Of Immersion

That Word

Of Immersion

One of the things that I have come to realize over the last few days is that apparently immersion in a video game is not really that important to me.  What I mean by that is that sense of “losing yourself in a game” and for lack of better verbiage start thinking like your character.  This is one of those things that role players do amazingly well, and something that I have honestly always struggled with.  So what ends up happening when I play a pen and paper game for example… is that I ultimately always play a version of myself.  The same is true for MMOs that I create this “super me” where I change my features to match what I guess internally I consider the idealized version of myself.  I created the above imagine some time ago to illustrate that point, that essentially I keep creating the same character over and over… and the games that refuse to allow me to create that character…  I quickly lose interest in.  The reason why this has reared its head once more is the fact that I keep reading Division reviews that say the same thing.  There are a host of critics that find it jarring that they are having to fight people in essentially heavily armored hoodies.  There are so many that state that it “breaks their immersion” to fight something that takes so many bullets to make it fall over, even though they are not terribly well armored.  This is not the first time something like this has come up, and each time it makes me question… am I ever really immersed in a game?

Of Immersion

The thing is… I geek out about the lore and world-building that happens behind the scenes of the worlds that I am inhabiting.  I use the world inhabit because there are times I feel like I am wandering around through a realistic looking setting.  I remember the sheer awe I felt the first time I left Kaladim in Everquest and turned around to see just how massive the entrance really was.  I am a screenshot junkie and I am constantly snapping photos of the various vistas in the games I am playing.  I get thoroughly impressed when I am wandering a game like The Division that makes me feel like I am actually wandering Manhattan.  The thing is… there is never a point for me where I don’t realize I am playing a video game.  I’ve yet to really experience that transcendent moment that some folks talk about, where they blend into the story and get swept away as though it were really happening.  I mean a game can tug on my emotions, and make me feel all sorts of things…  but it is always a game, and I am always me experiencing it not some other character.  I got to thinking about the reason why this might be… and I finally landed on a possible answer.  When I am playing games… there is never a moment when I am not also doing something else.  If I am downstairs, the television is almost always on in the background, or I am carrying on a conversation with my wife at the same time.  If I am upstairs I am monitoring slack, discord or instant messenger conversations on my second monitor (or at least making an attempt at doing so) and while playing PS4 I am constantly waking my PC up when the screen goes to sleep so I can do the same.  Even back in the day when I would play a Nintendo or Super Nintendo game in my childhood bedroom… I would be listening to music or trying to jot down notes about where I found this or that.  I guess I have always been a habitual multi-tasker with one foot always in the next activity, or the one after that…  and because my mind is always thinking about other things and other possibilities it is very hard to get all that engaged in the one I am currently doing.  So when I play a game… I want a really awesome world with really fun game mechanics…  but a lot of the sticking points that seem to bother other people just simply don’t even register until I read it from someone else’s perspective.

Going Dark

Of Immersion

A good chunk of last night was spent doing Mythic Dungeons in World of Warcraft.  The normal Wednesday night raid group did not meet this week because we were down four or five people.  When I got home I popped into Discord and ultimately wound up logging in and tanking a couple of Mythic dungeons, something that for whatever reason I had never actually done.  Of note…  unless it is late in the evening there is never a time when I am going to turn tanking for a full guild group.  Now if we are having to pug people…  you are likely going to see me check out completely, but I really do enjoy tanking for friends and friends of friends.  After a couple of runs however I had my fill and ultimately logged from WoW for the evening.  I popped into The Division and did a cleaners mission that was super stressful and wound up with me rezzing at the check point a number of times.  The problem I have been having is that I am starting to feel severely under geared for my level, so after having watched so many dark zone videos where the loot seems to drop like candy, I decided to make my way over there even though I have heard so many times that “solo dark zone” is a bad idea.  Within a few minutes of wandering around, I was absolutely slaughtered by a rogue agent…  but the thing is it didn’t really bother me that much because I had yet to actually pick up anything decent.  Instead I opted to simply hunt right around the nearest Extraction point, where I noticed there were lots of people who seemed completely happy not to shoot me in the back.

I wandered around for a little bit and in that time managed to successfully extract a couple of loads of stuff.  A few of the items were blue upgrades… but the bulk was simply just stuff that I could sell and push me closer to my goal of a nice weapon available on the main base weapons vendor.  I had quite a bit of fun, and I can absolutely see how exploring this super dangerous area would be amazing with friends.  My schedule has been pretty damned wonky over the last few weeks so I am kinda hoping that I can connect with some of my other friends playing this game over the weekend and do some dark zone fun.  I realize that I am in an awkward level not being 30 yet, but I still think it could be a lot of fun to wander around out there and see what we can take down.  Last night I finally dinged 15, which again makes me so far behind the pack it isn’t even funny level wise.  Lately I had been pushing my way around the lower zones trying to finish them, when in truth I probably should just skip ahead to the 15ish areas and do whatever is available out there.  I poked my head into Flatiron and immediately started seeing greens that were massive upgrades over what I happened to be wearing, so I am guessing that is precisely what I should be doing.  The problem is… I have spent so much time wandering aimlessly that I have out leveled the areas I still have some quests in.  I figure I can always go at a later date and mop those up after I have hit the cap.

