BlizzCon 2023 Thoughts

Good Morning Folks! I have to be honest… I had every intention of writing a post on BlizzCon this past Friday as the event was going on but that never quite came to fruition. For those who do not follow such things, this past Friday and Saturday was the first in-person BlizzCon since 2019. I know a ton of friends who were very happy about the return of the event and made plans to travel to Anaheim for it. I’ve always wanted to go, but tend to have a fairly fraught relationship with Blizzard games in general. I feel like it is probably a good idea to get this out of the way, but I have not actively played World of Warcraft since December 2020, though I have followed from afar and did some alpha testing for the latest expansion Dragonflight. I’ve grown apart from the fandom and Diablo was really the last vestige that I clung to. If you are so inclined, you can watch the full uncut presentation for Blizzcon 2023 here.
All of that said… I am shocked to say that I thought this year’s BlizzCon was almost universally positive. I found it extremely interesting that within 10 minutes of the event starting, we had a speech from Microsoft’s Phil Spencer. He said all of the right things, but I find myself wanting to believe them. As someone who has been a Windows programmer for most of my career… I have a fraught relationship with Microsoft as a whole. That said… I can’t see that Microsoft has done wrong by any of the companies they have acquired. They have most definitely been a steadying force for Mojang and Minecraft. The one strike that I could throw against them was Redfall, but who knows precisely how that mess unfolded because it was a game so far out of the comfort zone of that studio. As compared to the reign of Bobby Kotick… I have to imagine that Microsoft will be a positive force for Blizzard as a whole.
Another thing that I have to admit is that there is a lot of presentation that I just did not care about at all. Overwatch is a setting that seems interesting, but I am not going to engage unless they shift gears and turn it into a looter shooter. Hearthstone is something that I did care about for a while… but now that Magic that Gathering Arena exists and is relatively enjoyable… I have a good representation of the game I actually care about and don’t really need the Blizzard clone. Rumble is outside of my wheelhouse especially now that my aging phone seems to have trouble running any modern games that are not the most simplistic of 2D graphics. So essentially for me… BlizzCon was a show about World of Warcraft and Diablo, both of which got some interesting announcements.
Based on the schedules that came out ahead of the show, I fully expected that we would not get a Diablo IV announcement this year. I am pleasantly surprised that we did and it is going to be set in the area of the world from Diablo 2 Act 3 the Torajon Jungles. This should in theory be southwest of Kehjistan in the current Diablo IV areas. They were pretty limited on their information but did drop that we are going to be seeing a new class that has not existed in the Diablo franchise before. Data mining leaks ahead of the show indicated that this was some sort of nature-based class. More important than all of this however is that they released some information about more endgame content going into Diablo IV starting this week and continuing into Season 3 in January. There is also going to be a winter holiday event which might be interesting for a bit. Unfortunately, the new endgame content starting this week is going to be gated behind the season’s journey, which means it is really only for folks who are languishing at level 100 and doesn’t do much to solve the problem of running out of an interesting reason to grind further after about level 80.
In the realm of “why does this exist” we get to World of Warcraft and more specifically “Classic WoW”. Apparently, the classic servers are updating to Cataclysm… which seems really weird to me given that the sweeping changes to the old world that came with Cataclysm were the impetus for many of the unofficial emulator servers that eventually coalesced into the official “Classic” product. Does anyone actually want this? I am hoping that they maintain some Wrath servers for the folks who did not want to move forward into Cataclysm. Maybe there is someone out there who missed out on the first decade of World of Warcraft and is now interested in reliving it at a rapidly increased pace. It is however spawning a number of memes around this having to happen so that they could launch World of Warcraft Classic Classic. I have specific negative feelings towards Cataclysm as this is when I first broke from the game as a whole.
The other classic project however seemed really interesting. “Season of Discovery” is sort of a re-imagining of World of Warcraft with unique talent trees and class changes designed to make playing it wildly different. They specifically name-dropped Tanking Warlocks and Mage Healers as mutations available during this game mode. The irony here is that we absolutely had a Warlock Tank in Ahn’qiraj, and I myself tanked as a PVP geared Boomkin…. so this might be something that interests me in the long run. One of my favorite eras of World of Warcraft is Gladiator Stance and being able to dps with a sword and shield as a Warrior. If they bring this back… then they probably have me at least for a bit.
The big news however was the announcement of a change in practice towards expansions in World of Warcraft and while they did not elaborate on this… a shorter time frame between them. Not only did they announce The War Within which comes out next year, but also Midnight and The Last Titan as a trilogy of expansions with shared themes. We’ve learned that they always worked on multiple expansions at once from the fallout of Battle for Azeroth and Shadowlands… but I do feel like this would probably improve the narrative experiences of the Warcraft universe. Final Fantasy XIV was only as good as it was because it was a cohesive narrative that evolved over a decade rather than what felt like a serialized villain of the week type gameplay that we have had in Warcraft. My hope is however that they can be nimble with the mechanical side of the game because having the narrative be something that is building over time is good… you need to be able to adjust to changes on the ground when the player base is not reacting well to something like the “borrowed power” systems.
I think this is going to be the World of Warcraft expansion that wins me back. Almost everything about it seems to specifically cater to my interests. I love underground areas and this seems to be an entire expansion where we are diving deeper below the surface. I am very much dwarven-influenced, and I am all about tunneling through the earth to find interesting things. When I plan Minecraft I almost always start by digging a giant shaft to bedrock and see what I find along that path. I am also super interested in the Warband system as I have always wanted to be able to share more benefits from my Alts, given that I tend to be an Altaholic by nature. Almost everything that they announced seemed universally good and I am super interested in the Delve system which seems to be a dungeon-like experience that scales between 1 and 5 players.
I think more than anything… there was just a different energy in the air for this show. Gone was the “we know better ” attitude that surrounded a lot of the discussions from past BlizzCons and it was replaced by what seemed like a genuine unbridled excitement over what they were showing off. The vibe was just better than it has been in probably a decade or maybe even longer. Blizzard felt like a different company, and while we had the return of Metzen… he didn’t necessarily overshadow the other folks who were presenting things to the players. I want to see Blizzard thrive under Microsoft not in small part because I still know more than a handful of folks who work there. I want to play these games without having a bad taste in my mouth and feel like I am betraying my core principles.
This is the first time in a very long time that I have had hope for World of Warcraft as a franchise, and Blizzard as a company. I watched Diablo IV evolve from a complete shit show at launch to being a rather enjoyable if not somewhat temporary game with Season 2. Blizzard seems to be saying the right things and I just hope that they can back up those words with actions over the next few years. In the new year, I am probably even going to poke my head into the Dragonflight expansion and see what it has to offer. This is the best I have felt coming out of BlizzCon weekend in a very long time. Good job all… now keep that momentum going into the next few major launches. The post BlizzCon 2023 Thoughts appeared first on Tales of the Aggronaut.

