Short Fiction Friday: Time

(Another bit of short fiction, for my on-again off-again Friday installment. No setting background for this one, I’m trying to practice writing different kinds of characters.)

Short Fiction Friday: Time

Saying goodbye was easy. She hadn’t even needed to rehearse it; she’d had plenty of time to prepare. The parting wasn’t a shock, wasn’t unexpected. On a chilly morning in late winter, she said goodbye, and was alone again.

It wasn’t that hard to fall back into a groove. Surprisingly easy, really. She didn’t really want to talk about it, and the people around her didn’t want to pry, or didn’t want to open the wound, or simply didn’t want to deal with her being uncomfortable. It even warmed up in the spring, so the cold wasn’t there to remind her that half of the bed was empty.

Then it was summer. Her morning routine was interrupted by an empty lip gloss container. Her immediate thought was “I need to replace that”, as it had been innumerable times before, but this time it was followed by a smaller, sharper, thought: “why?”

In a moment, perspective shifted, and the morning ritual suddenly felt hollow, meaningless. Weeks, months of suppressed loneliness surged forth like a punch to the gut, and the tears came, unbidden and unwanted. The morning ritual preceded the day; she was on a schedule, there was no time for a breakdown right here, right now. She had places to be, things to do. The tears had ruined the routine, smearing makeup and making it obvious that she’d been crying. Angry, now, with herself for breaking down, with the poor timing, her inconveniently sudden sense of grief, she washed off her makeup with a vengeance and went about her day, trying not to think of herself as suddenly plain.

The world didn’t end, she went about her day without issue. Even when someone commented that she “looked tired”, she simply agreed with them– the weight of the morning hadn’t evaporated. She considered eschewing cosmetics entirely, making that life change that a breakup traditionally spurred. She lasted three days. How do you explain that now, months later, you’re feeling the grief that everyone thought had passed? Plus, she liked the morning ritual, it was a part of her. She did it for herself, not someone else. She wouldn’t compromise who she was.

Then it was autumn. Her shows were back on, and viewing parties were back on the schedule. It was an escape, a way not to be alone. She felt more lonely, recently, and going out with friends should help. She smiled at her married friends, smiled at her friends in new or lasting relationships, enthused the way she always had about romance. It was comfortable, being with friends, and importantly she wasn’t alone. Except… she started to see those little gestures between couples, the little wordless communications, those minute exchanges she had barely noticed before. Each one was a little splinter, a barb, a reminder of what she was missing. By herself, she felt alone, with friends, she was surrounded by reminders that she was, indeed, alone.

She smiled, hid the pain from the little barbs and splinters. How could she, the cheerful proponent of romance, begrudge her friends their healthy relationships? The problem was with her, not them. Keep it in, deal with it.

Then it was winter. She was dating again, or trying to. Not many options, a small number of first dates that never became second ones. Nothing against the people she dated, but no spark. She had her life, she had her schedule; it was hard to meet new people. “Put yourself out there,” her friends would say. “Be someone you aren’t,” she heard. It had been long enough that she didn’t know how to date, what had changed, where to go and what to do and who to look for.

Then it’s a new year. A friend made a remark that should have reminded her of that old good-bye, but she didn’t catch it. A flurry of apologies and confusion and she realized that maybe it should have been a trigger, but it hadn’t been. Maybe she’s over it? Maybe she’s moved on? If so, why does she still feel so alone?

Then it is spring again. The sun shines, the flowers bloom, and a chance meeting sets off fireworks in her mind. She’s excited, elated in a way she’d almost forgotten how to be. It could be a new thing, an escape from the loneliness. She tries to be calm, to keep perspective. She fears scaring this new person away, being too quick, too clingy, too forward. When a chance meeting, no matter how promising, proves to simply be just chance, with no further potential, when she doesn’t see this exciting person again, it’s shattering.

Then it is summer, once again. Despite time relentlessly passing, she remembers the fleeting excitement of the spring, and “puts herself out there,” the way her friends suggested, feeling disingenuous the whole time. She doesn’t care about this cooking class, she’s just here to try to meet people. She doesn’t care about bachata, it’s just a good feeling to be asked to dance. She doesn’t care about going out to this bar, but maybe, just maybe, there’ll be someone there.

She worries that she’s obsessive. She worries that she’ll stay alone. She’s worried that she’s already missed out on the best opportunities. She worries that she’s become pitiful, she worries that everyone can see how pitiful she is. She worries most when she’s alone, and it leads her to stay alone. She worries that this is a self-fulfilling prophecy.

Then it’s fall again. The cycle is familiar, and mostly she can ignore how alone she feels. She has other things to do, other things to think about, other things to worry about. She tells herself she’s coping, she’s concerned with other things, she’s busy. Most of the time she believes herself.

