and have previously just played through all content on my primary character, as it was released. The fact that there weren’t options and choices in the past is why I simply blitzed through what was on offer. I also think that it’s preferable for me to stick with content in the order it’s intended, because having played quite intensively since last August, the narrative has made a lot more sense. You notice how minor characters reappear in the story later and tend to have more significance than you think. So to recap, I’m bound for Dol Guldur but reserve the right to contradict myself and change my mind, because gaming is about enjoying yourself.

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Gaming, LOTRO, MMORPG, Ill Omens Skirmish Event Roger Edwards Gaming, LOTRO, MMORPG, Ill Omens Skirmish Event Roger Edwards

LOTRO: Ill Omens Skirmish Event

The following was included in last Monday’s LOTRO patch notes (Update 23.3 Release Notes). February 7th brings a new event: “Ill Omens” to Skirmishes throughout the game! Evil stirs in Minas Morgul, and harbingers of the Dead City spread across Middle-earth! Each day, your characters will have the chance to participate in a Skirmish Assault, which will send them to specific sets of existing Skirmishes in search of dangerous new foes. Characters who complete a Skirmish Assault will earn a special currency that can be exchanged for new equipment and cosmetic rewards. As for the most dedicated Skirmishers of Middle-earth, there are several new Deeds and titles to be earned during “Ill Omens”. In addition, characters who complete twelve Skirmish Assaults while the event is active will earn a powerful cap-level statted reward.

The following was included in last Monday’s LOTRO patch notes (Update 23.3 Release Notes). February 7th brings a new event: “Ill Omens” to Skirmishes throughout the game! Evil stirs in Minas Morgul, and harbingers of the Dead City spread across Middle-earth! Each day, your characters will have the chance to participate in a Skirmish Assault, which will send them to specific sets of existing Skirmishes in search of dangerous new foes. Characters who complete a Skirmish Assault will earn a special currency that can be exchanged for new equipment and cosmetic rewards. As for the most dedicated Skirmishers of Middle-earth, there are several new Deeds and titles to be earned during “Ill Omens”. In addition, characters who complete twelve Skirmish Assaults while the event is active will earn a powerful cap-level statted reward.

I finally got around to logging into LOTRO today, as I’m preparing my level 64 Guardian to enter Southern Mirkwood. So, after spending some additional points on my skirmish soldiers to boost their statistics, I decided to try the Ill Omens event. A new NPC, Nedda Pinleaf, has been added to the Southern Bree skirmish camp (as well the ones in the Twenty-first Hall and at Ost Galadh) who bestows both a daily and a meta quest. Effectively you’re required to run four out of five specified skirmishes and defeat the “Harbingers of the Dead” that now appear as an additional encounter. Completing this daily event earns you Tokens of Ill Omens which can be used like any other barter currency in the game. As ever the rewards are mainly cosmetic offering pets, cloaks and housing items. After completing 12 daily events successfully, players are rewarded with an Epic Level Essence of their choice.

I subsequently played through Defence of the Prancing Pony on my Guardian (with Archer Skirmish Soldier) and then Thievery and Mischief on my Lore-master (with Warrior Skirmish Soldier) to determine what (if any) difference adding the “Harbingers of the Dead” has made to these skirmishes. Although it is enjoyable to have an additional enemy included in the proceedings, it doesn’t significantly impact upon the difficulty. So far, the Harbingers that I have fought have been statistically comparable to standard encounter bosses. However, they may still present a challenge to the ill prepared player. Furthermore, it should be noted that for the daily quest to be completed you must undertake the required skirmish at your current level. If you reduce the difficulty level via the Instance Finder, then the quest will not register as completed, despite a successful outcome.

