Disappointment in Draenor

Death of Dungeons

Wow-64 2014-12-03 21-59-47-284 So yesterday I originally set out to write a post about World of Warcraft, and I am guessing this morning I will actually make good on that threat.  Last night we raided Blackrock Foundry, and overall it was an enjoyable time.  I managed to actually pick up a second piece of “tier” gear giving me the two piece set bonus.  Unfortunately each of the pieces I swapped out was significantly higher level than the 670 normal gear level.  For gladiator however I have a feeling that the two piece set is going to make the difference since it means the occasional free shield charge proc.  I am still finding joy in playing with my friends while raiding, the problem is right now I am not finding much joy in anything else is World of Warcraft.  As I said yesterday and a few other times… were I not actively raiding in this game I would probably be unsubscribed once more.  There are a lot of reasons why Warlords of Draenor simply is not working out the same way as Pandaria did, and I thought I would take this mornings post to write about some of my frustrations.

Firstly the big one seems to be that Warlords destroyed the dungeon running culture.  In my guild no one runs dungeons, at all.  Largely because there is no real point to running them.  What I mean by this is that through clearing Nagrand and mixing in a few crafted items you can get any alt ready to run LFR without having set foot in a single heroic.  I’ve proven this on both my Deathknight and my Hunter, and if I bothered leveling another character to 100 chances are that is the path I would be taking as well.  The gear gained through heroics just is not enough of a carrot to deal with the frustrations of running the dungeons.  I ran the hell out of heroics on Belghast until the first wing of Highmaul LFR opened, and then never again other than the complete some of the Inn quests.  I love running dungeons, but there has to be some reason to be running them… some reward waiting at the end of the frustration.  The sad truth is that heroics are far harder than Highmaul LFR, so the risk versus reward equation is out of whack.  Without the need to cap some token currency each week, we no longer have the incentive to keep running them with the guild.

Garrisons and Ashran

Wow-64 2015-03-27 06-34-56-71 Garrisons have been this mixed bag, that in some ways I really like because it gives me my own private Stormwind that I can do my banking and trade skills in peace.  Unfortunately that is also a double edged sword since no one is actually venturing out into the hub cities.  We log into our Garrison, and live there until time for us to venture out into the world for raiding.  The most social activity is when we invite other guild members into our Garrisons for the purpose of doing an invasion.  This feature could have been something to bring players together rather than keep them apart.  I feel like there is this missed opportunity where they should have connected the hub city to our Garrison, in that our garrison was like a “quarter” of the hub.  This would mean that sure players would spend a lot of time in their Garrison but there would also be the incentive to pop out to the larger city for the resources they are lacking at home.

I also feel there was a massive missed opportunity for guilds in that there should have been  another “quarter” that was a “guild garrison”.  This would allow guilds to have some common goal to pull towards, bringing them closer and allowing this guild garrison to have better resources that could be shared by the entire guild.  Instead we have our Ashran hub located in a PVP zone, that at least at the start you could not even queue for instances from.  It is quite literally a town we all go to on Tuesday to collect our weekly raid tokens… and then never set foot in again.  Compared to Shattrath, Dalaran, The Shrine, or even the revamped Orgrimmar and Stormwind…  Ashran hub cities are abject failures.  They don’t bring players together, and only serve as a jumping off point for pvpers waiting on the next match.  The previous hubs have felt like these grand cities that had a personality of their own, and begged you to come explore them.  Ashran just looks like a lazy camp hastily thrown together on the edge of a battlefield.

Disappointment in Draenor

Wow-64 2015-03-20 06-34-09-37 There is a lot that Warlords does right, and I really did enjoy questing my way through the new content.  The problem is there is a lot more that it seems to do wrong.  Once upon a time World of Warcraft was this game that had something for many different play styles.  While not all of them were as well supported as others, there were still many supported methods of play.  The problem that I keep coming back to with Warlords of Draenor is that it feels like Blizzard thinks there are only two types of players now.  The first are the raiders, and they are giving them plenty of loving this expansion with a mix of awesome flexible raiding modes and the super hardcore Mythic raiding. Blackrock Foundry is one of the best instances they have designed in a really long time, and Highmaul was this fun romp as well.  The other type of player Blizzard seems to recognize… are the folks who wished they had the time and devotion to raid.  For these players they have given them the current “tourist mode” LFR content, allowing them to collect shiny baubles, see the storyline and feel like they accomplished something once a week.