Farewell to WoW Mobile

For a while now we have known that Blizzard was working on a game with Net Ease that would translate the World of Warcraft experience to the mobile platform. I think many of us became deeply concerned about what this might look like when Diablo Immortal launched and turned out to be the egregious money grab that it was. Yesterday Bloomberg broke the news that it seems like the partnership between Netease and Blizzard is strained and the World of Warcraft mobile project has been canceled. This game had reportedly been in development for three years and the only reason reported was a “conflict about financial terms”. So this leaves us to speculate exactly what happened and given that I like theorizing things I can see three paths that might have taken place. I have no knowledge if what I am about to say is true, but I am just theory-crafting the downfall of this game.

The Backlash from Diablo Immortal

Giving Blizzard the benefit of the doubt, it is entirely possible that they were caught off guard by the negative reaction towards Diablo Immortal by the traditional gaming audience. It is possible that they thought they were releasing a game that would play by mobile gaming practices and it would have no blowback on their existing franchise. This was wrong and Diablo as a brand has been deeply tarnished by this game. So for theory number one, it could be that folks inside of Blizzard realize this and do not want to do anything to harm the recovery trajectory of World of Warcraft. Interest in Diablo 4 has seemingly fallen as a result of Diablo Immortal, and there is no way that the Warcraft brand can sustain another hit to the player base. So it is entirely possible that WoW Mobile has had the plug pulled on it to stem the bleeding and signal a shift in direction.

