MMOs on the Brain

I’m following a lot of MMOs right now. Elder Scrolls Online had a great update with The Imperial City, The Old Republic I’ve been talking about, Wildstar’s F2P conversion went live, Destiny’s Taken King expansion has been very well received, Final Fantasy 14 has a major update coming, but not until November… there’s a lot going on in the existing space.

MMOs on the Brain

These established MMOs have some room to experiment, and in a lot of cases build further towards the vision they were going for, or refine a vision that didn’t quite work out. In a lot of cases, it’s highly successful, and for all the wailing and gnashing of teeth that goes on around the internet about “failed” MMOs, there are very few that actually shut down. Even SWTOR, after suffering from brutal layoffs and being left with a skeleton crew for a while, has managed to come back and launch some honestly excellent content, as well as make a bunch of needed changes to the game itself.

I keep coming back to this, but the trend I see is that these games push more and more towards the singleplayer aspects, making it easier or more convenient to play alone rather than with the rest of the server. I can’t help but wonder if some of these games would have benefitted from a different model– rather than the server-full-of-people model, having characters saved on a server (see: Borderlands) and have drop-in small group multiplayer. It’s what Destiny did, and with its latest update that brought story more forward than it’d previously been, there’s a lot of love for the new stuff.

Much as I wish there were a more “world”-like MMO to play, I’m also just a fan of good games where all the design pieces come together elegantly. Several of the games I’ve mentioned would, I think, have worked better as smaller, more intimate affairs with more leeway for high fidelity content (because making content that works when 30 people are all doing it at once is tricky at best).

MMOs on the Brain

It’s honestly something I expect to see. Destiny carved the path, but I’ve noticed that after being quiet for a while, The Division has been distancing itself from the “MMO” side of things and focused more on the small group play; I wouldn’t be surprised if it’s made a similar shift. There are very, very few MMOs on the horizon that fit the bill of the “classic” style– I’ve talked about Pokemon Go here as the future of the genre, but otherwise you’re looking at a pretty short list of mostly Kickstarter or other small projects and larger projects that are distancing themselves from “MMO”.

I don’t necessarily think that’s a bad thing from a “fun games to play” perspective. That being said, I keep looking for an MMO that scratches that “world to hang out in” itch. A lot of people will hand-wave that by saying that what I’m looking for is a sandbox MMO, but that’s not actually true (at least, not with the current offerings). The concepts of “sandbox” and “pvp playground” get conflated a lot, and it’s somewhat striking to me that there hasn’t been a large-scale sandbox PvE game. If there were, I’d be very interested.

Consider: a game where the world, not other players, is the most dangerous thing out there. You can build and fortify cities and structures, but the world will try to reclaim them, actively in some cases. Cities would be well-defended, and ultimately able to handle their own upkeeps with enough players moving through them. You could pretty reasonably create a game economy that’s relatively stable, without the spiralling inflation of most MMO game worlds. As an adventurer, you’d have plenty of stuff to do keeping cities and villages safe or going treasure hunting out in the wilderness– it’s the same kind of gameplay that some people thrive on in Minecraft, and seeding the world with treasure and resources would make things very interesting. You could play as a guard captain or a city coordinator, keeping things going at a macro level. You could be a crafter or merchant, with people constantly needing your goods and services to make things or repair things. There’d be space for socialites, bringing players to cities for everyone’s benefit. You could make it your goal to go out into the world and bring back new skills and knowledge, or find new resources, or what-have-you.

MMOs on the Brain

Found on google image search, couldn’t find original artist to credit :

It all hinges on the world being genuinely dangerous and scary. I’m not saying Dark Souls level of dangerous (though, maybe if you get far away from civilization), but scary enough that you’re happy to see another person out fighting enemies, rather than worrying if they’re going to “steal your kill”. I imagine seeing a campfire in the distance and being happy to find other players there, who are taking some time to rest while out in the field. There would need to be a lot of different forms of progression, so there’s something valuable you can do while sitting around a campfire and not-fighting. Crafting comes to mind, learning/practicing new skills, repairing/upgrading gear, as long as these things are interesting gameplay, you could create these kinds of situations.

Really, what it comes down to is having more interesting verbs. We currently have “fight” as our sole interesting verb in most MMOs, with the occasional “craft” in certain games. “Move” isn’t generally all that interesting, and we could do a lot of things to make that more fun, and pretty much everything else is just a click on a UI pane or in the world– these could be much more interesting.

The difficulty is that it’d take a serious commitment to make something VERY different from what we’ve seen. Exploring the world to find hidden libraries, ruined cities, caches of treasure, all relatively unknown and often in very scary places would be fascinating, and having teams of elite players coordinating to raid a ruined city and take it as a new hub for players would be exciting, possibly a lot more exciting than simply beating a raid boss. Being the first player to discover a new skill, or the first one to open a school to teach rare skills would be compelling, I think, and there are enough systems that have already been experimented with that allowing NPCs to do a lot of automated work while you go off and do other things would be entirely possible.

Napkin-designing a bit here, but it’s been on my mind for a while.