There are more than those players however trying to play the game.  There once was a very rich and diverse crafting and harvesting ecosystem, and both were routes to both financial success and enjoyment.  The problem is that Garrisons have essentially decimated this play style by replacing it with a daily login “facebook game”, where you flip a few switches every day and get candy as a result.  Harvesting is now utterly meaningless because you can level and army of alts and receive far more resources in 15 minutes of logging in multiple characters than you can in three hours of serious farming.  On top of this, since the majority of serious tradeskill items are linked to garrison resources it devalues their creation.  Also placing a three item cap on the number of crafted items you can have, takes away the value of trying to craft a full set of anything.  After the first few weeks I stopped doing my crafting cooldowns, because it didn’t really feel like there was any point to all of it.  I was not building towards any larger goals, because I accomplished almost all of them within the first month.  Now my time in World of Warcraft is largely spent around me logging Belghast in each morning, and each night to flip the switches and keep the Garrison humming…  all for the promise of my next loot crate and potentially some upgrades to support my raiding habit.  Which cause me to question why I am even logging in at all.

#WoW #Warlords #Draenor



Source: Tales of the Aggronaut
Disappointment in Draenor

Encounter Design

this bunny is bad at getting out of the fire. not even touching the sticks.

The first thing people usually think of when I mention “encounter design” is boss fights. Big, fancy battles in custom-made arenas, usually at the end of a dungeon. For a lot of games, they’re the only encounters that matter, and we’ve been trained to think of them that way.

In fact, if you’ve ever played an MMO, you’ve probably heard people talk about “trash mobs”, all of the encounters leading up to those boss fights (read: the only encounters that matter). There’s nothing to make them interesting or rewarding, there’s often no compelling mechanics, it’s just enemies that you have to beat to get to where you really want to be. Gotta do your chores before having fun. Gotta take out the trash.

This line of thinking has led to a lot of reduced complexity in encounters. We’ve so focused on the boss as the only end goal that it’s seeped back into game design itself.

Here’s a map of Molten Core:

god, I died a lot in here.

Linear design with offshoot tendrils that contain bosses at the end, all spiraling into the center, for the Big Boss Fight at the end.

Here’s an earlier dungeon, from Everquest– Befallen:

died even more in here.

(from http://www.allakabor.com/eqatlas)

WAY less linear, still offshoot corridors but there’s no obvious linear path through the place. In fact, people don’t even play it the same way they play Molten Core; it’s an entirely different dungeon experience.

Don’t believe me that the “boss fights are the only thing that matters” mentality affects the design side? Here’s (part of) Befallen in EQ2:

never died in here.

(from http://eq2.zam.com/)

 

Kind of a big difference.

I do a lot of encounter design in my tabletop RPGs, where I have a bit more control over things. I take a lot of my inspiration from stealth games, where there are (ideally) multiple ways through an area and you can make your own path, figuring out who you fight, who you don’t, and how to approach each area.

I very, very rarely have boss fights. I think in a nine-month campaign, I had two, and I’ve had entire campaigns go without a single boss fight. Instead, all of my encounters are cranked up. If it’s a non-life-threatening encounter, it exists to whittle away my players over time, because I’m probably not letting them rest for a while. If it isn’t doing that, it’s going to tax them.

I think this has a lot to do with why I like stealth games so much. Every encounter is relevant, and how you approach it matters. There’s no such thing as “trash” in a stealth game. Even if you silently drop someone, you still often have to figure out if anyone else saw you, or what will happen if they find your victim. There’s little room for thoughtlessness.

If an encounter is just “trash”, if it serves no purpose other than to waste your time and offer no meaningful reward in return, I think that’s bad design. FFXIV vastly improved the fun of running dungeons when they added money drops to every mob, often in not-insignificant amounts as you get higher in level. I think they’ve failed in making treasure chests worthwhile, particularly when it comes to pulling encounters that aren’t on the linear path just to access the chest, but with any luck they’ll improve that.