NetEase in Hot Water

Anytime you talk about Chinese politics, things get confusing quickly. Right now both NetEase and Tencent seem to be singled out by China as “problem children”. There have been several stories indicating this including one from June where those two publishers were specifically excluded from getting games approved by the regulatory bodies. Video Games in general is getting caught up in a sweep of things being deemed harmful to “cultural unity”, and I do not have enough time to really address this point today. However, if you are curious look up the Tang Ping aka “lying flat” movement, and Bai Lan or “let it rot” movement. Essentially there is a group of disaffected youth that are actively rebelling against the “996” culture or 9 am to 9 pm 6 days a week. As a result video games, take-out food, and social media are being blamed… and the Chinese government has been actively targeting these sectors. Diablo Immortal was clearly banking on the mobile game spending habits of the Chinese market for success and in order to bring a game into that market, you need to partner with a Chinese company. Generally speaking, this is required to navigate the regulatory red tape in order to get a green light. However, with NetEase already being shunned by these regulators, it is entirely possible that Blizzard is considering this a risky proposition and actively chopping for another company to collaborate with that is not being actively targeted.

Doing It On Their Own

I am certain that part of the equation with NetEase is also that they acted as a springboard to develop a mobile title. Diablo Immortal for example was built using the existing NetEase Messiah engine which likely sped up the development time considerably. Blizzard had released a few mobile apps but never anything to the level of a fully 3D action RPG, and as such, they were able to lean on a company that had released several. In the meantime, Blizzard has seemingly been actively building ArcLight Rumble, which itself is rather impressive graphically and by all accounts runs beautifully on various mobile devices. This appears to either be their own engine or leaning heavily on some tech from King, but whatever the case is not tied to NetEase. So this makes me wonder if the canceling of WoW Mobile is a signal that they feel like they can do this on their own now. Granted this does nothing to help with the Chinese regulatory hurdles, but it seems as though as a company they are feeling like they may have mastered mobile development. With some experience in building a mobile title, maybe the company views it as a little less daunting. Maybe there are even direct assets that they would want to reuse given that ArcLight Rumble is set in the Warcraft universe. I’ve not personally had a chance to play the game but from what I have heard from friends it really is a solid outing.

Bits and Pieces of the Above

It could be bits and pieces of everything that I just talked about. I would love to think that Diablo Immortal was a bit of a wake-up call that while it quite literally is a machine for printing money, it is also damaging the company as a brand. I do not think Blizzard could survive another fiasco this time centered around the, even more, beloved brand of World of Warcraft. Even if you are not actively playing the game you have nostalgia for it, and that nostalgia can be weaponized if it is handled improperly. I also think that the current state of NetEase in Chinese politics is probably a non-starter as well. There is significant cultural turmoil happening and video games are getting caught up in the mix. Finally, I do think that after ArcLight Rumble, Blizzard as a whole is in a better state to take on their own mobile development. As a result, I would probably bank that it is a little bit of each of the above topics wrapped up into one mix that lead to the cancellation of this project. Then again… as I said before I know nothing about this situation other than what I have read in the reporting so it could genuinely be none of the above. It could simply be as simple as what was stated that it was a “conflict about financial terms”. Maybe NetEase simply demanded a bigger cut of profits and that was enough to sever the relationship on this project. The post Farewell to WoW Mobile appeared first on Tales of the Aggronaut.