I have always enjoyed the Skirmish system in LOTRO and therefore welcome this event that highlights their presence in the game. Skirmishes are great for social, group gaming but can also provide a quick fix for the solo player who wants to get things done. The cosmetic rewards that the Ill Omens event offers are not that important to me, but I do welcome the opportunity to earn some high-end essences. At the current level cap, tweaking your build with replacement essences can make some interesting differences. Plus running skirmishes earns skirmish marks which are invaluable when levelling alts, due to their account wide availability. My Guardian is currently decked out in level 63 skirmish vendor gear. Plus, I think it is prudent to have regular events in an MMO, to keep players engaged. Being able to set achievable short terms goals is a mainstay of my approach to gaming

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Gaming, MMORPG, Are You a Team Player? Roger Edwards Gaming, MMORPG, Are You a Team Player? Roger Edwards

Are You a Team Player?

There’s an interesting post over on Tobold’s Blog, regarding how he personally had a successful game in World of Tanks, yet because his team mates didn’t perform as well, they failed to meet the overall group reward criteria. This all too familiar anecdote got me thinking about teams and group play mechanics that are still prevalent in many game genres. Over the years I have tempered my attitude towards teaming up with other gamers and being dependent on them to achieve a collective goal. I have moved from a social gaming mindset born out of my initial altruistic experiences playing MMOs, to a far more transactional outlook. I suspect that I’m not the only player who currently thinks this way.

Unless your team is full of incompetent fools…

There’s an interesting post over on Tobold’s Blog, regarding how he personally had a successful game in World of Tanks, yet because his team mates didn’t perform as well, they failed to meet the overall group reward criteria. This all too familiar anecdote got me thinking about teams and group play mechanics that are still prevalent in many game genres. Over the years I have tempered my attitude towards teaming up with other gamers and being dependent on them to achieve a collective goal. I have moved from a social gaming mindset born out of my initial altruistic experiences playing MMOs, to a far more transactional outlook. I suspect that I’m not the only player who currently thinks this way.

I suspect that the issue that Tobold faced in World of Tanks, was down to auto-grouping and teaming up with random players. I have had similar experiences in Star Trek Online when joining Task Force Operations. Although there is a Team Chat facility it tends not to get used in any useful fashion. Most of the PUGs I join tend to avoid discussing any strategy and assume that players know the accepted method for efficiently clearing the content. Naturally there are times when it’s a free for all and somewhat chaotic and on such occasions a suboptimal outcome is most likely. Such is the nature of PUGs as opposed to grouping with friends and playing co-operatively in a more organised and co-ordinated fashion.

A decade ago, games such as LOTRO required much of the content to be played as a group. Plus, MMOs still had an air of novelty to them and the community was possibly more socially orientated. I have written previously that this was a period of my life that lent itself to such gameplay. I had both the time and inclination to group, form a plan and play towards shared goals. In the case of LOTRO, we had a lot of high tier players in our kinship who were happy to group. So most of the time, instances and, raids usually went well. Therefore, if we failed, it wasn’t a major blow. Sadly, that mindset is no longer the default position. Time is now a premium and so it is desirable to ensure that any group activity is efficient, resulting in a positive outcome.

Gaming has changed in many ways in the last decade. For a while there was an egalitarian air to the MMO genre. The social dynamic was embraced, extolled and acted upon. But as gaming became more commercial and more “business like”, that community vibe slowly dissipated. That’s not to say it doesn’t exist. There are still plenty of social guilds and player who do everything as a team. There just seems to have been a major pendulum swing. I still join guilds in other games I play but they are a means to an end, rather than a specific social choice. Auto-grouping has become my default means of grouping because it’s quick and easy. Overall, I prefer to play solo and endeavour to do as much as I can that way. The main reason for this is time and not wishing to be dependent on others. Grouping despite its social benefits is not always an efficient use of game time.

