Stardew Landmark Crossing

Good Morning Folks! August is turning out to be exceptionally busy with me doing some build testing ahead of the 3.22 League in Path of Exile, the Launch of Baldurs Gate 3, and in the midst of all of this I finally got my email inviting me to Palia. For those who have not been following this game, it has been billed in the media as coming from former Blizzard and Riot employees, but frankly… given the colossal turnover at both companies, you would be hard-pressed to point at ANY game without being able to say that. It does have a graphical style that reminds me of an amalgam of World of Warcraft, Wildstar, and Free Realms.
What the game promises is an interesting concept, a hangout MMO without combat. What this feels like in practice is Stardew Valley the MMORPG. More than that I also get Landmark vibes when it comes to hunting down rare resources, and even a bit of Animal Crossing. Essentially you are teleported to this world and given an instanced plot of land and some resources to be able to harvest and craft your way into making it a home.
The character creation system is “aggressively fine” but that opinion might be coming from the fact that I also created my character in Baldur’s Gate 3 within a few hours of each other… and that creation system is phenomenal. My key complaint is the lack of beards, which is often a complaint I have with various games. However one of my friends came to the rescue to inform me that this is on the roadmap. Other than being clean-shaven, I was able to create a reasonable facsimile of “Belghast” as I often appear in various games. I would never wear skinny jeans, but I am going to blame some non-GenX artists for that one as they were the most non-descript black pants option I had. I assume over time more clothing options will open up. It would also be cool to have some different body options given that I am a very large man and I would absolutely give my avatar a belly.
Just like in StarDew Valley you are given an area of the map that is littered with volunteer trees, stones, assorted collectibles, and the remnants of a broken down fence and housing foundation. My OCD required that I harvest EVERYTHING within the boundary of my fence line. So now I also have a bulging storage shed filled with basic resources, which should hold me for a little bit when it comes to crafting.
The initial objectives were to build a tent, a workbench, and a storage bin and then the game sent me into town to meet a bunch of town folk. This in turn gave me a whole slew of other objectives. I’ve also learned how to hunt and fish. Hunting… I am extremely bad at it as it involves trying to slowly fire a bow as woodland creatures scurry around the map. Fishing… I got the hang of it pretty quickly once I figured out that I needed to move my mouse from side to side to keep up with the bobber. I’ve yet to learn how to actually go to sleep, or even if I need to but I have a way larger than I expected tent filled with nothing at the moment.
The game is charming as heck and I look forward to watching as it progresses. It definitely fills that Stardew Valley with friends vibe, and I want to see what grouping up while harvesting does. Landmark used to have this mode where if you grouped up and then gathered resources, everyone in the party got a copy of everything that was looted. I could see something like that going really well here. I would also love to see this game implement some sort of large-town project system. In Horizon/Istaria, there were these massive crafting projects that involved building bridges to new areas or building out towns, that essentially required the entire community to pool resources. This sort of experience would fit this game especially given that there is no combat.
I figure most everyone that is interested in this game has already signed up, but if you have not… please feel free to use my Referal Code. As far as I know, it does nothing to expedite your access to the beta but does give me sweet stuff for signing people up, and I believe you get a care package when you first log into the game. I know I had stuff waiting on me from the code I got from Scopique when I finally got access yesterday. All in all, this looks like a really cool game to watch as it develops into a chill game for nights when you just can’t handle anything too terribly complex. I am of course Belghast in the game, so feel free to friend me if you are already there. The post Stardew Landmark Crossing appeared first on Tales of the Aggronaut.

Fixing Everquest 2

Tale of Two Games

Fixing Everquest 2

Last week we had the somewhat bittersweet news that Everquest Next was officially being cancelled.  For those who were utterly confused about what Landmark,  Next and the rest of the EQ games actually are… here is a quick rundown.  Everquest of course is the granddaddy of the big hit MMOs.  Then mere days before the launch of World of Warcraft…. Everquest II came out as an attempt at rebooting the world.  Everything in that setting happened after a huge calamity that saw Luclin the moon shattering and sending shards to earth.  The world was changed, the land fractured, and in many ways it allowed for a much larger scale game world than the original.  Everquest Next was the concept for what was ultimately going to be the third Everquest MMO… so in truth you can just think of it as Everquest III.  Landmark on the other hand is ultimately the tool that they were using to build the world of Everquest Next.  After playing around with it the folks decided that this was actually a really fun thing to play with in itself, in the Minecraft style.  Landmark was really never a fully fleshed out game, but more of a sandbox toy that players could fiddle with.  Since its launch they have made it more “game-like” but it still is missing a lot of the core features folks expect in an MMO.