Exonerating the Dungeon Finder

With the upcoming release of Wrath of the Lich King Classic, there has been quite a bit of talk in the Twitterverse and greater blogging community about this expansion. I have no plans to go back and try out the classic experiment because across the board I think it has failed. World of Warcraft Classic was quite a bit of fun… until we all remembered the work commitment that game required for doing anything serious at the endgame. I think I personally petered out somewhere in the mid-50s and I ultimately lasted longer than a good number of my friends. Those who remained however represented some of the more toxic players, and I’ve heard stories from folks who played like Namaslays about the sexual harassment represented in that community.
For years I have idolized the Wrath of the Lich King expansion as the last truly good time in World of Warcraft, and similarly, I have placed the transition squarely on the shoulders of the Dungeon Finder tool. It was late in the Wrath patch cycle that we were first introduced to this tool, and rapidly folks stopped forming groups on their own and instead relied on random chances to throw them together with other players. As someone who used to cultivate a wide network of social channels and friends lists so I could rapidly pull together groups from a huge pool of hundreds of “known good” players, this was an earthquake that shattered the infrastructure that I had built. However, as I look back on this era, I am pretty certain that I have been wrong about the Dungeon Finder all of these years.
I think the larger truth is that “online social interaction in a video game” no longer held the novelty that it once did. I very much remember my early days in Everquest were spent being amazed that I could be online with that many other players at once. We went into these games carrying with us the lineage of MUDs and IRC chat rooms… that were by nature deeply social enterprises. So the fact that we could play a game and do it while chatting with friends, was a groundbreaking scenario. World of Warcraft was probably the first MMORPG I played that was legitimately by its own merits a “Good Game”. What I mean by that is a game that was capable of enthralling someone who had no interest in “Online Worlds” and only really cared about the mechanical moment-to-moment gameplay. I think those of us who came to these games for the social interaction that they provided… eventually “aged out” of it. It isn’t so much that we lack the desire, it is just that real-world responsibilities eventually replaced the ability to maintain in-game responsibilities.
Since then I have played a lot of different MMORPGs at a good number of different levels of seriousness. It is really Final Fantasy XIV that proved to me that the dungeon finder tool could be a seriously good thing. The key difference here is that Yoshi P and crew wanted to create a structure that rewarded the player for good play or at least good behavior. The subtle pressure of wanting to win a commendation has been enough to curb most of the worst behavior for years. That is not to say that a good deal of toxicity has not crept into this game as well, but most of that can be seen at the highest levels of play and not necessarily in the “duty roulette”. It did plant the idea in my head though that with the correct social structure and systems that reward fair play, you might be able to rehabilitate even the worst of environments.
I’ve also played a good number of games since then that have had no grouping functionality built into them at all. While I can go through the social labor of trying to find groups, it is so much harder for me to be willing to put myself out there when I am grouping with strangers. There has been a long series of games lately where I have been the last one playing or one of the last few playing. This means I am spending almost all of my time soloing, and do not have a ready-made pocket healer to go with my tanky nature. If I could somehow transplant the Final Fantasy XIV Duty Finder and its social structure into New World for example… I would do so in a heartbeat. I know with the removal of dungeon keys, they are putting in some manner of group finding tool, but I believe it is a manual process and not an auto-matching system. Regardless having even that minimal infrastructure is an improvement over spamming trade chat.
Guild Wars 2 has a lot of grouping options for certain segments of the game, but thus far has done little to help me ease into other areas. For example, if we are talking about Open World or WVW content, I can simply click on the commander tag on the map and join the group (pending the group is open, which most are). If it is some daily objective like bounties in a specific region, there are also often manual group finder groups active for folks trying to accomplish that. Similarly, big reoccurring meta events have group finder groups allowing you to drop into RIBA in Silverwastes at will. However, up until this point they have not been a terribly viable way of finding a Dungeon, Strike, or Raid group because those communities tend not to use them. Arena Net knows this and is trying to implement some changes to make them more random player friendly… but still it is not “push button get group” easy.
I think the thing that the Dungeon Finder tool did do, was limit the importance of a server community and the social structures that are entangled with that notion. At the time… I mourned this greatly, but modern me is generally in favor of just completely abolishing the concept of a server and opening up grouping freely across the entire game. One of the greatest faults that I can find in both Diablo Immortal and New World is the deeply limiting server infrastructure that almost guarantees that over time server merges will be consistently required. At the end of the day, the ethic that I care the most about in an Online Game is the ability to play with my friends, regardless of what region they might be playing in. Sure it might be a pain in the butt to organize a play session, but having any sort of basic social infrastructure greatly improves my experience in the long run. Given that it is deeply difficult to keep players engaged for more than a few months at a time, the ability to hop around between different pools of active friends is key to the long-term success of a game.
Essentially for the last decade and some change, I have branded the Dungeon Finder as the great killer of games when in truth that was a flawed perception. I’ve realized that Wrath of the Lich King is a specific moment in time for me that could never be replicated. While some of that experience was wrapped up in the social infrastructure that I had built, probably more of it was associated with the deep depression that I was in at the time. I was clinging to World of Warcraft and the friends I had made in it as a lifeline to keep me from fading away. It is weird to me that I hold the game in such nostalgia when I was playing it through quite possibly the darkest period in my life. I can’t go back to the way I felt at that time, and I honestly would never want to knowing how close I came to ending it all. Instead of realizing it was me that was changing, I placed the blame squarely on the shoulders of the biggest innovation to be brought into the game that I loved.
The hard truth is, I would love to see the Dungeon Finder or something similar to it in more games. Even with the toxic community of players that it brings along with it… having access to run dungeons and harder content is far better than having to expend the emotional energy to make it happen without one. My more modern mindset is that all of the barriers that keep people from doing content, easily with friends should be leveled. Constructs like the Trust system in Final Fantasy XIV are great, but could be even better if they were more flexible and allowed you to build a group of what you had available, and then use NPCs to fill out the rest of the party. There were so many times I wish we had systems like SWTOR where you could run content with two people and two companions. No game has really nailed these systems, but I now have to fully admit that we are far better off with them than without them. The post Exonerating the Dungeon Finder appeared first on Tales of the Aggronaut.