Soon it will be winter. The bed will be cold, and she’ll struggle to remember what it was like when it wasn’t. Maybe she’ll turn the heat up, maybe she’ll fill the bed with pillows, maybe she’ll start reading, or staying up until she’s falling asleep on her feet, before collapsing into bed and passing out too fast to have time to think. Tomorrow is always another day.

Soon it will be tomorrow, the ever-promised other day. The loneliness is background noise; it’s a persistent hum that she’s gotten used to, like the sound of a fan in a room, the sound of someone gently snoring, or the sound of silence. Tomorrow might be different, and if it’s not, it won’t be that much different than today.

That’s good, right?

Be Nice to the People

Bad Luck

Be Nice to the People
This looks totally legit right?

Traditionally I do this Friday thing where I talk about one of the many “MMOs Worth Playing” but honestly…. today I am just not feeling it.  I am feeling more annoyed and frustrated about MMOs than I am feeling the love right now, and in this current mindset it is probably best that I simply don’t talk about a game.  The purpose of the column is to highlight a game and talk about the things I love about it, in the hopes that it might nudge people into giving it a try.  In order to really do that I have to be feeling happy and enjoying the world around me… and right now I am kinda grumpy.  Granted I am grumpy over a stupid reason.  Right now I feel like I am one of a handful of people who didn’t get into the Overwatch beta weekend.  I am largely annoyed by this, because I am in fact one of the people who went ahead and pre-ordered the game knowing eventually that I would want to play it.  You would think… that if you have a bit single weekend only stress test that you might want to include the people who are already signed up to spend money on your game.

Maybe that is screwed up in my logic, but it seems to me that they should have pulled from the pool of sign ups first for this one in particular.  I am not saying that about the normal always on Beta process… that one is completely luck of the draw.  This one however… when you are testing a game for a short period of time… it might be cool to thank the folks who have already pressed that button and said “Yes, I want your game”.  Frustrations aside, I am hoping all of my friends who are going to be playing it this weekend will enjoy themselves and have lots of things to talk about.  Honestly this test will give me a better feeling of how I am going to like the game, since a lot of the AggroChat folks seemed to have gotten in.  This is the hardest part about Betas is standing on the outside watching your friends have fun…  and then trying really damned hard to be happy for them… and not sad that you got left out.

People Behind The Thing

So even though I am frustrated, I am directing my frustrations at an entity…  the game Overwatch and or the company Blizzard behind it.  I realize that that company is made up of people, and it has to be super tiring to hear people raging at them constantly.  I realize over the years I have said some pretty caustic and even pyroclastic things about video games and or the companies behind them.  At no point however did I aim that criticism at the people themselves.  I never joined the chorus of “I Hate Ghostcrawler” nor will I join any other personally targeted witch hunt in the future.  I can dislike a thing… but still have the utmost respect for the people for whom it is their job.  Much of this week has felt like I have been attempting to give lessons in how to treat people with simple human dignity… and yesterday continued that trend.  These companies have people working there, that go to work every single day hoping to do something cool… and often times get met with this constant wall of negativity.  It is no wonder when someone reads one too many “fuck you” posts targeted at them that occasionally community staff snaps.  Ultimately how good of a job, and how much satisfaction in it… would you have if someone stood over your desk heckling you the entire day?

Now you can take the path of “they willfully accepted the job”, but that too is utter bullshit.  They probably took the job for the same reason that any one of us who are gaming addicts would jump at the chance to do the same thing.  The folks that work at games companies do so because they love games with every fiber of their being, so much so that they are willing to sacrifice basic things like stability, and normal working hours…  for the chance of being part of something they at least once felt was awesome.  So if this week I happen to be complaining about Overwatch… I know that behind the scenes there is a crew of people who are working insane hours right now, and trying their damnedest to please as many people as they can… while at the same time desperately fighting to roll out the best possible product that they can make.  I’ve been lucky to know enough people that work at enough companies to know that all of these fine people are grinding themselves into the ground all in the hopes of making each of us happy.  So the next time you level an attack at a thing… please make sure it is targeted at the thing… and not the voice of the person hanging out in front of it for whom it is their job to represent said thing.  I most definitely don’t believe that games should be above criticism… but I do believe that we shouldn’t be targeting our bile at a human being.

