Playing Games I Don’t Like (Redux)

I’ve talked about the virtues of playing games you don’t think you’ll enjoy. I think it’s absolutely critical to being a good game designer and why I think that as a game player it helps to keep your horizons broad and not tunnel-vision on increasingly specific game types until you connoisseur yourself out of having any games to play. I have a policy of playing games that other people like that I don’t think I’m going to enjoy, and it’s one I take very seriously.

Playing Games I Don’t Like (Redux)

I got a lot of surprised comments when I started playing World of Warcraft again for the expansion. I found it somewhat amusing but also kind of depressing how frequently my last post about WoW earlier this week was reduced to “Tam thinks WoW is terrible”, when the reality is my feelings on the game are extremely complicated. I’ve now hit the new level cap and have gotten a pretty good feel for what the expansion offers, I didn’t want to write about it without having gotten a complete picture.

As a bit of warning, after the next paragraph there’s likely to be spoilers up to early level 110 content in Legion. Skip if you’re concerned about it, per usual.

There’s a thing I’ve discovered in playing WoW and comparing it to other games, that I see in games like FFXIV as well. I was once absolutely enamored of the gear chase, trying to get increasingly better equipment to take on bigger and fancier challenges, to master those and get even greater equipment to pursue yet bigger, fancier challenges, and so on. I’m not interested in it anymore, to the point where I’m actively annoyed most of the time when I get a gear upgrade. This isn’t just WoW, it’s something I’ve noticed in FFXIV as well; I simply don’t have the interest to spend time chasing after gear upgrades. In conversations with Bel, I’ve previously dismissed this as a distaste for random loot drops, but the structure of Legion and how quality gear flows pretty freely through the expansion really put this into perspective for me. It isn’t that random loot drops annoy me, and it isn’t that I don’t like the token grind in FFXIV for gear upgrades– both of those are true, but they aren’t separate. I no longer enjoy gear progression as a primary motivation. I’m actively annoyed when I get a gear upgrade at this point, because the upgrade rarely makes a noticeable difference in my actual play (but if I ignore it, it will) and I usually have to go put some work into not looking like a clown afterwards. The sole time I am excited for a piece of gear is when it looks particularly cool, which is where WoW’s dated graphical fidelity catches up to it– this is extremely, extremely rare for me, so I’m annoyed the vast majority of the time about the gear upgrading process.

So, I’m not playing the game for the gear chase, which means that a lot of the other systems are less than appealing for me. I think the implementation of World Quests and the “bonus” quest content is rather good and kind of a long time in coming– they’re basically Renown Hearts from GW2 tuned for level-cap play rather than levelling play. It’s a good system, and it’s good to see WoW adopt it. World Quests greatly ease the gear chase, which is generally a good thing but not directly appealing to me. I’ve done a handful of dungeons, and I’m finding that they message really poorly, at least from the healer perspective, so sometimes I have groups that take immense amounts of random damage and other times virtually no one takes any damage, with little apparent rhyme or reason. It’s hard to know if I’m doing well or poorly other than the binary “did people die”, and even that is hard to pin on either my own failings or someone else’s. Healing is also focus-intensive enough that I can’t easily zoom out and watch over the fight’s mechanics the way I do in FFXIV. Combat mechanics in general simply don’t interest me in WoW as in other games, I feel like I’ve played them out and other than slight remixes on the same concepts, I’m not going to see anything new.

On the other hand, I’m genuinely interested in some of the narrative of the game. For the first time in years, I can remember what it feels like to care about my character’s personality and place in the game’s setting, because parts of the storytelling are so good that I not only find myself interested in what happens next, but am thinking about myself in the context of that story. It’s the highest praise I can offer to an RPG’s storytelling. There are bad parts, and boring parts, certainly– I am extremely tired of the game giving you no option but to take the quests offered to you and then setting up obvious traps, then laughing at you when you “fall into the trap”. One particularly egregious example was in Stormheim, where a quest for a couple of Tauren turns into a painfully obvious con by a pair of goblins, and there’s literally nothing you can do other than a) ignore the quests, which is really just refusing to play the game or b) go along with their obvious scam until you finish the questline for obviously worthless rewards, one goblin literally says “So long, sucker!” and you get an achievement called, I’m not kidding about this, “What A Ripoff”. It’s supposed to be funny, I’m sure, but it’s a joke at the expense of someone who put time into seeing the story through, which is funny only to the person telling the joke, not the victim of it. It doesn’t really make it better that you get a followup quest (nowhere close to the original chain, and only able to be completed long afterwards), because it serves largely to reopen and salt the wound.

