Legacy of the MMO

Good Morning Friends! I am still very much enshrined in my current play-through of Horizon Forbidden West. At this point I am somewhere between 40 and 50 hours into the game and still have so many little side objectives to finish. There are some that I don’t really look forward to like the hunting grounds… largely because I hate gimmick fights. Then there are others like the Tallnecks that I have just been avoiding because it slows down the action as I try and figure out how to jump up on top of them. I need to focus on completing those however because generally speaking a whole slew of things that I didn’t even know about open up. The story continues to be super interesting and while on some level it mostly just feels like I am playing Zero Dawn, there are so many general quality of life improvements.
It was one of these that started a twitter thread yesterday. Something that Horizon Forbidden West does that I adore is that it puts a little thought bubble exclamation mark over the head of any of your companions that have new dialog options. Something that I have always found exhausting about RPGs in general… and most specifically Bioware RPGs, is the need to keep checking in with your crew to determine if you can make any forward story progress with them. Essentially the old adage is that after every single quest you need to run around and talk to everyone, just to make sure nothing has opened up because you certainly do not want to miss it. With Horizon Forbidden West not only do you get an indicator that there is something new, but you also get an indicator on the specific dialog tree you can find the new information.
I had a friend try and share his frustrations with this style of mechanic twice, only to end up deleting the messages. Essentially it went down to something like this… that he hated to see MMORPGs bleeding over into single player games. So it made me think, is the lasting impact of the MMO the quest giver? Since the advent of World of Warcraft it has become ubiquitous to see an exclamation point over something and immediately translate that into “they have a quest for me”. Personally I adore this because it gives a universal language that makes it easier and more efficient to navigate the world. However I think it largely comes down to which side of a discussion you are on. I am very much on team “Efficiency and Better Communication” with the player.
Then I think there is the opposite side of that coin which is team “Mystery and Immersion”. This team tends to dislike obvious quest markers out in the world because they draw them away from the immersion of living in the game world that they are playing. This is also the team that loves Diegetic Interfaces in games, where when you click on a screen the menu options appear on the in game screen and not some popup that happens in your heads up display. A lot of times this sort of player might prefer to turn off the HUD entirely to allow for only in world queues to guide them. Based on the two deleted attempts at a comment, I am guessing my friend falls in that camp, which is a perfectly reasonable way to play the game. Personally in truth… I think both options should exist and often times when a game does not support them… I install mods that give me back my better visualization elements.
This however got me thinking, and I firmly believe that the true legacy of the MMO is not the quest giver system, but instead the codification of color coded loot systems. In 2020 I wrote a piece attempting to divine the origins of these systems. While there has been quite a lot of shifting over the years as to what color means what rarity, we have more or less stabilized on a specific standard moving forward. The more games that I find myself playing, the more I am seeing this exact scale repeated over and over. Currently I am playing Horizon Forbidden West, Dying Light 2, and Lost Ark and in all cases the scale is alive and well.
  • Grey – Junk
  • White – Base Rarity
  • Green – Common
  • Blue – Rare
  • Purple – Epic
  • Yellow/Orange – Legendary
It truly is staggering just how common this loot system ends up being in modern games. This sort of thing has happened over the years with different systems and arriving at a “solved” state. Prior to the early 2000s for example, there were some wildly different solutions to how to do three dimensional movement in a video game. Then almost as if at once, we coalesced upon a standard for how third person movement in a video game should function. Similarly over the years we have arrived at what appears to be the best solution to easily giving the player visualization that an item you just picked up, might be better than the item you were previously using. I personally think this is a positive thing, but poor team immersions is going to ultimately find the walls closing in on them as we get better visualizations.
The other lasting impact of the MMO that I have seen starting to trickle into other sorts of experiences is that of the Item Level. Ultimately every single item created in a game has some sort of item budget, that denotes how many attribute points are granted by using it. For years this was an opaque system, but that did not mean it was not there. World of Warcraft, and more specifically the modding community created a way to transparently visualize this number and give a reference that this item had a larger item budget which was quantifiable. That did not necessarily make that item better, because some stats mean more than other stats, but it did assign some numbers to an obtuse system. It is very weird to see this same concept being applied to otherwise single player experiences. It is not necessarily a system I would have carried forward, because it can be the source of bullying, but I guess anything that helps a player better interpret the value of gear is not completely awful.
So I am now curious. What other systems have you seen trickling out of the MMO space into Single Player games? Drop me a line below and lets talk about whether or not you find them good changes. The post Legacy of the MMO appeared first on Tales of the Aggronaut.