Source: Digital Initiative
Encounter Design

Hip to be Mean

Jackals and Idiots

This morning I had this post in my head that I was going to write, talking about my present funk with World of Warcraft, and how I would not be still subscribed were it not raiding.  I was going to talk about the ramifications of this expansion and how it is weighing heavily on my guild and the activities of its players.  While it feels like I had written this same post numerous times in the past, I thought like maybe I had new things to say about it.  I said I “was” going to write it because at some point yesterday I started reading a post linked to me by a friend.  While it took me several tries over the course of the day to actually finish it…  I am glad that I did.  In the post a blogger/journalist/whatever you want to call it interviews someone who makes games.  We don’t know what role they play, or what company they worked for… but as the interview unfolds none of that really matters since  they are largely talking in generalizations.

As a blogger, and podcaster, and now writer for a professional games site…  I could find a lot of offense in what the person had to say.  He calls folks like me Jackals, and the folks playing the games idiots…  but I can’t hold any real venom for the person because were I in their shoes I probably would feel exactly the same.  I am not really sure how it happened but over the years I have met and become friends with a lot of people that work in the industry.  I have listened to horror stories of working in the trenches, and tried to be a positive ear to turn to when they knew layoffs were looming over their heads.  I’ve heard just how personally some reviews effect them, and how helpless they felt as they had to make this or that decision for the sake of getting a product out the door.  While I don’t think that I would feel the “press” were Jackals per se, I would definitely have an opinion that many of them are opportunistic and prone to their own flavor of “band wagoning” as a game is taking on water and sinking.  After years of having your livelihood depend upon the good nature of strangers, I am sure I would have a pretty poor opinion of the enthusiast press in all flavors.

Hip to be Mean

I feel like one of the root problems is that somewhere along the line it became hip to be mean.  If we are operating in the gaming space it is a fact of life that we are nerds and geeks or at least former nerds and geeks.  You don’t spend your time writing about a very intricate and detailed thing without being at least at one time in your life…  extremely devoted to it.  I feel like each of us are in some way vying for some undefined “street cred” in the things we say, and there are absolutely times where I have to stop myself from falling into that trap.  There is a quiet game of one-ups-manship that happens when you get a bunch of gamers together in a room.  It starts as simple as nostalgia… when someone starts reminiscing about the games of the past…  and someone else has to throw down that they started in an earlier era…  and the instinct is to escalate from there.  So if you started in Nintendo, I feel obligated to point out that I started with the Atari…  and then someone else will feel obligated to point out that they played pong.  This literally happened casually in the course of five minutes the other night in our WoW raid, without any of us really realized it.  No one meant anything mean by it, but there is this constant and subtle battle for relevance when you get gamers together.

When you take this natural instinct and magnify it, I think you end up with rant bloggers and you tubers that seem to like nothing  at all in the world.  It is like being mean and ranting about a subject is a “cruise control for cool”, and frankly I am tired of it.  I used to be a pretty negative person, and in fact it is deeply rooted in my core to be pretty pessimistic.  I expect the worst out of most situations and am pleasantly surprised when things do not go horribly wrong.  About three years ago I made a conscientious effort to change this, to focus on the joy we should all be feeling while playing games rather than the mountain of negativity that is so damned prevalent.  Even if you are bitter and jaded, at some point in your past you had to have felt the spark of sheer magic the first time you played a game.  I remember being absolutely transfixed by these shapes dancing across the television screen, and being in awe when I realized that my hand on this crude object could control what they did.  There is magic in the process, and as someone who has tried to make a game I still have a sense of wonder when I realize just how much work went into the creation of even the worst title.

People Make Games

We have this modern tendency to think of the people that make the things we use as nameless faceless corporations.  So we think of Electronic Arts for example as this evil company that is trying to fleece us for our money and give his horrible games in return.  When in truth Electronic Arts is an assemblage of hundreds of really hard working and well meaning people who just want to make something awesome.  They grew up on the same dreams we all did, wanting to make video games for a living… and unlike most of us they held onto those dreams and chased them rather than accepting something else for their fate.  The people that make video games are my equivalent of a professional athlete, they are the people that fought hard enough to achieve the goal of creating that thing they love so much…  for a living.  So having known developers in all forms over the years, and listening to them talk about what they are trying to do… and the games that they are trying to make.  I have a hard time viewing these companies as the evil empires they are made out to be.  No one sets out wanting to make a horrible product, and no one deserves to feel like they are hated by the people that are supposed to be their fans.

