Repairing the Curse

After being somewhat negative about Curse of Xanathon in my latest post I've been thinking a lot about how I would fix its problems and run it in a game. I feel like, despite its flaws, there's a good adventure in there that doesn't really need a whole lot of modification to use. I rarely run published adventures exactly as written anyway; even the best will need some tweaking to fit smoothly into an ongoing campaign.

Step one, in my opinion, is to establish some of the NPCs ahead of time to give the party more of a reason to get involved. We've got a few options here, and should probably use multiple.
  • Duke Stephen - The Theoden in this story. The entire adventure revolves around his strange behavior and trying to discern the reason and a way to cure it, so it's probably a good idea to introduce him ahead of time. The adventure is written for a level 5-7 party, so we can pretty easily get the PCs to Rhoona a level or two early and have an adventure or two using it as their base of operations. Having Duke Stephen portrayed as a fair and approachable ruler makes it clear that something has changed. Maybe have the Duke hold a feast to celebrate the groundbreaking of the new palace the dwarves are constructing for him.

  • Draco Stormsailer - The Grima Wormtongue. Draco is a former pirate and the current captain of the guard. He's also the obvious villain of the piece, yet the PCs don't actually encounter him until the very end of the adventure. Instead, let's have them run into him once or twice before the adventure. Play up his arrogance and comfort in his position. Possibly have him harass a PC rogue and try to shake him down with threats of prison. Give the players a reason to want to see Draco taken down.

  • Xanathon - The Saruman. I like the idea of Xanathon's part in this being entirely hidden from the PCs until they've uncovered evidence otherwise. Let them assume Draco is behind this on his own. Establishing the Temple of Cretia as doing good works in the city would be good. Perhaps have Xanathon be the questgiver for the adventure before this one, so the PCs can meet him and know him as a kind and compassionate man. Of course he had his own reasons for getting the pesky adventurers well out of town, but they don't know that.

  • Eric of Forsett - The high priest of Forsetta. First, let's drop his level a bit. Instead of not doing something because 'it wouldn't be lawful', it should simply be beyond his capability to take on the forces at play here. Also, cut the cryptic act. If he gets involved at all, it should be as a concerned citizen who has been approached by members of his flock who have suspicions about what's going on. It would make sense that members of the Ducal Guard would worship the lawful god in town, so have one of the younger and more idealistic guards come to Eric with his concerns. He could then introduce the guard to the PCs in hopes that they can help.

  • Grimmvat Stonebreaker - A dwarven stonemason. He shows up at the beginning of the adventure to get angry about the decree banning dwarves, and that's pretty much the last we see him. He's a good NPC to have the PCs meet earlier in their career and befriend. If one of the PCs is a dwarf, perhaps they're distantly related. Again, getting the PCs attached to him makes it more likely they'll want to help.

Repairing the Curse
Maybe a less obviously evil symbol for Cretia while we're at it?

Next, what to do about the barracks section of the adventure? As written, the PCs are expected to fight their way through 50 or so guards to find Draco's office and search it for clues. My first thought is to just ditch the fighting part entirely and replace this bit with more investigation. That does cut a fair bit of treasure and XP from the adventure though. My solution, then, is to simply move the whole section. Let's say Draco has been slowly recruiting mercenaries over the past few weeks in preparation for his planned uprising. That works better with Xanathon's plans in any case, as he's hoping for a civil war that will weaken everyone; that only works if the Duke has a sizable force still loyal to him. In fact, let's have the highest level of the mercenaries be Cretia-followers who actually serve Xanathon and would betray Draco at the appropriate time.

So the PCs investigation will lead them to a derelict fort a ways outside of town where the mercenaries are being housed. We'll need to rewrite / cut a few of the encounters that only make sense in a guard barracks and maybe change the map up a bit, but mostly the encounters can be run as written. Instead of a note that spells out the whole plot, we can seed a series of more subtle clues as we go along. A larger than expected number of mercenaries with symbols or tattoos of Cretia perhaps, A payroll chest full of Ethengarian currency. A note alluding to a secret meeting at the temple of Cretia. If the players haven't decided the Temple of Cretia is their next stop by the time they reach the final room here then we can drop the obvious clue on them, but in most cases I wouldn't expect it to be necessary.

The Temple doesn't require much in the way of changes. I would allow the PCs to enter Xanathon's study while it's empty so they have some time to search it and notice the clues pointing to the shrine in the mountains before having Xanathon discover them tossing the place. Also, I'd cut the 'riddle' he tells them because really, if that's not on the evil overlord list it  should be. "I will not taunt the heroes with riddles that reveal my one weakness." Realizing that he can't be harmed combined with awareness of the shrine should be enough to point the players in the right direction. If it's not, I suppose we can have the Spuming Nooga come to them in a dream and show them the way.