I guess whether you’re a team player or not, comes down to several things. Are you disposed to such behaviour in real life? Do you play to specifically to interact with people? Do you feel that it’s tactically better to play as a group? Whatever the reasons, I’m not entirely sure that game developers looks at this social imperative in the same way as they use to. Auto-grouping is really just auto-facilitating. It simply allows players to loosely co-operate in the most basic of terms. It’s also a lot easier to implement in a game and thus leads to the ongoing evolution or dilution, depending of your perspective, of the MMO genre. And I’m not much help because I’m on the fence with this issue. There are occasions when I have the time and inclination, that I want full blown, old school group play. But most of the times, I just want to get stuff done via the path of least resistance. What about you? Are you a team player?

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Gaming, MMORPG, BioWare, Anthem Open Demo Roger Edwards Gaming, MMORPG, BioWare, Anthem Open Demo Roger Edwards

Anthem Open Demo

Before I start with my thoughts on the actual nuts and bolts of Anthem, let me just say that it’s nice that the concept of “the demo” still exists. There was a time when I use to buy various computer magazines in the late nineties, and they would all have a cover disk filled with game demos. I discovered many great games that way (MDK, Hidden and Dangerous), simply by having access to a few levels of a new title. Game developers seem ambivalent towards the concept of “try before you buy” these days. More often than not we get early access instead, which is not the same thing at all. But a functional demo that gives you a decent representation of the full product is a far better proposition. For the gamer at least. Because if you play it and like it, then you are sold. Unlike early access where you may see a product with prospects but whether it comes to fruition is another thing entirely. However, demos are a double edge sword, because may also come to a clear and unequivocal conclusion that you don’t like the game in question, or that is simply not for you.

Before I start with my thoughts on the actual nuts and bolts of Anthem, let me just say that it’s nice that the concept of “the demo” still exists. There was a time when I use to buy various computer magazines in the late nineties, and they would all have a cover disk filled with game demos. I discovered many great games that way (MDK, Hidden and Dangerous), simply by having access to a few levels of a new title. Game developers seem ambivalent towards the concept of “try before you buy” these days. More often than not we get early access instead, which is not the same thing at all. But a functional demo that gives you a decent representation of the full product is a far better proposition. For the gamer at least. Because if you play it and like it, then you are sold. Unlike early access where you may see a product with prospects but whether it comes to fruition is another thing entirely. However, demos are a double edge sword, because may also come to a clear and unequivocal conclusion that you don’t like the game in question, or that is simply not for you.

Because so many gamers see criticism and analysis as a personal attack on their opinions and therefore an assault upon themselves, let me make this first point very clear. I do not think Anthem is a bad game (from what I have seen). At its core, it is a fun, exciting experience. It does exactly what it sets out to do and appears to do it well. Got that? Good. Because a lot of the other stuff, IE the story, the characters, and the overall aesthetic are arbitrary. Again, let me stress they are not bad, just adequate. Up to a standard to coin a phrase. But far from unique, not outstanding or in any other way exceptional. I have written in the past about the misrepresentation of the word “adequate” and that not every game has to be a genre milestone. But this is a BioWare game being published by EA. It’s got multimillion-dollar, big bollocks, in your face, hyped up bullshit written all over it in large neon letters. If you want the full experience (Legion of Dawn Edition) it will cost you £70, all but a penny. Call me old fashioned but if I part with that amount of cash, I want more than what I’ve described.

Earlier today, I fired up the demo and quickly got into the game. There were no logon or server issues this time round. I found myself in a Fort Tarsis and quickly got funnelled to the expositonary NPC and quest bestower. As Anthem uses the Frostbite Engine, everything looks fancy although I found a lot of the production design to be somewhat generic. As it’s a limited demo I repeatedly got onscreen messages telling me that I cannot interact with NPCs and items. Nope BioWare wanted me to go get in my Javelin exo-suit and sod off and start shooting stuff. Now I noted that this first part of the game was all in first person. Whether that is the case in the full release I do not know. Let it suffice to say that if all the RPG elements are conducted in such a manner, then that’s another stumbling block for me. So, I subsequently donned my fancy armour and found myself with three other random players out in the combat zone. Everyone promptly ran off in different directions and started experimenting with the game controls. I was hoping there would be some semblance of a tutorial but no, you just have to figure shit out for yourself. It is however very intuitive and easy to work out.