Alternatives to Azeroth

Good morning friends. We find ourselves in really difficult times, more specifically for those players who had a deep connection to World of Warcraft. One of the most interesting aspects surrounding the Warcraft universe is that there are so many players that were happily plugged into Azeroth without knowing much about the larger MMORPG scene. The game had a unique way of spreading from spouse to partner or to family members or maybe even to coworkers. The end result is that it created a large number of “Blizzard Gamers” that had never really played much prior to the game nor played much in addition to it. This morning’s post is specifically for the members of the Warcraft community that now find themselves in a troubling situation. For many playing Warcraft right now feels tainted, but at the same time the game became part of their self-care routine as a way to alleviate the stresses of the world. Please note this is not a post telling people to abandon World of Warcraft. That isn’t something that I can tell anyone to do. Personally, I just can’t touch Blizzard products right now. Maybe if the systemic change goes into place and it seems like the company is on the right track again I can return, but for now, I am distancing myself. If you are feeling the same way, but also struggling to know what to do with your gaming time… this morning’s post is specifically targeted at you. As a long-time “WoW Tourist” I have played almost all of the MMORPGs that have come out throughout the years and I have great news for you. While Warcraft was consuming all of the discourse, there were a wide number of games that have quietly been gaining steam in the background. This morning I am going to talk about the games that I think specifically would be easy to move over to after coming from a World of Warcraft background.

The Lord of the Rings Online

This is one of the older games on this list and it is impossible to talk about without also talking about Lord of the Rings as a whole. This game was released on the heels of the extremely popular series of movies and had the challenge of creating a world that felt like said movies, but also had none of the licensing rights to the movie imagery. It is also very much a game of its era and if you were a huge fan of the way that Vanilla Warcraft and Burning Crusade felt, then you might possibly feel at home roaming this vast world. Enjoyment of the game however is greatly enhanced if you have a love of Tolkien because so many little details of the books are lovingly placed or recreated in this setting. The story of Lord of the Rings Online is set as you being a contemporary of the Fellowship. This means throughout the course of its long tale you will be crossing paths with various members of the larger story. This gives the game leverage to let your character stray from the text, but still has a larger context of the events of the story we know so well. There are a number of extremely interesting character classes and rich crafting system and a functional but not phenomenal housing system. I think more than anything I fell in love with the world itself because it makes for an extremely interesting backdrop to your own character story. The game is showing its age, but especially if you were a classic player it might feel like home. There is of course a free trial that lets you get in and start playing the game with an albeit limited set of character options and only the base content available. It has one of the more complicated pricing models in that each expansion is purchased separately, but there is a version of the game that includes the first six expansions for $59.99. If you choose to subscribe to unlock additional features it comes in at the standard $15 a month.

