So Much Better With People

The AMA Experiment

Yesterday my good friend Syl started a thread over on the Blaugust Nook with a very simple purpose.  The idea was to generate writing prompts by asking the person above you in the thread a question.  It seemed like an awesome idea, so I joined in the fun asking the first question, which then left me open to be asked a question.  Wilhelm from The Ancient Gaming Noob chimed in after me and gave me a really excellent question, because it is honestly one I have thought about before but never actually written anything on.  Without more rambling… here is the prompt.

For a lot of people, starting off in MMORPGs changed the way they viewed and interacted with video games. I often defer single player games in favor of online games now due to the fact that games with other people are… or at least seem… more interesting, even when I am playing them solo. Did starting off with MMORGPs change your relationship with video games?

Brief History of Belghast

So I feel like in order to answer this question appropriately we have to go a ways back into my history.  I grew up in a small town, but more so than that… I grew up a significant distance outside of the city limits.  This compounded with the fact that I had no siblings, meant that I really didn’t have anyone to play with.  As a result I got extremely adept at entertaining myself, but when we hit middle school… the prime era of sleep overs, I pretty much took every opportunity to stay over at someone else’s house or have someone at mine.  It was awesome to be able to play games with friends, but my reality was that I was mostly a single player gamer the majority of my time.  As such I tended to favor mostly single player titles like role playing games, and zelda like adventure games.  These would let me explore worlds by myself without the need of an additional player to bring the fun.

In college I did my fair share of LAN gaming, but the majority of my time was still spent playing single player titles like Fallout on the PC.  My first real “MMO” experience was Phantasy Star Online on the Dreamcast, and I ate that game up.  Even though communication was not that big of a deal, I spent so much time exploring the worlds with other players.  I even went so far as to get a PC keyboard adapter that I could hook up to my Dreamcast so I could make communication easier.  During this time I was still playing a significant amount of single player games on the PC and devouring every single Japanese Roleplaying Game that was released on the PS1, PS2 or the Dreamcast.  Then my “jumping into” Everquest happened, as I was asked to play a friends secondary character during a Vox raid… and from that point on I was pretty much hooked.  Gradually I just stopped playing anything single player and instead devoted every single moment of gaming time to whatever my current MMO crush happened to be as I moved through EQ, DAoC, Horizon, and City of Heroes.

So Much Better With People

So Much Better With People Something else happened during this time, that ultimately disconnected me from single player game experiences.  Games became so much more cinematic, and quite honestly this was not a good thing as far as I was concerned.  There were so many times I wanted to plunk down in front of a game, boot it up and just start playing.  When I played my role playing games, I absolutely expected to have a serious time commitment.  I did not however expect to have to wade through cut scene after cut scene just to play a platformer.  So I became even more immersed in my big online worlds that let me wander aimlessly and find my own enjoyment.  I also found myself favoring games that were extremely similar to the online worlds I was playing in.  Games like the Elder Scrolls or the three dimensional Fallout games provided me that big open world I craved but allowed me to explore offline.  The problem is there was always something missing.  These are games that I have devoted hundreds of hours to playing, but there is always a point where I start thinking to myself…  this world would be so much better with people.

Ultimately even if I am in “alone in a crowd” mode, I enjoy seeing people roaming around in the same world I am inhabiting.  Maybe this is an artifact of my early desires to have someone to play with, or a side effect of being recruited into Everquest in the middle of a bustling and thriving guild.  In any case I always end up missing the people when I am playing other games.  So as a result there are lots of single player titles that I want to play through, to experience the story…  but they ultimately sit in my steam library unfinished and in some cases not even started… because I would rather be online interacting with people that I care about.  Fairly recently I have found that hanging out on Teamspeak while playing single player games helps a bit.  It allows me to chat with people and feel like I am part of a larger community, while still indulging in single player worlds and experiences.  Similarly streaming a single player game to twitch feels like I am in some way making it a multiplayer experience by sharing it with others.  So to answer the original question… yes MMOs have changed the way I play single player games, by simply making me not satisfied with being in a world without other human beings to interact with.