Repairing the Curse
I am INVINCIBLE! Let me tell you how!

Beyond this point, we can pretty much run the adventure as written. The shrine is populated by evil creatures and undead like any good dungeon, and the palace is mostly empty until the PCs find Draco and confront him. With just a few changes we've gone from a questionable mystery that repeatedly hits the PCs over the head with the clue-by-four to something that might actually surprise them. The core of the adventure was solid, the trappings just needed a little changing up.

Overwatch Frustrations

Overwatch Hype
Overwatch Frustrations

On Tuesday October 27th Blizzard opened the doors of Closed Beta for it’s highly anticipated shooter called Overwatch.  As you might expect, the internet as a whole quickly lost their shit and reverted to a state of chain refreshing the battle.net account page to see if they were among the lucky few to get granted access.  What I did not expect however was all of the infighting this process called as folks essentially called down a pox on the house of those who did manage to get in.  It is one thing to be frustrated that you did not get into whatever the hot new Beta happens to be, but it is an entirely different to wish harm upon those who did.  There were even a few folks who decided to flail about declaring that their not getting into Beta shows how little Blizzard cares.  Others talk about how they should have earned access with this or that deed.  At first I thought to myself…  are we really this entitled?  Because seriously… there have been some serious entitlement issues going on over the last few days.

Then I noticed something else happening that disturbs me even more.  For those mere mortals like myself that do not make a living off gaming…  then absolutely it would be entitlement.  However for the folks that make a living through creating content related to Blizzard games…  I started to read this impotently lashing out…  as cold hard fear.  When you make your money by presenting the freshest content on your Stream or your YouTube channel… you are in essence relying on being able to play whatever everyone else is playing.  Not having access means you are missing out on all of these eyeballs that are now suddenly flocking to the internet to gaze into the window at those chosen few who get to play whatever game they want to play.  Right or wrong…  Blizzard is essentially saying who is really important to the future of their product and who is not.

The Hunt for Eyeballs

Overwatch Frustrations

I am a shitty Streamer and an even worse YouTuber…  but the most eyeballs I have ever had on my collective “stuff” is when I happened to get into the first wave of Alpha invites to Trove.  I got to be one of a handful of people playing around with that game, and broadcasting it to the world and it was really noticeable.  It is 6:30 in the morning right now… and one of the Overwatch streamers has over 10,000 viewers at this hour.  During prime time… Overwatch has consistently been the highest watched game on the network.  When you tune into one of these streams, especially the ones going on during the day… you will see a who’s who of internet celebrities fighting each other.  Whether or not they intended it… Blizzard did essentially judge who was important to them and who was not by determining who got into that first wave of invites.  That can be a pretty harsh reality check, especially if you have essentially devoted your career to supporting Blizzard products.

What worries me more however is what this says about the current state of video games in general.  I remember how I felt the first time I got into a Friends and Family Alpha program… or FFA.  I remember the excitement, and the desire to tell the entire world…  but the reality that was I was bound behind a very serious Non Disclosure Agreement.  I remember for one of these FFA programs I had to fax in a signed copy of a thirty page document back to the studio before being granted access.  What made this work is that the company could literally focus on testing the game… rather than having to showcase it to the public 24/7.  Sure it is frustrating to be in a thing that you cannot share… and sure it sucks for streamers especially to need to play something that they cannot show off to their viewers.  However I think the model worked pretty damned well because up until these last few years it has been the model that almost all of the games you can think about nostalgically have been released under.  It lets testing happen beyond the prying eyes of the public and bugs get fixed before it is ready for people to see it.  The problem is… we the gamers have started to feel that there is something dishonest about this process… and that if a company isn’t completely transparent in every single minute action that they take…  that it must be the sign of something horrible going on behind the scenes.

Marketing Cycle

 

Overwatch Frustrations

The big problem is…   we bore of games before they are released.  There are games out there that seem to have permanent alpha and beta cycles, and as we go through seeing them displayed on our screens for two years…  then the final release just seems lacking.  There have been numerous times on AggroChat for example when someone brings up a title… and I have to ask “wait that actually released?”.  There is this constant battle to control the hype cycle about a game, and make sure that your product is getting enough spin among the social media influencers.  So when a game like Overwatch goes into one of these lengthy beta cycles…  the company needs these streamers just as much as the streamers need the game to showcase to their viewers.  They need those all important eyeballs peeping their wares… and getting excited enough to plunk down their hard earned money to purchase goods in it.  The frustrating thing about it… is it feels like we are always in a hype cycle for something.  It becomes much like the American Political system… where the candidates… or games in this case are always running for the next election.  The market at this point is simply saturated with new titles that all sound interchangeable.  MOBA with FPS roots…  FPS with MOBA Character Styling…  FPS gameplay MOBA spirit…  the marketing spin that gets applied to games just seems meaningless after awhile.