Star Wars the Old Republic

Did you ever want to play World of Warcraft circa Wrath of the Lich King but in a Science Fiction setting? Gratz then Star Wars the Old Republic is probably just the game for you. If you ever played through the much acclaimed Knights of the Old Republic RPG by Bioware, this game is set further down in that same timeline and as a result, references a lot of events from that KOTOR 1/2 setting. The only negative about Star Wars the Old Republic is that at this point in its lifespan it is largely a single-player MMORPG and has been retooled to support that playstyle. It features some of the deepest and most engaging storylines I have experienced in an MMO with each of the eight classes having its own completely unique character arcs that play out over the course of the base game. It adds a lot of interesting things to the genre, like a Starfox-style arcade space combat mode and a deep companion system allowing you to customize them and augment your play. For example, if you are a squishy DPS and struggle while questing, then bring a healing companion or a tank companion to come to make that questing go a little bit more smoothly. There is a fairly rich crafting system, but it feels like it was largely abandoned once you left the base game. The game veers sharply into a completely single-player narrative once you reach the expansion content, but is still very much worth experiencing for yourself. It featured some really interesting group content at release but has been tuned in a way that most people just solo it these days. There is a free trial that unlocks a limited subset of content and character options. One of the interesting things about Star Wars the Old Republic is that if you pay for a single month at $15, it permanently unlocks all of the expansion content and a number of the missing character options. Even more interesting about this game is it supports a $60 two-month subscription that does not renew, which tells me that Bioware fully understands that this is the type of game that folks dip their toes back into every now and then for a month or two at a time. There are ways to buy the game outright for $30 featuring all of the expansions, but really the better option is to simply pay for a single month of subscription time.

Neverwinter

Neverwinter is a bit of a mixed bag, but I feel like it is worth talking about nonetheless. The first two games in this sequence started their lives as a subscription model game and then were later converted over to free to play when the market proved that there could only be one “WoW”. Neverwinter on the other hand released as a purely free-to-play vehicle… and as a result, I would classify it as very “freemium”. You are going to be deluged with a bunch of nonsense that is associated with paid unlocks and priced-to-own features… including so many varied currencies that it is difficult to keep track of. if you can ignore all of this, the core gameplay loop is extremely enjoyable and it offers a more action roleplaying game take on what is the tried and true World of Warcraft formula. The game releases content at pretty regular intervals and the moment-to-moment gameplay is enjoyable. Trying to sort out what it actually costs for anything from the store is completely incomprehensible. If you are looking for a fun game to get in and play for a while but don’t plan on it turning into anything more serious then Neverwinter might just be the ideal fit for you. It requires setting up an ArcGames account, which means that you are going to have to deal with Perfect World nonsense, but pending again that you can overlook that I’ve personally had a lot of fun with it. This is a game that I don’t see recommended as very awesome because you need to be willing to overlook a lot of those free-to-play flaws to find the diamond among the trash heap.