Hoping For a Great Friday

Be Nice to the People

My hope is that I can go into this Friday and not see anything else that makes me sad about humanity.  For those of you in the Overwatch beta weekend…  have a blast, take lots of screenshots, record lots of video… because I expect some really amazing content as a result.    For those of us watching from the sidelines… there are dozens of other things we should be doing.  I personally am now 55 hours into Fallout 4… and have yet to make it to Diamond City.  I’m also in a strange place when it comes to Final Fantasy XIV where I am logging in each day to do Beast Tribe dailies, but not finding much drive to do anything else.  I am in that strange place where I took a long enough break from the game to where I am completely out of touch with what I was doing before I left, but have not been away long enough to make me super nostalgic enough to dive back in with vigor.  I am also still fighting the urge to play World of Warcraft, and I am scared that sooner or later I will be giving into it… if for no reason other than to get it out of my system again.  I am in a place where I want into the Legion beta more than any other beta in a long while, mostly because I hope beyond hope that Deathknights are fun again.  The fact that I had to switch back to my warrior during Warlords honestly was a bit of bummer, and I would love to be a Worgen DK once more.  Anyways…  that was a long “outro” but hopefully you have a great weekend, and stay safe and happy and warm.

 

 

Mourning The Past

Another Time

Mourning The Past

Lately I have been struggling with fits of nostalgia, mostly surrounding World of Warcraft and in the middle of it I had a revelation.  I know the moment I started to distance myself from raiding, and the events that lead up to me ultimately checking out mentally.  When the Cataclysm patch went live, Blizzard in their infinite wisdom decided to deeply incentivize guild-centric raiding.  This was probably a no brainer for them, because in truth this is more than likely how the vast majority of people raided.  If you wanted to raid… you went and found a raid guild… and life moved on normally from that point onwards.  Since the early days of Vanilla however…  we never really raided like this.  There was a clear distinction between “The Raid” and “The Guild” that was significantly harder to maintain after Cataclysm.  The reason being that we raided as an entity that was distinct from any of the guilds that came together to make it up… we raided as a coalition of sorts.  In Vanilla it was the Late Night Raiders, in Burning Crusade it was mostly No Such Raid… and from late BC through Wrath we formed the Duranub Raiding Company.  In each case the “raid” was an organization with a distinct leadership, made up of a bunch of people from different styles of guilds, with the one thing in common… that they wanted to clear content.

There was relatively no pressure to join any of the guilds, though folks did from time to time filter back and forth between them…  nor was the fixed and set number of guilds that made up the roster.  It allowed us to recruit people to fill slots, without asking them to give up everything they knew about the game from that point… just to raid.  It also allowed people who were far more comfortable in five or six player guilds to remain in their small close knit groups, while still having access to a larger raiding life.  It also solved some of the problems that you run into with guild based raiding, where individuals have the impression that if they join X guild they will have an automatic guaranteed spot in X raid.  We were able to keep a completely separate infrastructure, with its own rules and tenets, and then fall back on our larger social guild for non-raiding interactions.  It was a structure that felt so natural to me, and it almost seemed like a personal affront when the Cataclysm changes showed that they would be shifting focus away from this style of raiding, and only crediting kills to the guild with the largest number of members.

Death of Duranub

Mourning The Past

When Cataclysm launched we tried an experiment that ultimately failed.  House Stalwart, the guild I had lead since the day World of Warcraft launched… attempted to consume all of the smaller satellite guilds for the purpose of “keeping the raid together”.  So over night we quite literally went from a 600 character guild to an over 900 character guild.  With this came so many different cultures and so many different “norms” that it rapidly became a jumbled mess.  We also made the decision to focus on 10 player raid groups, and ended up splintering the raid into a bunch of teams.  The problem there is that not all teams were created equal, and some of the teams had the deck stacked heavily including more of the seasoned raiders.  So when the progress was not equal, it caused strife and competitiveness between the groups, where it had never existed before.  Previously we were there Duranub Raiding Company… we were a group that made the easy things look hard… and the hard things look easy.  The phrase “Duranub” tied lineage back to a saying that Shiana the leader of my first raid group said about the Late Night Raiders… that we were a “Durable Pack of Nubs”.  In fact Duranub was our attempt to pull out the best things we experienced during Late Night Raiders and congeal them into a modern raid group.

In the process all of the officers sacrificed a lot of their time… and for me a lot of my sanity to keep it going.  So when that disolved and we splintered into smaller raid teams…  it introduced a whole mix of things that I just didn’t care about any more.  I have never been a competitive player, and I have never cared about clearing content first.  I am all about working together with my friends to make bosses dead, and to get new and interesting pieces of gear.  So when I felt like I was in a competition with those same friends, it somehow tarnished the experience.  When Rift launched it became all too easy for me to walk away from World of Warcraft, because the thing that had been keeping me in the game for so long… was this concept that I believe in so deeply.  That you could gather up a bunch of disparate parts and make them into a raid group…  and have fun doing it.  The problem with raiding as a guild… is often times there are people that you end up raiding with…  that you don’t want to share a guild with.  They are great raiders, but lacking in the human being department.  The end result causes you to make compromises…  and either diluting the atmosphere of your guild… or sacrificing talent for the sake of culture.  This is the part that I was never really able to put into words before now.