On the other hand, Suramar. The setup for this is great; you’ve spent a bit of time seeing these magic-addicted, twitchy elves without a lot of explanation of their background, except that some are lucid and some have gone completely feral, and that the lucid ones can turn feral if they don’t consume enough magic. It’s an interesting but seemingly throwaway device until you get to Suramar, which opens as a sort of setting-up-the-resistance piece. You’re the outsider, helping a group of these elves rebel against their queen, who’s made some pretty terrible deals with literal devils, but who still retains control over the city. You spend time searching for your contact, dodging or fighting both her pursuers and feral elves, while she uses the last of her magic to find shelter and a base of operations. You help restore her by finding and providing magic powder, a fairly thin metaphor but one that plays well into the rest of the story. Yes, these elves are hopeless addicts, but they’re also competent, intelligent, and capable, and working for a good cause. The addiction is regrettable and always at the forefront but doesn’t define these characters’ personalities; they are more than “just addicts”.

Furthermore, the elves you meet and recruit for this resistance are individually capable and powerful, but don’t steal the show from you. A big problem with a lot of the “helper” characters in WoW is that they’re always, always the ones to ACTUALLY save the day, usually through some kind of deus ex machina. In this case, you play that role, and you get the dual reactions of absolute thankfulness from the people you’re helping as well as a bit of irritation that you’re just swooping in and solving their problems, things that they’ve been working at for a long time. It feels very genuine, it feels very convincing, and it’s a very strong story being told– I would play an entire game and explore an entire setting built around just this premise. It absolutely makes it worth the frustration and annoyance of other parts of the game and other parts of the story (can we please, PLEASE just give up on the whole Alliance vs Horde constant war crimes and idiotic “vengeance” storylines already, not to mention the transparent, awful racism that they get paired with?), and I’m genuinely looking forward to playing more of it and seeing where it goes.

It reminds me, more than a little bit, of my experience with Fallout: New Vegas. I don’t like post-apoc settings, I’ve never gone in much for Fallout, and I played and didn’t really enjoy Fallout 3. FNV *should* have been a “nope, not going to bother” game for me, but I sat down with it anyway. What I found was a game with a really compelling story, a setting that changed my mind somewhat about post-apoc settings, and a bunch of new ideas and inspiration. It’s like Burnout, a racing game I ignored because “I don’t like racing games” until I sat down and tried it and discovered that under the hood (ha!) it was doing something I really enjoyed and found really fun.

I don’t love WoW, Suramar has not made me suddenly love the game again, and it doesn’t change anything about a lot of the other parts I dislike, but I’m glad I’ve gotten back into it and I’m glad I stuck with it enough to see that content. Suramar makes it worth ignoring those other things, because it represents a return to stories I actually care about and really enjoy, and can take seriously, which is what made me love the game in the first place.

What’s Satisfying?

Yesterday’s post sparked a few really interesting conversations for me, including a recurring one that drives home an interesting point and meshes well with a lot of the business-side stuff I’ve been a part of lately. How much is your gaming time worth? What is a gaming session look like for you, and what makes a gaming session feel satisfying?

What’s Satisfying?

there’s not a lot more satisfying than watermelon

I know the answers for myself, I’ve talked about them a bit here and elsewhere, but for me personally it boils down to a couple of things: I want to experience something new or make visible strides towards mastery of something I’ve learned, and I want to spend social time with my friends. These two things are the prime motivators for me in games, above basically everything else. Essentially, I want to hang out, I want to see something new, or I want to be challenged. If none of these things are happening, I tend to feel unsatisfied by my gaming time. In an absolutely perfect situation, I get to do all three.