Well let me save both you and I a lot of time. If you played Destiny 1 or 2 then the combat is pretty much the same. The only difference here is that you have thrusters to fly for limited periods and you have the benefits of a third person view. You have two ancillary weapons, which on the ranger class javelin are explosive projectiles and you have a melee skill. The game is fluid, requires situational awareness and robust twitch skills. The added verticality adds to the challenge requiring you to get above and behind enemies and objects, hover, shoot and move on. If you are young with good reactions, have played other games that require you to interact with similar three-dimensional environments and are adept with keyboard and mouse, or a games controller, then the combat in Anthem will really appeal to you. If you are of an older group, you may find it harder to keep up with the game. I played overall for three hours and during that time quickly got the measure of the game. Because while everyone else was flying around, shooting mobs and efficiently traversing the environment, I was adjusting my pince-nez, sipping my Amontillado, trying not to be distracted by the garrulous in-game voice over and trying to determine which key did what.

The thing is with Anthem, a player such as I will probably have to work twice as hard to train myself not to over steer, get disorientated and fall behind the group. Because the combat is pretty much the foundation of the game experience, you need to be proficient to get the most out of the game. I don’t think its strength will lie with its narrative, characters and production design. As I said, these are all adequate (from what I could see) but nothing more. A decade ago I would have been happy to put in the time and the effort to improve my performance and prove a point. But not now. I play to have fun primarily and if I’m not up to the task, then I am happy to move on. I don’t blame the game or myself and I’m not under any obligation to “git gud” to embrace some spurious philosophy that the only good game is a competitive challenge. So Anthem is not for me. Let those who enjoy the demo, purchase the full edition and go have their fun. I’ll find mine somewhere else. As for those who are expecting the much lauded BioWare storytelling experience, I’d be interested to know in a few months from now as whether it’s there or not.

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Star Trek Online: Ninth Anniversary and Stuff

I have suffixed the title of this post “and stuff” so I can address several Star Trek Online related thoughts in a single blog post. Despite the fact that I frequently play STO it is does oddly get neglected in my writing. So, let us start with the issue of the ninth anniversary. As ever Q is back with the anniversary event and once again, we are stabilising Omega Molecules. This year’s reward is a Tier 6 Vulcan T’Pau Scout Ship. There are also emotes and sundry other items to earn during the duration of the festivities, but I more interested in the anniversary itself. Not many MMOs make it to nine years and if they do, they aren’t necessarily in as good shape as STO. The game has a stable and loyal playerbase and is currently tied-in to Star Trek: Discovery. Further established Trek actors are supplying voice acting and the game seems to be doing well across both PC and consoles. Like LOTRO, STO uses the IP well and seems to “fill in the gaps” in the existing lore as well as expand and extrapolate established canon. One of the best things about STO is that there’s always something to do in-game as well as new content in the pipeline. Perhaps this along with the handling of the IP is why the game endures.

I have suffixed the title of this post “and stuff” so I can address several Star Trek Online related thoughts in a single blog post. Despite the fact that I frequently play STO it is does oddly get neglected in my writing. So, let us start with the issue of the ninth anniversary. As ever Q is back with the anniversary event and once again, we are stabilising Omega Molecules. This year’s reward is a Tier 6 Vulcan T’Pau Scout Ship. There are also emotes and sundry other items to earn during the duration of the festivities, but I more interested in the anniversary itself. Not many MMOs make it to nine years and if they do, they aren’t necessarily in as good shape as STO. The game has a stable and loyal playerbase and is currently tied-in to Star Trek: Discovery. Further established Trek actors are supplying voice acting and the game seems to be doing well across both PC and consoles. Like LOTRO, STO uses the IP well and seems to “fill in the gaps” in the existing lore as well as expand and extrapolate established canon. One of the best things about STO is that there’s always something to do in-game as well as new content in the pipeline. Perhaps this along with the handling of the IP is why the game endures.