Bounties and Newness

Shiny Newness

Bounties and Newness

Right now the bulk of my social infrastructure is on fire with people returning to Wildstar.  September 28th at Midnight EST was the official launch of the Wildstar Reloaded free to play experience.  They are going through the same sort of growing pains that everyone goes through when they launch a game, or in this case relaunch it.  When I got in last night, and managed to fight my way through the queue, I was greeted with a “server going down in 15 minutes” message as they were needing to do some sort of emergency maintenance.  This is absolutely par for the course for an event like this, but nonetheless disheartening.  I absolutely get why they were bringing the server down however because the tiny bit of time I was able to play the lag was horrific.

I did however manage to do what I had intended to do this morning, which was rifle through my bags… dump everything that was not needed in my bank, and start to clean out my mailbox.  With the change to the way the crafting system works, a lot of the old crafted items were consumed and instead we were mailed a stack full of equivalent materials.  I had seven or eight of these messages from Protostar, all containing things I have no clue what to do with them.  Thankfully however pretty much everything seemed to fit just fine in my tradeskill bag so I don’t have to care for this very moment.  I was able to consume all of the perks that I got through the whole cosmic points system.  I am one step away from tier 6, and as of last night I got some perk that causes me to gain omnibits faster which is kinda cool.  With new toys comes a new outfit, which I cobbled together this morning before sitting down to right a blog post.  For the time being… I think I am going to stay off the servers until things calm down a bit.

Daily Bounties

One of the things I am still enjoying quite a bit is my daily routine of logging into Destiny and getting new bounties.  I am not sure how a game goes from feeling oppressive and grindy, to fun an exciting in a single patch… but whatever the case Destiny did just that.  I think more than anything it is the increased drop rates that make things feel interesting, because when I know it is highly likely that I will get something for my time spent, I don’t mind spending time doing something.  I love the random chance of finding something cool, and maybe once I am geared enough to no longer care about drops…  it will feel different.  However every single engram that I see glowing in the distance is a chance at finding something to increase my overall light and as such make me more formidable.  Largely my key goal this week however has been to try and stock pile strange coins again in the hopes that on Friday Xur will bring me something awesome and exotic.

Bounties and Newness

I still have so much story that I have yet to complete, and I have barely scratched the surface of the strikes that are available to me.  For the time being however I seem to get the most enjoyment from grabbing my bounties and going to some planet to whittle them down.  There is just something relaxing about this process, and in many ways it reminds me of the way I felt about the daily hunts in Final Fantasy XIV…  that is until I no longer really needed the currency to improve my gear.  There is something calming about having a routine and right now popping into Destiny is pretty much the first thing I do each night.  In the above video I decided to record a bit of me working my way through my daily quests, and that is actually my second attempt given that I had been recording for a bit only to realize that it was not picking up my mic.  Essentially I changed the way I am recording so that I could pull my boom mic out and be able to capture audio while I am playing on the PS4 easily.  The video itself was recorded through my Elgato HD, which I have hooked to a switch so that I can record any of my consoles.   The end product just looks better than the default video recording options on the PS4.

 

 

Giant Robots and Elder Things

Yesterday I was made aware of not one, but two Kickstarters that are entirely relevant to my interests. They're already both funded, but since stretch goals are a thing and in one case a stretch goal is the thing I really want, I'm sharing them with you. Do with this information as you will.

Do you want to drive an Atlas?

First up is BattleTech. The guys who made Shadowrun Returns want to make a turn-based BattleTech game for the PC. Do I really need to say more? BattleTech is the granddaddy of tabletop giant mech warfare, and it's an IP that's been missing from video games for years. We get some Mechwarrior stuff sometimes, but BattleTech is about the mechs, not the pilots. This one's a little weird as the base goal is just to create a skirmish game. A single-player storyline is unlocked as a stretch goal at $1,000,000 and PvP is the $2,500,000 stretch goal. The Kickstarter is only about $20,000 short of that first goal as I write this, so I think it's safe to assume it'll be reached. As for PvP, meh, I don't need it to be happy. $25 gets you super awesome mech combat from a team who have shown that they can do amazing things with classic gaming IPs.

Do you want to lose your mind?

Second, we have Delta Green: The Role-Playing Game. If you already know Call of Cthulhu there's a good chance that you know what Delta Green is, but for those not in the know Delta Green is a tabletop RPG that basically lets you do Majestic 12 for the Mythos. Where Call of Cthulhu investigators tend to be a rag tag bunch working on their own a Delta Green group will consist of federal agents, government backed scientists and the like. We're not just talking FBI, CIA and the like either. My first (and favorite) Delta Green character was a US Fish and Wildlife agent who encountered some really weird wildlife.

Delta Green originated as a Call of Cthulhu setting; this Kickstarter is to publish a stand alone Delta Green rulebook. $20 gets you an electronic version; $50 gets you the hardcover. I feel pretty safe kicking in to this one since it's the original creators of Delta Green running it, and they have plenty of experience with crowdfunding.

These are the sorts of Kickstarters that make me happiest; proven teams resurrecting games and gaming systems from years past. Now I just need Paul Reiche III and Fred Ford to get on that Star Control Kickstarter I've been desperately hoping for. That would be amazing.

Final Thoughts on Tron 2.0

The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.

Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.

Final Thoughts on Tron 2.0
Programs can get bored and fidgety too.

There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).

I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.

Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.