The absolute pinnacle of gaming for me is playing a game with my friends where we’re all playing new content none of us have seen before. I sit, sometimes for days or weeks, before going into a dungeon in an MMO just to play it with my friends (I tend to be a little ahead of the curve). I put Borderlands 1/2 and games like Divinity: Original Sin (a game I love even if I’ve never gotten really far in it) incredibly high on my favored gaming memories, and lately some of the most fun I’ve had has been exploring zones with Kodra and Ashgar in Guild Wars 2 and playing N++ with Kodra and another local friend. It’s absolutely what drives me, and I quietly do some frankly nonsense things just to try to make those experiences possible, like levelling alts just to kill time and spending hours researching upcoming games for possible good co-op experiences.

I’ve talked before about the idea of playing a game “to turn your brain off” as a strong motivator, which is a concept I understand though it doesn’t apply to me. It’s why I don’t like a lot of really popular games; the thing they’re delivering on doesn’t satisfy me, doesn’t make me feel like I’m spending my time well. At the other end of the spectrum, I have good friends who want nothing more than that zen, almost meditative state and value the ability to split attention, whether that means watching a TV show in the background (or foreground) or simply having the freedom to relax. It’s a thing I understand and look for in co-op experiences, that familiarity and relaxing atmosphere, because while it’s not for me, it’s important for other people. You’ll also note I’ve avoided using the word “mindless” to describe this kind of play, because I think it’s both pejorative and incorrect. I’ve watched and listened to my friends playing games in this way and it’s a very mindful approach, borne of thoughtfulness of those around them not playing or a self-awareness that the relaxed state they can achieve is healthy and valuable.

Some friends I have intensely value any gaming experience that they can get up and walk away from at any given time, guiltlessly vanishing at a moment’s notice. Multiplayer games in general tend to be a turn-off, and even playing socially on voice while playing something is something of a stretch, simply because it doesn’t allow the freedom necessary to really enjoy it. I have a bit of this myself, and almost always spend a little bit of time each week playing games entirely on my own without anyone else around. For me, a lot of this time is me ‘scouting’ games to play with the group, or indulging in something I know no one else wants to hear about.

Still others game entirely for the story– if a game lacks a good story they’re already checked out, and virtually nothing else matters. For yet others, it’s about art, seeing something gorgeous or a visual masterpiece is everything. I have a friend who plays slews of frankly horrible games just because of the textures or art style, and even if the game itself is barely functional he can use it as a vehicle to see new, exciting art. He’ll even comment that the game is buggy or pointless or mechanically unsound, but return to playing just to see more art. It really puts the idea of enjoyment of games in perspective for me– he’s even commented that he’s pretty sure X game is going to be garbage but it has a cool art style so he’s buying it.

I totally understand this, I’ve played games I don’t much enjoy simply because they fill whatever particular satisfaction hole I have that needs filling. Some of my favorite games are objectively terrible games but they fill a niche that is hard to fill elsewhere.

Thinking about games from the perspective of “what will I enjoy” or “what makes me feel satisfied” has really helped me figure out both what games I like and what games I might like, but has also made me a lot better at figuring out what games other people might like and why. We don’t have a great set of widely-accepted language tools for discussing this sort of thing, so it’s a lot harder than it seems. We kind of get stuck in a “I like this game” vs “I don’t like this game” qualitative mindset without always delving much deeper. It seeps back into the development side too, where “like Game X, but with Y and Z” tends to dominate the conversation.

What makes a game session satisfying for you? How does your time feel valued by the game you’re playing?

What’s Satisfying?

Yesterday’s post sparked a few really interesting conversations for me, including a recurring one that drives home an interesting point and meshes well with a lot of the business-side stuff I’ve been a part of lately. How much is your gaming time worth? What is a gaming session look like for you, and what makes a gaming session feel satisfying?