Where I really start to get frustrated however is when this hype machine starts hurting people.  Sure watching someone have an internet meltdown is entertaining while it goes on… but behind the screen is someone obviously in pain.  I am not coming out to support those tantrums… but I am coming out to say that for all that is good and right in the world…  lets stop hurting each other over a game.  I have been just like you among those people frantically checking my battle.net account each time a new wave of invites comes out.  So I get it… I get the desire to play that new shiny game.  I’ve done this cycle over and over, and will continue doing this cycle until the games industry changes the way it works.  Even if I want something really badly…  I make it a goal in life to be excited for the people who are having good things happen to them…  rather than being that selfish person who is lashing out at others because they got left out.  I get the frustration and fear especially if you make your living from this sort of thing…. but having a meltdown in front of your followers isn’t going to help either.  The truth is… we are eventually all going to get in… and the additional truth is…  most of us will play a handful of games and then move on to the next shiny thing.  This is not as important as we happen to be making it out right now… and within a years time…  this will feel like another silly incident in the gaming community.  What will stick around however… is how people feel about you and the way you have treated them.  So lets just be awesome to each other while we wait for the next hype cycle to spin up.

 

Something Completely Different

I talk a lot about MMOs, and what I see as their slow decline. I really don’t want to give the impression that I’m down on MMOs as a medium, or that I don’t think a lot of the entries into the genre have been great games. I just look at the horizon and see fewer and fewer notable MMOs coming out, and that concerns me. It reminds me of adventure games back in the ’90s, as fewer and fewer with higher and higher budgets would come out and, if not flop, not set the world on fire. It makes for a saturated market and a very Red Ocean effect. Red Ocean is really bad for MMOs, because the advantage lies with the established games. I haven’t seen an MMO push really hard into the Blue Ocean side of things in a long time, and a lot of the rest have followed a pattern: launch, lose a ton of staff after the first month or three, slowly rebuild until you either lose relevance or slowly build back to something stable and growing (usually this takes a year or more).

Something Completely Different

From the standpoint of someone who wants to see the games industry move forward and be more stable and secure to work in, this is a really bad loop. It means that MMOs lose key staff right at the end of a project, people who (often rightly) assume that there will be big cuts and move on before they happen. It means that turnover is huge, and games lose tons of talented people right after launch, driving up that month-or-three player dropoff statistic. It means that the thing everyone talks about when making an MMO is minimizing risk, because they’re already seen as insanely risky endeavors, so the “safe bet” is to stick close to the experience people expect and make the Red Ocean even redder.

There’s a particular experience you can get right now in an MMO, where you level up your character through a largely static world and get more abilities (to put on your bar) while collecting loot and probably, at the end, raiding some dungeons. It’s a great experience, and I’ve enjoyed it quite a bit. There are a LOT of options for that right now. There’s a notable MMO offering that kind of experience in pretty much every major genre, often multiple times, and they’re still updating and healthy. I know a great many people who are still enjoying that kind of experience, and they’re getting it. I think that’s awesome, and if you want that kind of experience in an MMO, I think you’re spoiled for choice. Many of the ones that have stuck around are quite good, and if you didn’t like one previously, it’s probably worth your time to go back and take another look, years on, because it’s probably been fixed up and updated since then.

There’s an experience that’s faltered in the meantime. It’s been a really long time since I played an MMO that made me feel wary about pushing forward, as fast as possible. I haven’t been lost in an MMO in more than a decade. I haven’t felt like I’ve been exploring for any purpose other than to fill in a map. These worlds carry no secrets anymore, or they’re so rare that only a precious few lucky players get to enjoy them before they’re known by all.

Something Completely Different

Something Completely Different

I don’t feel like the kind of game I’m talking about is forever lost. As you may have heard on this week’s podcast, Ash is cynical, and suggests that the rise of datamining and information sites have killed the idea of MMOs with secrets stone dead. I don’t think that’s necessarily the case, it just requires that a development team build their world with secrets and adaptation in mind and not immediately throw up their hands and say “nope, everything we do will be on the internet in a matter of minutes”. I think that it’s possible for a game to continually surprise you and keep you guessing, even if a lot of the variables are known. Our data collection in MMOs is good enough that we could come up with a lot of very interesting procedural content just by plugging in the data streams.