Fixing Everquest 2

Now in the above paragraph I mentioned a key fact… that Everquest II launched on November 8th of 2004… and then was completely overshadowed by the launch of World of Warcraft on November 24th of that same year.  The two games took significantly different paths, and produced really different results.  Everquest II was this rich tapestry of cultures and game systems that provided a really deep game play experience that worked on so many levels.  World of Warcraft was a much more streamlined experience that asked less of the player, but ultimately became easier to pick up and play without an excessive amount of research.  We all know how the tales goes… that WoW becomes the juggernaut of MMO gaming and EQ2 becomes this sheltered garden with an excellent community and lots of great content…  but always treated as a second tier experience.  Right now Everquest II feels extremely dated, like an artifact of a different era whereas World of Warcraft feels somewhat evergreen.  The major difference there is that each time WoW releases an expansion they do significant systems overhauls that cause some sweeping changes to not only the fidelity of the game client itself, but also the back end systems.  Everquest II on the other hand has been this “Weasley House” of MMOs with content constantly being tacked on top of the older foundation.  The new content feels like modern content, but you experience a sort of whiplash as you shift between the different layers of the content and see just how drastic and inequitable the improvements have been.

Renovation Is Due

Fixing Everquest 2

The above image has been floating around for a few weeks now and represents some work that the Everquest II team is doing to update the orc model.  It seems that the newest expansion content that they are working on heavily focus on orcs, and as a result they are just updating the base model to bring them up to modern standards.  Seeing this however made me realize just how bad the old models look.  I mean it has always been one of those things in the back of my mind, but when you see what the team is capable of producing today… placed against something that has existed since 2004 it is staggering.  Now that Everquest Next is no longer a thing… I would love to see them pour some of those resources into producing a graphical upgrade to Everquest II.  The big problem with the game are just how dated the models and the animations look, and going back there is always an adjustment period and largely just hand waving off a bunch of details that get under my skin because the content itself is so amazingly rich.  I realize this is a massive undertaking, and it is the sort of thing that could be rolled in over time.  If you remember the original Everquest went through the same problems and with the release of Luclin they released new and updated character models.  Unfortunately in the case of EQ2… we need a lot more than just characters.  I would love to see this great game get a second life, because for so many of my friends that I have tried to get to play this game…  the ugliness of the assets was a barrier they simply could not get past.

Fixing Everquest 2

Now fixing the graphics isn’t going to fix the game entirely… but it would go a long way into making it feel more playable.  Next up however we really need to talk about the user interface, that has always felt a bit cludgy.  I’ve not played the game in the last decade without first installing some sort of third party addon user interface.  For years I played with Fetish Nightfall, and within the last six years or so I switched over to being a Drums UI guy.  With these UI extensions the game becomes rather good, but the whole process of acquiring a UI and keeping it updated… feels needlessly arcane in a manner I have not experience in any other game save for maybe Dark Age of Camelot where they had no official support for addons.  So the entire User Interface could use a bit of a facelift.  Finally we have to talk about the way combat works in this game.  I feel like this is the step that would actually cause rioting in the streets by diehard Everquest II fans…  but I also feel like it is the point that is the most needed.  The game really really needs to simplify combat in a way that does not require me to use 30+ abilities in a combat rotation.  The above picture is of my Shadowknight, and at least 30 of this abilities are ones that I pretty much used in every single round of combat.  It was even worse on my Dirge and I had these super complex patterns memorized… that even today I can sit down at the keyboard and automatically cycle through them.

Fixing Everquest 2

The problem is…  it doesn’t really feel fun.  I feel like I am playing some sort of a musical instrument instead of actually experience reactive combat in a video game.  Now I am not saying water it down to the level that single hotbar games have done… or simplify it to the point of an action MMO.  I just would love to be able to have one primary hotbar of abilities that get used every round… and then a bunch of optional abilities that throw in for flavor or when special conditions are met.  The cooldown of EQ2 abilities is so long that you need something… anything… to fill in the gaps so you quite often are simply mashing the next button that is off cool down.  Please understand that I am a huge fan of Everquest II… but every time I leave it is the cludgy combat system that eventually drives me away.  For several months I can overlook it and just blend back into the rich and vast game world… but I always reach this point where I need to play combat that simply “works better”.  I think maybe this is a ship that has already sailed, and after doing several combat passes early in the game…  I am not sure if they have the intestinal fortitude to attempt another.  All of this aid… simply making the game look better would go a long way into making this a more attractive experience to new players, but in doing this post I am talking about all of the things that I wish were different.  Combat will always be a huge part of that.