What’s Satisfying?

there’s not a lot more satisfying than watermelon

I know the answers for myself, I’ve talked about them a bit here and elsewhere, but for me personally it boils down to a couple of things: I want to experience something new or make visible strides towards mastery of something I’ve learned, and I want to spend social time with my friends. These two things are the prime motivators for me in games, above basically everything else. Essentially, I want to hang out, I want to see something new, or I want to be challenged. If none of these things are happening, I tend to feel unsatisfied by my gaming time. In an absolutely perfect situation, I get to do all three.

The absolute pinnacle of gaming for me is playing a game with my friends where we’re all playing new content none of us have seen before. I sit, sometimes for days or weeks, before going into a dungeon in an MMO just to play it with my friends (I tend to be a little ahead of the curve). I put Borderlands 1/2 and games like Divinity: Original Sin (a game I love even if I’ve never gotten really far in it) incredibly high on my favored gaming memories, and lately some of the most fun I’ve had has been exploring zones with Kodra and Ashgar in Guild Wars 2 and playing N++ with Kodra and another local friend. It’s absolutely what drives me, and I quietly do some frankly nonsense things just to try to make those experiences possible, like levelling alts just to kill time and spending hours researching upcoming games for possible good co-op experiences.

I’ve talked before about the idea of playing a game “to turn your brain off” as a strong motivator, which is a concept I understand though it doesn’t apply to me. It’s why I don’t like a lot of really popular games; the thing they’re delivering on doesn’t satisfy me, doesn’t make me feel like I’m spending my time well. At the other end of the spectrum, I have good friends who want nothing more than that zen, almost meditative state and value the ability to split attention, whether that means watching a TV show in the background (or foreground) or simply having the freedom to relax. It’s a thing I understand and look for in co-op experiences, that familiarity and relaxing atmosphere, because while it’s not for me, it’s important for other people. You’ll also note I’ve avoided using the word “mindless” to describe this kind of play, because I think it’s both pejorative and incorrect. I’ve watched and listened to my friends playing games in this way and it’s a very mindful approach, borne of thoughtfulness of those around them not playing or a self-awareness that the relaxed state they can achieve is healthy and valuable.

Some friends I have intensely value any gaming experience that they can get up and walk away from at any given time, guiltlessly vanishing at a moment’s notice. Multiplayer games in general tend to be a turn-off, and even playing socially on voice while playing something is something of a stretch, simply because it doesn’t allow the freedom necessary to really enjoy it. I have a bit of this myself, and almost always spend a little bit of time each week playing games entirely on my own without anyone else around. For me, a lot of this time is me ‘scouting’ games to play with the group, or indulging in something I know no one else wants to hear about.

Still others game entirely for the story– if a game lacks a good story they’re already checked out, and virtually nothing else matters. For yet others, it’s about art, seeing something gorgeous or a visual masterpiece is everything. I have a friend who plays slews of frankly horrible games just because of the textures or art style, and even if the game itself is barely functional he can use it as a vehicle to see new, exciting art. He’ll even comment that the game is buggy or pointless or mechanically unsound, but return to playing just to see more art. It really puts the idea of enjoyment of games in perspective for me– he’s even commented that he’s pretty sure X game is going to be garbage but it has a cool art style so he’s buying it.

I totally understand this, I’ve played games I don’t much enjoy simply because they fill whatever particular satisfaction hole I have that needs filling. Some of my favorite games are objectively terrible games but they fill a niche that is hard to fill elsewhere.

Thinking about games from the perspective of “what will I enjoy” or “what makes me feel satisfied” has really helped me figure out both what games I like and what games I might like, but has also made me a lot better at figuring out what games other people might like and why. We don’t have a great set of widely-accepted language tools for discussing this sort of thing, so it’s a lot harder than it seems. We kind of get stuck in a “I like this game” vs “I don’t like this game” qualitative mindset without always delving much deeper. It seeps back into the development side too, where “like Game X, but with Y and Z” tends to dominate the conversation.