Review Culture is Broken

This morning I am going to reprise a topic that we discussed on AggroChat over the weekend. Because I have specific thoughts on this I decided to attempt to dive into it in my morning post. Of note I write these starting around 6 am in the morning, so not everything may come out as intended. Essentially this past week Elden Ring released and it is quite possibly the highest rated game that has ever been released in the history of video games. There is a problem with this, and it is not that Elden Ring is not a good game and it is not that the PC version has significant performance issues. Instead it is a problem with the way games are being reviewed in general. Video game critique lives in a really strange place given that for the most part all subjective media that gets reviewed has a relatively fixed amount of time to play through it. A movie review requires at most a few watchings of the film on an average of two hours per commitment. If you are reviewing music, it might require you to listen to several tracks more than once but again… after a few hours of listening you have compiled enough to write a very thorough review. Big open world video games however can easily consume upwards of two hundred hours of play time to really see everything there is to see in them. Generally speaking however video game reviewers are not paid for any of the hours that they spend playing the video games. They are instead paid for the final product, the article published on the website with a embargo date associated with it. For Elden Ring that embargo was the 23rd of February and I’ve seen a few comments that reviewers got their copy of the game four days ahead of that. That means a reviewer has maybe two days to pour 60+ hours into a game and then write a well crafted review of the title and get it on the site and edited before the review embargo lifts. Everyone is fighting for the same eyeballs and if you don’t have that review on the same day as everyone else… then you lose out on those readers.
The end result is that the writer who is the most passionate about a given title is often the one who ends up getting access to it. If you are not getting paid for that 60 to 100 hour play-through… then you have to be willing to do it for the pure joy of the experience. Dark Souls in general has always been a divisive game with players tending to either love it completely, or not really understanding the hype and bounce off it quickly. So in that sort of climate Elden Ring is released, a title that is very firmly a Dark Souls game… and we have this happen. For a good chunk of the day that the game released it was tracking with a Metacritic of 100%. Why did it get all of these 10 out of 10 perfection reviews? Well it was reviewed largely by critics who were already bought into the experience of a Dark Souls game and had been waiting with anxiously for this title since it was first announced at the Microsoft 2019 E3 show. Dissenting opinions are now starting to surface, but for the most part if you read any press those first few days you were going to assume that Elden Ring was a mus play experience. However it is very much a Dark Souls game, and will be just as divisive of an experience as any of those games. It has been called the most accessible soulsborne game, which is probably true… but it is a long way from being widely accessible to anyone who is not already bought into that franchise. If you know you are not a big fan of Souls games, then it is very likely that you are going to similarly not be a huge fan of Elden Ring. That is not to say it is a bad game, but I would personally put it probably in the 7 out of 10 to 8 out of 10 range. It is not a perfect game and truthfully launched on the PC is an exceptionally rough state with extremely high performance rigs hitting freezes in combat.
The Metascore has come down a bit and the user score is tracking in firmly mixed territory. The game was “mixed” on steam for much of the weekend… that is until it was reported and a number of one word positive reviews filed in to shift the balance to “mostly positive” territory. Metacritic itself is a problem with things like performance bonuses being tied to specific scores so that employees are actively harmed when a game reviews poorly. Video games have the same “5 stars or bust” culture that the hospitality and service industries seem to. The thing is… 7/10 games are often times the games that really stick with you because they are doing something interesting and different or are nuanced in their approach. Reviews also used to mean more than they do now… because a single reviewer can never give a full picture of the game. However when you are handing out the sole review copy to only the folks who are already bought into the shared culture of that game experience… you are going to end up with a lot of reviews that sound the same.
Once again I am going to drag the holy grail of video game review magazines into this discussion. I was a huge fan of EGM growing up… or Electronic Gaming Monthly. I used to await anxiously for each new copy to show up on the news state and later I begged my parents to get a subscription to it for me. When they reviewed a game it was handed out to four different fixed personalities, each submitting their own score. The official rating for the game was a blended average, but ultimately there was usually one of the reviewers that you found more kinship with and when they gave their score it was speaking more to your interests. This is the way that video game reviews should be done, and were all things equal… and each site an independent voice with their own tastes and willingness to show those tastes in reviews the holistic picture of game reviews would shake out to being something like this. Instead each publication is fighting for your attention, and review copies are not something that is guaranteed. If you write too many bad reviews of a publisher, they can and have in several cases… just happen to forget to send out review copies to a specific publication. That publication misses out on the wave of google search results as folks scour the internet looking for information about a specific game and are ultimately punished for having shared their truth. Hell I have written a review before that was deemed not positive enough to see print, because the publisher in question was an advertiser. The scales are stacked unevenly right now in the favor of the publisher, because there are always going to be folks on social media willing to give praise to a title in exchange for a free key. In the EGM era there were only a handful of publications that covered games, so the publishers needed that press and were way more willing to accept a bad review.
So in the end I am not saying that Elden Ring is a bad game. I am however saying that it is far from a perfect game. The only way this game becomes a perfect game is if it is being reviewed in a deeply biased environment. It might be a game that is perfect for you, or perfect for a Dark Souls fan… but when you write a review you should be speaking to ALL players not just your chosen tribe. Souls games for whatever reason are the media darling for critics, which is in part why it is a meme to compare everything to being the “dark souls of X” genre. Again this is fine if there are enough publications out there giving differing opinions to have the blended average give a more genuine picture. However right now it feels like every single publication gave their one review copy to “the souls guy” and as a result we have this wildly lopsided situation we find ourselves in. Video game reviews should be better. This is not a new situation we find ourselves in and honestly in large part why I take every review with a boulder of salt. The truth is my review structure is more aligned to individual friends that I know… and that they know my tastes and preferences. I will always take a word of mouth suggestion far more viably than anything I read in print or watch in a video. It cuts through all of the awkward financial incentives because a friend only really has their love of a game and their desire to share it as their mission. Electronic Gaming Monthly was very much a product of the 90s and there are some deeply troubling things that were printed within those pages. However I will always be nostalgic for the way that they reviewed games and I would love to see something like the newly resurrected G4 take on the challenge of a 4 person review panel. That won’t happen however so long as we are expecting reviews to donate hundreds of hours of unpaid time to writing that review. The post Review Culture is Broken appeared first on Tales of the Aggronaut.

