#Blaugust Day 7: Endings

All Bette's stories have happy endings. That's because she knows when to stop. She's realized the real problem with stories -- if you keep them going long enough, they always end in death. - Sandman #6 - Neil Gaiman
I've been thinking about endings recently. About how much we dread and resist them, but how joyous and cathartic they can be when they finally come. At least they can when handled well. A bad ending can retroactively taint everything that came before and turn something you enjoyed into something to be forgotten or even actively railed against. The way something ends is the last impression it makes, and often becomes the most powerful.

So much of what separates a good ending from a bad one is timing; leaving before the welcome is overstayed. It's more complex than that of course; even a well-timed end can fall flat if badly handled, but dragging things out too long seems to be the surest way to ensure a bad end.

Also, not bringing a friend
MMOs by their nature are not good at ending. They're created with the intent of continuing on as long as possible. When they do end, it's often after a decline in studio support that leads to a sort of stumbling half-life leading up to the end. Is it any wonder that so many players, when they do finally cut ties with a game, seem to be filled with hatred for the game they presumably once enjoyed? When the end did come for them, it had taken too long and was no longer satisfying.

It falls to the players to ensure a good end in these situations, by accepting when the time has come. Don't fall into the trap of forcing yourself to keep going when a game is no longer entertaining. Be willing to accept when the time to move on has come. That way, at least the memories can still be pleasant. And you might even decide to return at a later date. After all, the other thing about endings is that the best ones always leave you wanting more.

#Blaugust Day 7: Endings

All Bette’s stories have happy endings. That’s because she knows when to stop. She’s realized the real problem with stories — if you keep them going long enough, they always end in death. – Sandman #6 – Neil Gaiman

I’ve been thinking about endings recently. About how much we dread and resist them, but how joyous and cathartic they can be when they finally come. At least they can when handled well. A bad ending can retroactively taint everything that came before and turn something you enjoyed into something to be forgotten or even actively railed against. The way something ends is the last impression it makes, and often becomes the most powerful.

So much of what separates a good ending from a bad one is timing; leaving before the welcome is overstayed. It’s more complex than that of course; even a well-timed end can fall flat if badly handled, but dragging things out too long seems to be the surest way to ensure a bad end.

Also, not bringing a friend

MMOs by their nature are not good at ending. They’re created with the intent of continuing on as long as possible. When they do end, it’s often after a decline in studio support that leads to a sort of stumbling half-life leading up to the end. Is it any wonder that so many players, when they do finally cut ties with a game, seem to be filled with hatred for the game they presumably once enjoyed? When the end did come for them, it had taken too long and was no longer satisfying.

It falls to the players to ensure a good end in these situations, by accepting when the time has come. Don’t fall into the trap of forcing yourself to keep going when a game is no longer entertaining. Be willing to accept when the time to move on has come. That way, at least the memories can still be pleasant. And you might even decide to return at a later date. After all, the other thing about endings is that the best ones always leave you wanting more.

#Blaugust Day 6: Magic Duels: Tromple Not Included

I've been somewhat interested in the new free-to-play online Magic: The Gathering game, Magic Duels, since I heard that a) it had come out and b) it wasn't blatantly horrible or absurdly monetized. Wizards of the Coast hasn't had the best track record with online versions of Magic, or really with anything online ever.  Still waiting on those digital tools for D&D 5th Edition guys!

I decided to check it out a couple weeks ago when I first heard it was out, but discovered it wasn't out on PC, just iOS. I am not one of the chosen of the Cult of Jobs, so I moved on and kept an ear out for the PC release. Last week I learned that it had been released on Steam.  I ended up downloading it while we were recording the most recent Aggrochat, and opened it up Sunday. Sadly, horrible connection issues meant it kept crashing in the middle of games or losing connection entirely. Since playing offline would mean not earning any currency for my games, I gave it a miss and played Marvel Heroes instead.

Yesterday, I decided to try again. Apparently the connection issues have been even worse the past few days with servers being entirely down for large swaths of time. By the evening however, things were working smoothly and I was able to play through the first bit of story and get access to my initial cards for duels.

Once the connection issues were out of the way, the game worked very well. Menu items are highlighted to direct you to where you should go next to learn your way around, and the first story campaign introduces the basic concepts, spell types, and abilities as you go along. I had seen someone claim (I don't recall where now) that the concept of the stack wasn't included in this game, and that there were no instants.  I'm happy to report that that is not the case; I have to assume that they just didn't play far enough in for instants to be introduced. Most of the decks I tried out in AI duels were green / something and the pleasure of turning a 2/1 weenie into a 7/6 trampler is alive and well.

Admittedly, I was gilding the lily a bit when I did it
Currency seems fairly reasonable to earn; it takes 150 coins to buy a 6 card booster, and you get 5, 10, or 15 from an AI duel depending on difficulty level or 20 from a player duel. There are also quests given each day; each of yesterday's involved winning 2 or 4 duels with particular deck colors and was worth 40 coins. Sadly you don't earn any coins from playing friends, but win-trading is a thing, so I'm not surprised.

In the end, I was impressed.  Magic Duels is a solid online version of Magic (assuming the servers don't fall over again) that you can play for free.  If you decide to check it out, feel free to friend me on Steam so we can duel!


#Blaugust Day 5: Under the Weather

Today's post may be a bit scattered; I'm not feeling too hot which is making concentrating on writing a bit difficult. I went in for a checkup Monday since it's been a good 15 years or so since I saw a doctor and got a tetanus booster shot while I was there. I had forgotten how much those can hurt. I've been pretty achy since then; hopefully it won't last too much longer.

No, not that Lockjaw
Being under the weather meant I didn't really feel like anything group-based or terribly complicated yesterday, so after a bit of a nap after work I jumped into Marvel Heroes for a while. I've reached level 45 with Magneto and have begun Chapter 8 of 9, which ends with the assault on Doom's Castle. Chapter 7 is the first I've finished without reaching the top of it's recommended level range, so I may have to head to Midtown to pick up a few levels before facing Doom. Without the synergy bonus I've got effectively doubling my experience gain I imagine I would have needed to spend a fair bit of time there or in Industry City even to reach this point.

Hopefully by tonight I'll be feeling more sociable. We shall see.