So knowing that there are people and families depending upon the games I play, gives me a slightly different perspective on what would otherwise be a failure.  I find it harder to rage about this game being horrible, and everyone who created it being horrible by association.  The irony of this post was that I had originally planned on writing about my frustrations with a game, a post that could very much feed into this same cycle of hatred.  The difference is I try my best never go indulge in the rant, or at least not fully indulge.  I’ve been told that my angry posts are nicer than some peoples regular posts, and while I have a hard time believing that…  I have heard it enough times to assume it is largely true.  In part I have to think that the empathy I have for the people who are making the experiences that I  still very much do find joy in…  is the difference.   So if I talk about Blizzard being dumb for not doing something…  I know that behind the scenes there are countless heroes struggling every single day to try and create the best possible game they can given the struggle of working with what is now a fifteen year old code base.  We started playing these games because they made us happy, that they gave us a bit of joy… and let us indulge sometimes in a bit of escapism.  I try my best to focus on that, and the tingly feeling I still get when I play something really good.  Maybe it is simply that I am now staring down the barrel of 40, and that I don’t want my legacy to be that of a raving asshole.  In any case I am going to still struggle to remain a positive voice in an otherwise sea of negativity… and I am hoping over time more people will join me in my lifeboat.



Source: Tales of the Aggronaut
Hip to be Mean

New Emotions

(from Clannad, visual novel)

I really wish dating games would take off in the US. We, as a country, are terrified of them.

They’re a big hit elsewhere in the world (often called visual novels), some of the most played games out there, and they’re often held up as an example of other cultures being “perverse”. As a bit of an example: it’s been suggested to me that I include more images in my posts, so I figured I’d do some google image searching. My Google.com search picked up this:

2015-03-25_14-04-02

Note: Nearly every image is focused on a female character, pretty much all of whom are sexualized in some way, text is a tiny bar at the bottom, often an afterthought. Everything is about looking at the pictures, the story is just a hurdle for you to see more pictures. This is the Western view of dating games.

Here’s Google.jp’s return:

2015-03-25_14-04-43

Looks pretty similar, but a few noticeable differences. First, note the variety: particularly the ones with text in Japanese are doing rather more interesting things, visually, with their art, with a wider range of characters. Also, the text. Whereas text covers maybe a quarter of the average image in the .com search, the .jp search text takes up a LOT more, and there’s no fear of obscuring the image with story.

I’m not going to try to claim that it isn’t predominantly showing sexualized content, but it appears not to be the sole purpose of the medium.

I’ve talked before, on the podcast, about how I’m thrilled that games are exploring emotions other than wrath, going for things other than wanton mass murder, but that I’ve quickly gotten tired of the shift from anger to sadness. We’ve figured out how to make heartbreaking games, and we need a new emotion.

I brought up dating sims above because they’re a longstanding genre that’s been exploring emotions other than “rage” and “sads” for decades, but sits in its little niche without much attention (negative attention, usually). What more emotional experience is there than detailed interactions with other people? Look at the popularity of Mass Effect– as an adjunct to the shooting/stabbing/killing game, there’s some incredible, emotive storytelling that fires on all cylinders, hitting every part of the emotional spectrum. Why not make that the main focus of the game?

Japanese dating sims get a bad rap because people hold them up and show the predominantly school-aged characters, casting aspersions on the kind of person who’d want to play a game about finding love in high school. It’s absolutely a problem, particularly in the questionable ‘adult’ segment, but it’s a problem borne of too little input. The porn association is extremely strong… yet we’re playing the same type of game in Mass Effect, just with this attached shooting and killing thing.

I’d be interested in seeing a modern dating sim focused on a twenty- or thirty-something protagonist done in the style of Mass Effect’s conversation trees. It’s fertile ground for provoking compelling emotional responses, and it doesn’t have to be a) schoolgirls or b) porn. There’s more to relationships than that.

I’d like to see games that explore relationships beyond “press all the right buttons enough times to sleep with this person”. Let’s apply the grey-area, “whatever choice you make keeps you moving forward, you just have to live with the consequences” choice structure of Dragon Age to interpersonal relationships. Even that game, which I love, quickly devolves into “talk to X person enough to sleep with them”, and there’s so much more that could be done there.



Source: Digital Initiative
New Emotions