AggroChat #379 – Rocket Horse Jump

Featuring: Ammosart, Ashgar, Belghast, Kodra, Tamrielo, and Thalen
Tonight we have a blend of new topics and bumped topics starting with discussion of recent plays of Chicory, and how the musical soundtrack is phenomenal.  Ash talks a bit about how maybe there are games with too much complexity…  more specifically Xenoblade 2.  From there Kodra talks about his first major VR game experience with Psychonauts Rhombus of Ruin.  We contemplate what the heck a Disco Elysium TV Show might look like.  Tam talks about his experiences with the latest Total Warhammer game.  Finally we finish the show with a long discussion about Elden Ring and how maybe most of the game reviews are a little biased.

Topics Discussed

  • Chicory is Great
  • Xenoblade 2
  • Psychonauts Rhombus of Ruin
  • Disco Elysium TV Show
  • Total Warhammer III
  • Elden Ring
    • Problems with Game Reviews
The post AggroChat #379 – Rocket Horse Jump appeared first on Tales of the Aggronaut.

A Night of Second Choices

I’ve talked about this before, but some weeks back I moved my two main consoles… the Xbox Series X and the PlayStation 5 downstairs. The theory being when I finish working from home for the day, I need a shift in my surroundings which is why I have been spending so much more time downstairs. Now I get this is how almost everyone plays console games already, but the primary reason why this was never the case is because for me… I never felt like I could monopolize the television. Yesterday was the first real negative ramification of my decision, and reminded me of why I kept them in my office up until this point. My wife has been a follower of Grey’s Anatomy since the show first went on the air in 2005, and is religious enough of a viewer that she used to have post show calls with friends to talk about the episode. So if I am downstairs on a Thursday, then the television is going to be tuned to ABC for a block of watching the Seattle Fire Department show and then Grey’s Anatomy immediately following it. All I really wanted to do last night was pick up where I left off the previous evening with Horizon Forbidden West, but alas for sake of marital bliss… I had to be in the same room as the very loud and obnoxious musical score of a show that loves to kill off its doctors. Granted this is completely fair play given that I have subjected her to the Walking Dead for a similar amount of time.
Since yesterday was Elden Ring day and it is apparently the new hotness… I figured maybe this was a sign for me to dip my toes into it. I played about an hour last night and I am not sure if it is really a game for me or not yet. I’ve never really attached to a Dark Souls game, and so far Elden Ring is no exception. There was also something weird going on performance wise. I am playing on PC, and I had more than a few moments of the game freezing on me. If this happens at the wrong moment… like on a boss or mini boss… it pretty much spells your doom. I might wait a bit for a patch before diving in further because apparently I am not the only one with more than enough system to handle the game experiencing similar freezing.
Instead I spent my night returning to Dying Light 2, which I am still enjoying greatly. One of the things that I do not love about the game however is that you can’t just pick a single faction. You are forced in the story to keep dealing with both. I do not love the Peacekeepers at all, and I very much do not like Renegades. However there is no real way to flip certain territories to your faction of choice. There will always been certain territories that are claimed by one faction or another. I would prefer to paint the entire map yellow, but that does not appear to be in the cards. There are certain territories that are neutral by default, and those you can flip in a specific direction. This is not stopping me from handing every power plant over to the survivors however. I have a feeling that I am just about to be forced into a situation of doing something awful… in order to save my own skin. We will see how it plays out in the end though. The post A Night of Second Choices appeared first on Tales of the Aggronaut.