Guild Wars 2

Guild Wars 2 is without a doubt the best deal in MMORPGs. I can say that statement without irony or subterfuge because the game legitimately is a “buy the box” and play the game type experience. The only caveats that I need to include with it, is that the game itself is vastly different from any other MMORPG on the market in the way it feels and the types of content that is available to the player. If you were a loremaster in World of Warcraft and got joy in ticking things off a list, then this might be the perfect game for you. If you loved World Quest content, then again this might be the ideal experience because pretty much the entire game is the equivalent of a World Quest. Guild Wars 2 presents you huge maps with lots of activities on them and reoccurring group events that you get credit for as you move your way towards “map completion”. The game also does an excellent job of making sure there is always some objective that you could be working towards, presenting you with a menu of different achievements and collections to go out into the world and complete. It has an extremely rich crafting system and instanced nodes so you are never actually competing with players for resources. The gameplay itself however is a bit of an acquired taste with a character being made up of not only the class you choose but also the specific weapon combination you choose to go with it. I have to admit I have played a lot of Guild Wars 2 in spite of the fact that I still don’t really get the core draw of the experience. It has rich and acclaimed story content, that I have largely bounced off of, but those who love this game they are extremely devoted to it. If you were a big PVP player in World of Warcraft this game is known for its rich Realm vs Realm vs Realm gameplay. Essentially think Alterac Valley, but something that people actually queue for and participate in as you have a big epic battle with other players over resources. Never really been my cup of tea but I know there are a good number of players that play Guild Wars 2 almost exclusively for this content. Essentially as it stands right now there are two ways to buy into the experience. The first is an edition that includes the base game and the first two expansions for $29.99. If you are willing to spend a bit more you can buy a new multi-pack that includes the upcoming End of Dragons expansion releasing in February for $49.99. In addition to this, there is of course a cash shop with a large amount of account unlocks and cosmetics, that are in truth purely optional content. Some of the things like unbreakable harvesting tools are the awesome quality of life improvements but provide no real benefit over the base breakable tools in the game. Well worth giving a shot if you have never played before because it might just be the game you have been looking for.

The Elder Scrolls Online

Now we are getting into the games that I assume anyone who has followed this blog for any length of time knows I will be recommending. Something you need to understand about this game is that I love Elder Scrolls Online. I was a friend and family alpha tester, have two characters named after me, and have played it off and on since it was released. I am more than a little biased about this game, so you need to understand that going into this discussion. ESO was a critically panned game that managed to gain traction and absolutely mail a regular cadence of content releases. Essentially each year there is one large expansion and three smaller content drops, essentially meaning that every 3 months or so there is something new and exciting to engage within the game. Classes in Elder Scrolls Online are more suggestions than actually locking you down to playing a specific role and if enough time is spent in the game you can earn more than enough points to buy your way into multiple functional specs. I personally main a Dragon Knight, and I can play that as DPS, Healer, or my role of choice Tank. The crafting system is probably my favorite from any MMORPG and the content is laid out in such a way that effectively all of it remains evergreen. Each zone drops specific gear sets and you can take a blue item and upgrade it all the way to the highest tier. This means players are always out in the world participating in content regardless of the zone, making the entire world feel vibrant and alive. If you were a PVPer in World of Warcraft, this also might be a landing place for you given that it has an entire game mode centering around huge battles to seize control of Cyrodil. Three factions vie for control over Forts and Keeps, all while trying to earn the right to conquer the Imperial City in the center of the map. These campaigns come in seven days and thirty-day flavors and involve players needing to not only take territory but organize the holding of territory during off-hours. For those who are not into the big campaign, Cyrodil still serves as an interesting but dangerous land to explore and well worth doing so for all of the sky shards and little mini-dungeons found there. Pricing for Elder Scrolls Online gets a little bit contorted. Essentially things are divided into two categories, Expansions which add large new areas to the world along with a new starter experience, and DLC which adds dungeons, raids, and smaller areas. There is an expansion every year and it comes with a standard new game price tag associated with it. DLC is purchased through the crown shop and is somewhere in the $15-$20 price tag depending on how elaborate it is. Alternately you can pay a $15 a month price tag which unlocks all DLC for the game along with your “ESO Plus” subscription. I keep this active if I am playing because it also gives you an unlimited crafting inventory allowing you to harvest until your heart is content without ever worrying about bag space. There is a multi-pack that includes Morrowind, Summerset, Elseweyr, Greymoor, and Blackwood for $59.99 which is the ideal way to buy-in.