What makes a game session satisfying for you? How does your time feel valued by the game you’re playing?

A Return to World of Warcraft

As anyone who’s listened to more than an episode or two of the Aggrochat podcast can verify, I have what you might call Strong Feelings about World of Warcraft. I’ve been all over the spectrum with the game, and have landed in a kind of complex position. Possibly worth mentioning, if the post title didn’t give it away: I’ve been playing WoW again, a little bit, and it’s given me some context and ability to articulate how I feel about the game. Maybe you feel similarly.

A Return to World of Warcraft

A few major different thought bubbles form when WoW comes up:

First, and importantly (though it’s something that often gets dismissed so I can move onto the parts that I find more interesting), WoW is definitively an excellent game. There is a reason it is as successful as it is, and quite frankly any attempt to deny that it’s a great game is simply blindness. It isn’t without flaws, and there are other reasons to dislike it, but it’s the pinnacle of a certain type of game that competitors have tried to top for a decade and failed. It has more than ten years of evolution, to the point where it’s reached that magic MMO point of being multiple games all at the same time, all appealing to different people and bringing them all together into one place.

Second, WoW has a lot of history. It has, quite frankly, an unwieldy, overwhelming amount of history that is scattered throughout its playerbase. Some things have to give somewhere, and WoW has made it choices as far as what it wants to give up to make the game more focused and less crushed under its own weight. It knows it’s alienated some of its players with these choices, and it’s okay with that. I’m one of those players.

Third, WoW is dated. It felt dated when I last played in Pandaria, and four years later and many other games, coming back to WoW feels like installing an old, nostalgic title, even though it just released a new expansion. It’s the kind of thing that’s hard to see if you haven’t played many other, similar games, but there are a lot of little details and quirks that have become de rigeur in online games at this point that WoW feels very behind in. Movement is one of the biggest ones. Most online RPGs now have quick, dodgy movement as a core mechanic, and usually many, many other baseline, easy to use movement tools. Ground-targeted short-range teleports are standard, characters stick to the ground when they move, slow-falling (or removal/elimination of falling damage) is implemented in a wide variety of ways, gap-closers and gap-openers are commonplace, the list goes on. WoW has had very tight, very responsive-feeling controls since its creation, but it hasn’t kept up with movement options. Most interesting to me here is the Demon Hunter, a class that, for no extra cost, gets double-jump and a gliding ability, as well as multiple forward dashes, a backward dash, and at least one targeted teleport (albeit tied to another ability and on a lengthy cooldown). The Demon Hunter feels far more modern than any of the other classes, and it’s shocking to me that there wasn’t a similar revamping of movement for every class in the game, not just the one new one. Add onto that little quality-of-life things like a lack of one-button looting, no talk-to-NPC or quest-acceptance keybindings, and a constant need to click into the gameworld rather than letting smart-targeting handle that for you makes the UI feel clunky, even with (fundamentally required) addons.

As an offshoot of the game being dated, there are a lot of places where the fidelity is surprisingly low. Few if any characters move their mouths when they speak, animations are jerky and don’t flow into one another, most armor is just a texture painted on one of a small number of models, with a couple of exceptions (shoulders) that stand out and bear the weight of a character’s appearance. It’s a throwback to when games pushed the limits on hardware frequently, and WoW could play on virtually anything. As the desperate need to keep up PC upgrades just to play games have slowed down thanks to console gaming (which is pretty much a good thing for everyone, certainly PC gamers’ wallets), lots of games have caught up to a modern hardware standard, and WoW, despite touch-ups where it can, sits pretty far back as far as visual fidelity goes. Playing WoW, FFXIV, GW2, Blade and Soul, and ESO in rapid succession really makes the fidelity more apparent, which brings me to the next big thought.

Fourth, while graphics aren’t everything and fidelity doesn’t necessarily make or break a game, the lower fidelity and lack of ability to do subtle, nuanced graphical effects means that WoW has a very hard time being subtle. NPCs to talk to and objects to interact with stand out garishly and blatantly; the game basically shouts at you where to go and what to do. Not a problem when there’s a possible chance you might miss something, but considering the fairly few quest types in the game (kill X, click on X, talk to X) and how many of them you do (I’ve done at least a hundred quests just going from level 100 to level 106), it starts to feel like every quest is a tutorial.