Consider a situation where the mobs you fight in various areas “learn” from how players kill them. As time passes, they change their ability sets and their behavior to better answer the ways players approach them, forcing the playerbase as a whole to change its tactics on a regular basis. It’s somewhat similar to the Diablo escalation, where mobs start getting new and varied “types” that make you change how you approach them, and as I understand it it’s one of the most compelling parts of that game’s replayability. Provided it’s possible to quickly alter your approach to combat (which I think is also important to keeping an MMO fresh), you’d turn a lot of “trash mobs” into legitimate encounters without a lot of overhead. Even if players know every ability a mob COULD have, which ones they’re using at any given time are going to constantly change. You can even tie this to mob types, so you learn to look at mobs and determine how much and how fast they’d learn. I harp a lot on the concept of “trash mobs” vs “encounters”, and I feel like there’s space for a game where the ratio of those two things is a lot more even. There’s very little reason other than a kind of “me too” mentality that you couldn’t run into more interesting encounters on a regular basis.

Something Completely Different

As another example, you’re probably familiar with “zone sweepers”. They’re the Holly Windstalkers, the Sons of Arugal, and the Fel Reavers of MMOs, big, powerful monsters that severely outclass both the other monsters in the area and the players that are expected to be around. They exist for you to run from, die to, and come back for revenge. It’s a really simple but effective way to break up your otherwise unchanging play loop of “go here, kill things, turn in”, but mostly it does this by frustrating you. I like friction, and I think a certain amount of frustration is good for an MMO experience, but zone sweepers amount to a DM saying “haha, gotcha”. I’d rather these be scaled appropriately for your level but be dungeon- or raid-boss complexity. Make them scary and punishing but beatable, and not just by getting your numbers higher than theirs. If they become genuine encounters, rather than random punishment, they become more interesting, even if you still die to them a lot. You know you had a chance. With the above system in place, those zone sweepers could simply learn faster than the others, and be more inclined to surprise you. If you want to get fancy about it, you could have them “pass their knowledge” to other mobs, updating them as they path nearby and allowing you to target them to prevent the entire area from evolving. For a player farming a space, it adds a layer of meta-gameplay, and if the space is crowded, it would periodically get thinned out by a smart, predatory zone sweeper, keeping things fresh and a little bit scary.

I talk a lot about the “world being scary” as a direction for MMOs. I think there are a couple things contributing to the current state of the genre. PvP is, in theory, a continually fresh, continually challenging gameplay feature that takes very little work to maintain and keeps players interested. Making a game more “hardcore” tends to gravitate towards adding more PvP. I think that’s a mindset that doesn’t really take into account how the MMO audience has evolved since WoW. PvP players were already a minority in MMOs before WoW, and things like UO’s Trammel should have made it clear that players want compelling PvE. WoW has made PvP players even more of a minority, yet there’s this strange, lingering mentality that PvP is a magic button for players who want a compelling, fresh challenge. I also think there’s a sense of worry that if the PvE game is too difficult, people will leave. I can hear the Creative Directors scoffing now: “If you make a game with hard, scary PvE all over the place, you’ll have players leave before the end of the first month!” To that I say: it was going to happen anyway; that’s a risk I think is worth exploring.

Something Completely Different

There’s space, I think, for an MMO that breaks from the usual approaches and tries something radically different for the genre. The success of Destiny should speak volumes to that– despite all of its issues, which would have absolutely crippled a more “standard” MMO out of the gate, it still was fresh enough and interesting enough to bring a wide group of players in and stay interesting long enough for the team to work through and fix/stabilize things, and what I know of The Taken King is that it’s great. In a similar vein, Guild Wars 2 broke heavily from the usual MMO mold, and while some of the things it tried didn’t work terribly well, it still managed to be different enough and compelling enough to keep players while they made changes and stabilized themselves, where other studios would have laid off half their staff.

I’d like to see more “different”. I want to see MMOs launch that I think are neat but don’t want to play, the way I do with shooters and action games and other genres– it means that the genre is healthy and continually evolving.

Last Call for Shade’s Eve Contest

WildStar’s Shade’s Eve housing contest ends today. You have until tonight at 11:59 PDT to submit your screen shots for a chance to win up to a year of signature service and a fancy midnight equivar mount.

Last Call for Shade’s Eve Contest

Still spooky though.

My free time and building skills didn’t quite manage to create a reality that lived up to the idea I had for this contest. I won’t be around enough tonight to do much more than take a couple screen shots, so I’m debating whether or not to enter at all. I think I will try though, because even though I don’t have much hope for a prize I do want to make sure they get good participation. I definitely want to see more contests like this in the future! I should probably start planning my Xmas-themed plot right away, but I’m one of those folks who gets grumpy if I see Xmas decorations before (American) Thanksgiving, so I guess it will have to wait.

Want to check out my spooky house? Visit Gracie Moonshine on Entity and let me know what you think! And let me know in the comments if you’ve decorated at your place, maybe I’ll stop by to trick-or-treat!


Last Call for Shade’s Eve Contest