Bad News Day

Goodbye Everquest Next

Bad News Day

Yesterday the MMORPG industry received a couple of really bad bits of news.  Firstly Daybreak Games has officially announced that Everquest Next is no more, and that they would be rushing Landmark into “launched” status this spring.  Firstly it really should not come as any surprise that this is happening because in truth we have not had any substantive news about “Next” since SOE Live 2014.  So when Storybricks parted company in February 2015 and SOE was sold to the holding company that renamed it to Daybreak… I fully expected we would never see anything further from Next. Storybricks was going to be the guts of this new approach at how to create an MMO and allow it o almost center around procedural interactions with he various factions and NPCs in the game.  With that core gone… I could not reason how the game would function, and deliver even half of the lofty promises it had made.  The other huge concern was the fact that Daybreak now seemed like a company desperately trying to survive under the yolk of evil overlords.  When a company known for grooming technology for sale purchases a game company…  it seems like creative freedom and the broad daydreaming that got SOE where it is today would be the firs thing to go.

The concerns I have is that it feels like Landmark is getting foisted upon us, in an unfinished state.  It had been a couple of years since I last played the game and I popped in last night to see just how different it is.  In truth it still feels like the prototype game that it has always felt like.  I roamed around and collected items and then logged back out because I wasn’t really drawn to stay. The thing I love about Landmark is the community, and I am just hoping that through all of this transition they can manage to keep that intact.  The problem I have with Landmark is that it is a fun sandbox that lets you build really interesting structures…. but I still wouldn’t really call it a game but instead more of a toybox.  Sure you have the trappings of combat now, but while wandering around in the zone the game dumped me in…. there was actually nothing to fight.  Maybe I need to dig down to find that, but the only thing I actually encountered that was potentially damaging were some exploding shrooms.  I am hoping that in the few months left before the official launch that they can somehow pull together some of the ideas from Next and make Landmark a proper game experience.

Wildstar Falters

Bad News Day

The other concerning news from yesterday is that roughly sixty employees were laid off in a “restructuring” within Carbine.  This has honestly been a topic among some of my friends for awhile now, but we were dreading some form of action to be taken.  Wildstar has not been performing amazingly well… in fact they are performing far worse right now than with City of Heroes was shut down by NC Soft.  As a company goes they are notoriously brutal when it comes to closing titles that they deem are not operating as well as they expected.  Wildstar is a significantly better game today than it was at launch, and the Free to Play conversion was more than just a payment model change, but an entire reworking and re-tuning of some of the game concepts.  The game felt fresh and new and was exciting…  for a period of time.  The problem is, that Wildstar is just not my game.  I have good friends who love it above all others, and for them it hurts a lot to see the company struggling.  Every now and then there is just a game that does not for whatever reason “click”, and that was this game for me.  On paper it sounds and looks like everything I could have wanted in a game, and I still think it has one of the best implementations of player housing I have ever seen.  Unfortunately I just don’t ever have the desire to play it, and always seemed to prioritize playing something else over it.

The scariest statement about the whole press release is this line. “These cuts are directly tied to WildStar’s evolution from a product in development to a live title“.  That right there seems to be signalling the end of active development on Wildstar and shifting the title into maintenance mode.  An MMORPG cannot thrive without fresh dose of new content, and while you can do things like add new quests and script events without a lot of active development….  you can’t do things like roll out new zones and raids.  Admittedly the game is getting fresh content with the release of Arcterra, and hopefully this will not effect that.  The other worrying statement is that apparently there were statements floating around that the employees were told to expect more layoffs in the future.  So much happens when layoffs are announced, and there is an internet dog piling of bad blood towards a game.  I have nothing but love for Wildstar and its community and I want it to weather this storm and somehow bounce back stronger.  I am clinging to hope because I know a lot of people who really need this game to succeed and thrive.  All of that said… the cynic an realist in me still keeps saying that this is not going to end well.