Final Fantasy XIV

We have reached the point in this post where we finally get to the game that you all expected me to talk about before you clicked on the link. Final Fantasy XIV is one of the best games on the market and also one of the most endearing comeback stories the games industry has ever had. I say this with no hyperbole intended, this is probably the best MMORPG on the market and it is for a lot of reasons. This game is still a passion project of the team responsible for turning this game around from abject failure to overwhelming success, and for the most part, all of the key players are still actively engaged in creating new content. This team also sets the bar for transparency in information and honesty with its player base about what is going to work and what is not going to work. Players don’t always get what they want, but we often get a better understanding of why exactly we are not getting it. The challenge with Final Fantasy XIV however is that it feels very much like playing an alternate universe version of World of Warcraft. There is no denying the influence that Warcraft had on Yoshi P while working on this game, but also at the same time there are just a lot of things that work completely differently coming from the Everquest derived lineage of Final Fantasy XI. Additionally, this is a game that was designed with the limitations of the PlayStation 3 in mind, so a number of the systems just don’t work quite in the same ways that a PC-focused MMORPG gamer would expect them to. Then there is the story gating of content that I talked about yesterday, and even though the said story is phenomenal… you cannot progress through good chunks of the game without making your way up to a specific point in the Main Story Quest or MSQ. The reason why I love this game and keep coming back to it though is the community. There has been a careful focus by the team working on the game to lay the groundwork of shared struggle and kindness throughout the game. There is subtle social pressure to do good and be friendly, in the hopes that maybe just maybe at the end of a group activity you get a commendation from your players. Like it sounds silly, but in practice ends up curbing a lot of the animosity and toxicity that I have seen in other games. The content is also structured in a way so that doing older content is both enjoyable and rewarding and when you have a brand new player those rewards are increased. This has created an effect where running with a brand new player is actually sought after, rather than something you fear. Sure you need to spend a bit more time explaining mechanics, but you are going to get more of the end game currency you are chasing as a result to make it worth your while. That is not to say that the game does not have its low points as well. Casual PVP is great and I find it very enjoyable, but I am not the traditional PVP player. From what I understand it is nowhere near as highly tuned as other games and as a result those who are more focused on that gameplay get frustrated by it. Housing in the game is one of the coolest systems, but because of the way that it is structure it is prohibitively expensive and just plain unavailable due to demand for most players. Apartments and Free Company rooms exist, but they feature a limited subset of the options that a traditional house would include. One of the huge benefits of the game is the ability to play every single job on a single character, but this is also somewhat of a double edged sword. Leveling your first job comes extremely quickly as you follow the MSQ, but alternative jobs are left hanging forcing players to significantly slower ways of leveling them. All of that is pretty manageable, but without a doubt the most frustrating part about the game is the account system. Square created a system that would have felt needlessly arcane during the Web 1.0 days and now feels just painful to interact with. Those of us who have been around awhile understand the ins and outs of it… but account creation is the first real hurdle any new player might encounter. It also has a weird pricing model with subscriptions having a good number of asterisks out beside it. The game is $13 a month if you only one one character per server with a maximum of 8 characters in total. $15 a month gets you up to 8 characters per server (which honestly alting is a trap) and a maximum of 40 in total. Then you can pay an additional $2 per month to gain additional retainers or an addition fee to gain use of the mobile app that lets you play the market boards aka auction house remotely. Right now the game is being deeply discounted due to a sale that is taking place. You can pick up the Complete edition that includes the base game, Heavensward, Stormblood and Shadowbringers expansions for $23.99 or the non-sale price of $59.99. Then come November if you are at that point in the game you will need to purchase the Endwalker expansion for $39.99. The Free Trial gives players access to the base game and the Heavensward expansion or the first 60 levels of the game, but comes with a bunch of restrictions limiting the player to 300,000 gil and cannot join Free Companies or send public messages like Shout, Yell or Tell. They are also now restricted with a longer queue time than paying customers. That said it is well worth trying the game for free in order to determine if it really is for you. One of the things I realize upon making this post, is that I am going to have folks asking “What about X game”. The truth is there are literal hundreds of MMORPGs currently available, each with their positives and negatives. This is my personal take on the games that I think a World of Warcraft exclusive player would fit into most easily. If you have your own opinions for what you feel like are a better fit, as always feel free to leave a comment below. Once again this is not me trying to tell players that they need to leave World of Warcraft, but if you too are struggling with engaging with Blizzard right now… here are some alternative places you could find shelter in for the time being. The post Alternatives to Azeroth appeared first on Tales of the Aggronaut.