In October last year, Cryptic released a new Star Trek: Discovery themed “starting experience” that allows players to create characters from 2256. As ever there’s a fairly involved narrative which references Klingon lore from that era and the war with the Federation. There’s the added bonus of Jeffrey Combs playing Captain Thy'kir Shran, the great-grandson of Thy'lek Shran from Star Trek: Enterprise. However, due to the main story of STO being set in 2409, the writers have to once again fall back on that old tried and tested Trek “get out of jail card”, time travel. Hence, Agent Daniels makes a further appearance and uses more temporal shenanigans to bridge the timelines. It’s an acceptable plot device if you’re new to the game, but it’s already been previously used in 2016 in the Agents of Yesterday expansion. Plus, if you don’t create a new character and play through this specific tutorial, the follow up story set in the twenty fifth century that is available to established alts, is a little confusing to say the least.

Now I happen to enjoy Star Trek: Discovery and am therefore happy to have content from this era along with voice acting from Mary Wiseman added to the game. But there is a downside to this. In an attempt to streamline and coherently curate all the previous episodes of STO, Cryptic have had to alter their running order. Some stories have been taken out of the chronological sequence and categorised as Side Content: The Galaxy at Large. If you are a dedicated trek fan who starts playing the MMO from scratch, you may have to play a fair amount of content across multiple factions before everything falls into place. After nine years that game does seem to be sagging under its irregular narrative growth. But despite these occasional quirks the stories available do all have a strong Trek feel to them. Last summers Victory is Life expansion contained some of the best written material outside of the shows themselves. It certainly tapped into the best elements of Star Trek: Deep Space Nine. It’s a shame it is not officially canonical.

Another issue that Cryptic have been trying to address of late is encouraging players to participate more in the various group PVE missions or Task Force Operations as they have been renamed. This content provides among other rewards, rep tokens which are required for reputation faction advancement. In the past it would be difficult for players to find a group for some of the less popular TFOs, so the developers came up with the Universal Endeavor system. This offers daily TFO challenges along with bespoke rewards. They also added a facility to join a random TFO with enhanced loot. As of the 23rd January and the start of the 16th STO season, Personal Endeavors have been added to the game, offering three random tasks that can be completed by replaying missions, running TFO or visiting the various battlezones in the game. If you are presented with a task that is not to your liking, you can reroll another using tokens that are given as part of the Personal Endeavors rewards. The system also provides perk points that can be spent to unlock account-wide bonuses that apply to all characters equally. For the casual player this offers an enjoyable challenge, where the dedicated min-maxer will have yet a further set of options to tweak their build.

After a year of trying a variety of ships in STO I have returned to my Tucker Tactical Miracle Worker Cruiser. The prevailing game meta has changed once again and frankly I’m not quite au fait with the latest popular theories, so I have opted for a lore-based phaser beam weapons and selected gear for a standard Auxiliary to Battery build. Everything equipped is Mark XV and upgraded to Epic level. As I no longer have any DPs parsers installed and I’m not inclined to go down the rabbit hole, I have no idea what my “official numbers” are like, but stuff dies and dies quickly, and I no longer fly like a complete fool which helps a lot. Overall, I find myself well placed at present to enjoy STO. I bought the game on launch and it took both me and Cryptic a while to find our respective feet. I played the game on and off during it’s first four years and it wasn’t until the launch of the Delta Recruitment Event in May 2015 that it fully got a hold on me. By then a lot had been done to file down the rough edges. STO still has some that need attention but I’m glad that nine years on the game is still alive and kicking. I mean what other MMO has Horta combat pets or Gorn’s in Hawaiian shirts?