Extended Family

Mourning The Past

I have been nostalgic lately, and it seems to be far less about what we did in World of Warcraft, and more about who I was doing it with.  When I said the other day that I didn’t wan’t World of Warcraft, I wanted the WoW that existed in 2009 during the Wrath of the Lich King patch cycle…  I meant more than just the game.  I experienced that game with a certain set of individuals and a certain feeling of togetherness… and that is the game that I want back more than anything.  So many of the people I’ve raided with, I keep in touch with today on a regular basis…  definitely more that any other group of people that have been in my life.  I don’t talk to anyone from High School, and there is only a couple of folks from college that I keep in touch with other than my wife.  I have a notoriously bad track record at keeping in contact with folks I have worked with in the past… but when it comes to folks I have raided with…  three of the five other people in the AggroChat podcast are folks I have raided with since Vanilla.  Rae and Dallian I’ve raided at least on some level with since Burning Crusade.  Other than that there is a huge list of people that I have raided with in one fashion or another that I talk to on IM or Slack, which shows how much more important this group is to me than pretty much any other.

When you spend year after year with these people, even though it is only on voice chat… you develop a bond that is forged in shared struggle towards a goal.  Having never really been serious about sports, maybe this is the same sort of bond you develop between your team mates, or the same sort of bond that soldiers come out of conflict with.  Whatever it is, it is important to me… and what Cataclysm and our decision to abandon 25 player raiding did was to force me to choose between which group of friends to play with.  House Stalwart forged on without me, and when I came back during Warlords out of the ashes of numerous groups was forged a really fun raid team.  I got to experience the content with people that I had not played with in years.. and for a moment it was magical.  The problem being… even then, it just wasn’t quite the same.  It is impossible to sort out guild drama and raid drama… when both are mixed into one big amalgam.  So as I sit back being nostalgic… I miss the era of non-guild raiding.  If I could bring back any one element of the past, it would be that… and even put in systems like formal raid alliances to bolster that style of game play.  If there is one thing I have learned throughout the years… it is that raid guilds are just not for me.  What I want is to be able to have my friendly social guild… and raid effectively at the same time.  While that might sound like wanting it all at the same time…  I did have it for years, which is why I miss it so much looking back upon it.

Pet Battling in FFXIV

I never got into WoW’s pet battle system. I understand people got really excited about it, but by the time it was a thing I was already mostly checked out of the game and didn’t care much for the pokemon-alike gameplay. I like pokemon, but I can just play pokemon. As a result, I didn’t expect to enjoy FFXIV’s pet battling system; I figured it was going to be another pokemon-alike, but it isn’t even close.

Pet Battling in FFXIV

It’s more of a slow-paced real-time strategy game than anything, and it’s really interesting to me how it’s set up. The basic premise is that you’re summoning your battle pets in various numbers onto the field, and you’re attempting to take out three enemy crystals, before they take out yours. It’s a simple, MOBA-like setup.

Minipets fall into one of four categories– “critters”, which are strong against “poppets”, which are strong against “monsters”, which are in turn strong against critters. Finally, there are “constructs”, which are neither strong nor weak against anything. Every minipet also has a special ability, which is usable only if you have a group of four of them together, and only once they’ve charged up enough. It creates a bit of a balancing act between having well-balanced groups of battle minions and skewing heavily towards a certain type to benefit from special abilities.

Pet Battling in FFXIV

Each minion costs a certain number of points, ranging from 10 to 30 (I don’t think I’ve seen any costing more than 30, but I could be wrong), and you have an overall maximum number of points you can have active at a given time. At the start of the match, you can pre-summon up to a certain point value’s worth of minions, which will appear instantly when the match starts. Thereafter, you can summon further minions by queuing them, like a build queue in Starcraft.

It’s a heavily tactical game, since you can summon whatever minions you like provided you have points for them (and have appropriately set up your bar). Some minions are strong against structures (like the crystals you have to destroy), others are strong against other minions, and others have more support-style skills.

Pet Battling in FFXIV

Compounding the tactical part of the game are two more non-critical structures, which are close to the enemy’s deployment areas and, when destroyed, either make the crystals more vulnerable or remove the enemy’s ability to see where your minions are, unless they’re very close to them. It gives you some options to gain an edge, provided you can commit the forces to it.

A crystal can only be damaged if there are no enemy minions in its immediate vicinity, but only the crystals in the center overlap. This means that you often have to choose between offense and defense, and it’s possible to overwhelm an opponent by rolling around with a huge death ball of minions or by spreading your forces out.

It’s been an interesting game to play thus far, and I’ve got a few nice, powerful rare minions to work with. Unleashing a swarm of tonberries and bombs is every bit as satisfying as you might imagine.