It’s a big thing that bugs me about the play experience. In roughly the same timeframe I’ve been playing WoW, I’ve also been playing Guild Wars 2. I’ve gotten one WoW character from 98 to 102 (Demon Hunter), and one character from 100 to 106 (Monk). I’ve gotten two characters from 40 to 80 in GW2, quite a bit of progression on multiple others, and still had time to spend unlocking masteries and completing the lengthy main story on my existing level 80 character. One of the big things that WoW used to pummel older MMOs into the ground — its relatively quick, painless levelling — now feels slow and ponderous, and like I have very little freedom. The game feels like a slave to its own paradigm, adding ten levels because That Is What Expansions Do without making those ten levels meaningful in any real way. Indeed, everything scales to your level, so the levelling process feels even more meaningless and like a bizarre chore you have to do if you want to play with your friends. I don’t seem to be learning anything in the 10-level process to prepare me for endgame, either; I haven’t gotten any new abilities since level 100 (my Artifact weapon skill) and I haven’t seen any meaningful enemy mechanics to learn how to counter. In a four hour play session, I got my GW2 Thief from 62 to 80 and maxed out his crafting skill from 0 to 500, completed a map, and got a full set of level 80 gear to be going on with, while also doing some character hopping and some story quests. In the same four hour play session in WoW, I got from (the end of) 102 to 106… and I was a lot more focused in WoW.

Fifth and finally, tied to that last paragraph above, I’m intensely frustrated by what WoW represents in the gaming space. In achieving a stranglehold on the market, it’s had a severe chilling effect on everything else in the genre. What was once a widely varied, highly experimental genre is now… much less so. If I want to play an RPG with some progression and some group mechanics and actually have anyone to play with, I’m playing WoW. I’ve wanted to give group content in other games a shot basically since I picked them back up and haven’t been able to, but the sheer number of people playing WoW means I’ve wound up in groups virtually every time I’ve logged in. I feel like I’m renting friends on a monthly basis, where if I don’t pay up and log in, I don’t get to play games with my friends, and I better enjoy the game they’re all playing or I don’t get to play along. I haven’t decided which feels lonelier: playing a game I enjoy with just too few people to be able to do the more interesting stuff or playing a game that everyone else seems to like and I don’t. Currently I’m doing both, in the hopes that together I can fill the hole that neither one can fill separately.

For now, I’m playing WoW. I’m legitimately enjoying some parts of it, but the shine is wearing off. I can predict the stories, I can see the shape of the systems, I feel like I’m well past being surprised. Maybe I’m wrong, and I think it’s important for me to brush up on games that are relevant even if I don’t personally enjoy them. As was true in Pandaria, the storylines that don’t involve the Alliance or the Horde are often very good, and there are plenty of cute jokes littered throughout. Class mechanics have become far less unwieldy (FFXIV could learn something about button efficiency) and there are plenty of nostalgic nods to previous eras of WoW.

I’m just not as invested as everyone else is, and I know how that story ends. I’ve seen it happen enough times by now. I’m already on the edge of it now– I know I’m going to check out when the game asks more of me than I’m invested enough to give, and then doesn’t let me play meaningfully with my friends if I don’t do whatever it takes, be that a gear grind or a rep grind or whatever. I’m already behind in that regard, simply by dint of not being max level and able to do whatever they call max-level dungeons now, and it’s hard to work up the wherewithal to grind more quests to get there. In a move I find personally extremely frustrating, it became incredibly easy to run normal-mode dungeons with higher-level friends, but the exp gain from those is pretty paltry, so levelling through dungeons is infeasible. So, I grind for now, trying to catch up, so I can play with people I know and like and don’t get to play often enough with.

I just wish this didn’t feel like the only choice I have if I want to play games with some of my friends.