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Gaming, MMORPG, LOTRO, Star Trek Online, Screenshots Roger Edwards Gaming, MMORPG, LOTRO, Star Trek Online, Screenshots Roger Edwards

Screenshots

There is a strong social element to video games, regardless of the genre. Gamers like to share their thoughts and opinions with others via forums, blogs and videos because of their common interest. So, it is hardly surprising that video game enthusiasts like to take screenshots and preserve a record of their activities. Subsequently, the ability to capture an image from a game has now become an integral aspect of gaming culture and many titles now have a dedicated screenshot facility. This may range from a simple screenshot key to a comprehensive photo mode in which you can pause the game and pan the camera around the game environment. It’s a far cry from two decades ago when players would often have to rely on bespoke third-party programs such as FRAPS to take screenshots, or simply use the PrtScn button and then paste the image into a photo editor.

There is a strong social element to video games, regardless of the genre. Gamers like to share their thoughts and opinions with others via forums, blogs and videos because of their common interest. So, it is hardly surprising that video game enthusiasts like to take screenshots and preserve a record of their activities. Subsequently, the ability to capture an image from a game has now become an integral aspect of gaming culture and many titles now have a dedicated screenshot facility. This may range from a simple screenshot key to a comprehensive photo mode in which you can pause the game and pan the camera around the game environment. It’s a far cry from two decades ago when players would often have to rely on bespoke third-party programs such as FRAPS to take screenshots, or simply use the PrtScn button and then paste the image into a photo editor.

The MMO genre, with their rich persistent worlds, lends itself greatly to screenshots. Often the environments and the graphical design is reason enough to capture images. I have done this often in games such as LOTRO and STO and have folders filled with pictures of landscapes, vistas or battles. Screen captures also provide a convenient means to document achievements and social activities. Players will often take a group picture after a successful raid or at in-game events such as festivals. The convenience of this system also makes it ideal for collating data regarding builds and equipment. Taking a screenshot of your skills tree and how you’ve spent your points is so much easier than meticulously transcribing the details. And as game preservation and history becomes a more important subject, images taken over a period of years can be invaluable in documenting change. I have several hundred LOTRO screenshots taken over a period of nine years. Many show features and systems that have been altered or replaced.

There are specific aspects that contribute to a good screenshot. Like photography, these are based in composition, lighting and creativity. Furthermore, such images can be enhanced using standard photo editing software. Tweaking the brightness or contrast can make a difference and improve the overall presentation. However, in recent years, some games have gone a stage further and introduced a far more comprehensive photo mode that does more than just capture what is initially apparent. I first encountered this facility in Middle-earth: Shadow of Mordor. The player can pause the game at any time during proceedings, and then move the “camera” around the environment to either see the subject form an alternative angle, or as a means to explore aspects of the world not immediately clear. Different elements can be made the focus, while others reduced in clarity. The game UI can be removed, and the finished image framed with specific borders if chosen. There is a similar functionality in Assassin’s Creed: Odyssey and it produces some compelling screenshots.

However, there can be some problems associated with taking screenshots. Some contemporary triple A games have started using anti-tamper software that blocks third party apps such as FRAPS. I have experienced this with such titles as Star Wars: Battlefront II and Ghost Recon: Wildlands. One solution is to take a screen capture using the in-game overlay that is built into the client launcher, such as Origins or Uplay. The down side to this is that you have to customise settings of each launcher if you want to use a standard screen capture key. Alternatively, if you have a Nvidia graphics card then GeForce Experience software offers a universal screenshot facility. This not only works for games but can capture images from your desktop as well as videos played via VLC Player or similar software. But regardless of the technicalities as to how you take your screenshots, ultimately, they are a distillation of all the reasons why we game. Like conventional photographs they are a means of capturing a moment for posterity, that can later be shared and reflected upon.