On the Most Awkward Scene in Videogames

Blaugust Post #5

Blaugust is pretty good at getting me to finish my drafts. This is a post about That Scene in Final Fantasy 10. It’s fairly early (a few hours in), and the game’s 13 years old, so this is all the spoiler warning you’re going to get. There is a scene fairly early on where Yuna is attempting to show Tidus how to laugh. It’s incredibly, unbelievably awkward, and it’s frequently pointed out as an example of bad writing, or localization. If you don’t believe me about this, see for yourself:

The thing is, I think this scene does exactly what it sets out to do, which is to demonstrate how Tidus is strange, and doesn’t fit in, and isn’t really adjusting well. Spira is not a terribly happy setting in FFX, and attempts to make it brighter are doomed to failure. In case you’re wondering, it’s also not any less awkward in Japanese. What might be worth arguing is the value of this. Tidus is the player avatar (for better or worse), I think and making him look stupid turns some players off the game. This is really part of a deeper JRPG vs. WRPG thing, but I won’t go into that here.

On Ships that have Sailed

Blaugust Post #6

It’s interesting seeing things about a game that I’m done playing. If you are unaware, WoW: Legion was announced today, with the addition of Artifact Weapons (among other things). With this, they finally, finally have a weapon that feral druids give a damn about because it looks cool. (Ok, there was one other.) The Druid relic weapon enables form customization for feral and guardian druids, something that has been a complaint since I started playing and was kind of, sort of, not really addressed in Wrath, with the addition of forms based on hair/skin color.

Fangs of the First Nightsaber

It’s taken me a while of not playing WoW to realize that I care more than I thought about how my character looks when playing MMOs, and going back to the same cat/bear forms is kind of a drag. The transmog system was a great step in the right direction, but no matter what my normal armor looked like, I still turned into the same bear. No matter how awesome that weapon upgrade was, I sure couldn’t see it in cat form. Really I’m glad that they’re doing something about this, but it’s maybe too little, too late.

Ashbringer Upgrades

Other things they’re adding sound cool, like the class hangouts for all of the classes (Monks, Druids, and DKs pretty much already had these, but it’s nice to spread the love). The Artifact weapons look a lot like the weapon upgrades in Destiny (which despite my overall thoughts on Destiny, is a cool system) so I hope they work out here too. If MMO-Champion’s writeup is to be believed, they might even understand why 5-person dungeons are worth keeping around. It’ll be interesting to see where this one goes. WoW can be a successful, sustainable MMO even at numbers far below its current ones, so I think players of the game have a lot to look forward to. I just don’t think I’ll count myself among that number in the near future.

Also, I’m not sure anyone needed Demon Hunters.

On Success

Blaugust Post #4

As you may have heard by now, our previous raid night was spent working on content that we were 10 levels above. For a bit now, our raid group has been working on clearing the last of the raid content from the 2.x series, the Final Coil of Bahamut. We finally beat the final boss on Monday, and I have to say it feels pretty good.

Months Behind

At no point in this game have we been raiding on the bleeding edge. We beat Turn 5 (The hardest boss in the game at release) shortly after the Final Coil of Bahamut (Turns 10-13) came out. We were stuck on Turn 9 for months (and the same phase of it, at that), despite making decent progress with every other raid we attempted. We finally beat it after Heavensward, and I was more happy that it was over than happy I’d beaten it. Things were a bit better moving into Final Coil, because the boss fights there are really cool. (I think T11 is mechanically one of my favorite fight concepts in the game.) As a result of being so drastically behind, we out-geared and/or out-leveled all of the content we’ve been doing.

On Success

And Loving It

It turns out that these raids are still pretty fun this way, and nothing was a pushover (except T10, which we got below 50% on the first pull without explaining things). Mechanics are still capable of wiping you if you mess up, and while the DPS numbers are now kind of easy, standing in things meant to kill you will usually still kill you. In the final dungeons (T5, T9, T13) there are still things that can kill you with no save, like Twisters, Divebombs, or messing up fire/ice. What really gets me are some of the numbers on things not meant to kill you. Akh Morn in Turn 13 is an attack meant to be shared between the tanks that does massive, increasingly large amounts of damage as the final phase goes on. I have no idea how anyone survived this at 50 (and especially in the first groups to clear, who didn’t have full loot from the rest of Final Coil). 10k+ damage through cooldowns is kind of intense. It was certainly a rush to actually beat it.

On Success

What the Future Holds

Currently we’re looking at participating in more current content next week, probably either continuing with Alexander or taking on The Limitless Blue (Extreme). The raiding experience in this game has been quite enjoyable, so I hope this continues.