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Gaming, LOTRO, MMORPG, Taking Stock of Progress Roger Edwards Gaming, LOTRO, MMORPG, Taking Stock of Progress Roger Edwards

LOTRO: Taking Stock of Progress

On Tuesday 27th November 2018, I created a new High Elf Guardian on Laurelin server. To date I have spent 122 hours 46 minutes 32 seconds on this character and have currently reached level 60, exactly halfway through current level cap of 120 in LOTRO. It has been a busy but very enjoyable two months. Overall the experience has revitalised my interest in LOTRO and the MMO genre. I have written several blog posts recently, highlighting the changes that have been made to the base game and first expansion over the years. Let it suffice to say that both Shadows of Angmar and Mines of Moria now offer a fast path through the games main content. My current levelling experience has been radically different to that I had when I started playing LOTRO back in 2008 and 2009. I believe it took me then nine months to reach the level cap of 60 on my primary alt. I achieved this just prior to the release of Siege of Mirkwood in September 2009.

On Tuesday 27th November 2018, I created a new High Elf Guardian on Laurelin server. To date I have spent 122 hours 46 minutes 32 seconds on this character and have currently reached level 60, exactly halfway through current level cap of 120 in LOTRO. It has been a busy but very enjoyable two months. Overall the experience has revitalised my interest in LOTRO and the MMO genre. I have written several blog posts recently, highlighting the changes that have been made to the base game and first expansion over the years. Let it suffice to say that both Shadows of Angmar and Mines of Moria now offer a fast path through the games main content. My current levelling experience has been radically different to that I had when I started playing LOTRO back in 2008 and 2009. I believe it took me then nine months to reach the level cap of 60 on my primary alt. I achieved this just prior to the release of Siege of Mirkwood in September 2009.

I am currently working through the Mines of Moria Epic Story but have already been given the prologue quests for the Siege of Mirkwood. At present I am taking stock of my progress through the game and planning ahead. I may take time to focus on deeds to increase my virtue traits and to ensure I’ve unlocked all my racial skills. I am also managing the Legendary Item system without actually using the weapons. As I progress through the game, I intend to level several LIs and then deconstruct them, thus ensuring that when I reach level 100, I can craft a First Age Guardians sword and belt and add the legacies that I want. Once this is done, I shall make use of the imbuing mechanic and then effectively forget about my Legendary Weapons apart from occasional upgrades. Having access to the account wide barter wallet has also allowed me to equip superior gear. I purchased The Shield Bearer’s Armour Set, early this week using Medallions of Moria I had earned nine years ago on my Lore-master. I intend to ensure my character is a robust as possible before travelling to Southern Mirkwood.

After doing some research it would appear that the Siege of Mirkwood has remained unaltered since its release. Therefore, there is going to be a noticeable change in level progression as I play through the PVE content. The mob density is high and the XP from quests is more than likely not going to be as generous as it has been up until now. I therefore wish to ensure that my character is as robust as they can be when entering this zone. If memory serves, I believe that Mirkwood was also the first expansion that made key quests and instances solo friendly. One of the most noticeable differences I’ve found with Shadows of Angmar and Mines of Moria since I first played through them, is how the need to group has been sidelined. It’s still there as an option but it’s no longer the only way to progress. I completed The Drowned Treasury instance this week and could happily solo my way through it, due to the “inspiration buff” and my over powered build. It was quite a contrast to my first play through in 2009, where I was assisted by my kinship. Back then, even with six experienced players, it proved quite a challenge.

The two aspects that made LOTRO special for me back when I first started playing, where the social dynamic and the underlying narrative. This was my first MMORPG and I was at a point in my life where I could accommodate the grouping requirement. Hence, I really enjoyed doing instances and activities with a close group of friends. Second time around and nearly a decade later this social imperative is no longer a necessity. I’d argue that actually finding another five people to join a fellowship to tackle an instance such as The Drowned Treasury would be a “big ask”. However, the story is still there, and it has been very rewarding to experience it a second time round and savour it’s details as well as the way so much of it dovetails into the existing canon. So, as I embark upon the next stage of my ongoing LOTRO journey, there is still much to look forward to. However, it is fair to say that although the experience will more than likely be fun, it will be subtly different this time round. Because time changes things. Both MMOs and people

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