 

 

Fixing Everquest 2

Tale of Two Games

Fixing Everquest 2

Last week we had the somewhat bittersweet news that Everquest Next was officially being cancelled.  For those who were utterly confused about what Landmark,  Next and the rest of the EQ games actually are… here is a quick rundown.  Everquest of course is the granddaddy of the big hit MMOs.  Then mere days before the launch of World of Warcraft…. Everquest II came out as an attempt at rebooting the world.  Everything in that setting happened after a huge calamity that saw Luclin the moon shattering and sending shards to earth.  The world was changed, the land fractured, and in many ways it allowed for a much larger scale game world than the original.  Everquest Next was the concept for what was ultimately going to be the third Everquest MMO… so in truth you can just think of it as Everquest III.  Landmark on the other hand is ultimately the tool that they were using to build the world of Everquest Next.  After playing around with it the folks decided that this was actually a really fun thing to play with in itself, in the Minecraft style.  Landmark was really never a fully fleshed out game, but more of a sandbox toy that players could fiddle with.  Since its launch they have made it more “game-like” but it still is missing a lot of the core features folks expect in an MMO.

Fixing Everquest 2

Now in the above paragraph I mentioned a key fact… that Everquest II launched on November 8th of 2004… and then was completely overshadowed by the launch of World of Warcraft on November 24th of that same year.  The two games took significantly different paths, and produced really different results.  Everquest II was this rich tapestry of cultures and game systems that provided a really deep game play experience that worked on so many levels.  World of Warcraft was a much more streamlined experience that asked less of the player, but ultimately became easier to pick up and play without an excessive amount of research.  We all know how the tales goes… that WoW becomes the juggernaut of MMO gaming and EQ2 becomes this sheltered garden with an excellent community and lots of great content…  but always treated as a second tier experience.  Right now Everquest II feels extremely dated, like an artifact of a different era whereas World of Warcraft feels somewhat evergreen.  The major difference there is that each time WoW releases an expansion they do significant systems overhauls that cause some sweeping changes to not only the fidelity of the game client itself, but also the back end systems.  Everquest II on the other hand has been this “Weasley House” of MMOs with content constantly being tacked on top of the older foundation.  The new content feels like modern content, but you experience a sort of whiplash as you shift between the different layers of the content and see just how drastic and inequitable the improvements have been.

Renovation Is Due

Fixing Everquest 2

The above image has been floating around for a few weeks now and represents some work that the Everquest II team is doing to update the orc model.  It seems that the newest expansion content that they are working on heavily focus on orcs, and as a result they are just updating the base model to bring them up to modern standards.  Seeing this however made me realize just how bad the old models look.  I mean it has always been one of those things in the back of my mind, but when you see what the team is capable of producing today… placed against something that has existed since 2004 it is staggering.  Now that Everquest Next is no longer a thing… I would love to see them pour some of those resources into producing a graphical upgrade to Everquest II.  The big problem with the game are just how dated the models and the animations look, and going back there is always an adjustment period and largely just hand waving off a bunch of details that get under my skin because the content itself is so amazingly rich.  I realize this is a massive undertaking, and it is the sort of thing that could be rolled in over time.  If you remember the original Everquest went through the same problems and with the release of Luclin they released new and updated character models.  Unfortunately in the case of EQ2… we need a lot more than just characters.  I would love to see this great game get a second life, because for so many of my friends that I have tried to get to play this game…  the ugliness of the assets was a barrier they simply could not get past.

Fixing Everquest 2

Now fixing the graphics isn’t going to fix the game entirely… but it would go a long way into making it feel more playable.  Next up however we really need to talk about the user interface, that has always felt a bit cludgy.  I’ve not played the game in the last decade without first installing some sort of third party addon user interface.  For years I played with Fetish Nightfall, and within the last six years or so I switched over to being a Drums UI guy.  With these UI extensions the game becomes rather good, but the whole process of acquiring a UI and keeping it updated… feels needlessly arcane in a manner I have not experience in any other game save for maybe Dark Age of Camelot where they had no official support for addons.  So the entire User Interface could use a bit of a facelift.  Finally we have to talk about the way combat works in this game.  I feel like this is the step that would actually cause rioting in the streets by diehard Everquest II fans…  but I also feel like it is the point that is the most needed.  The game really really needs to simplify combat in a way that does not require me to use 30+ abilities in a combat rotation.  The above picture is of my Shadowknight, and at least 30 of this abilities are ones that I pretty much used in every single round of combat.  It was even worse on my Dirge and I had these super complex patterns memorized… that even today I can sit down at the keyboard and automatically cycle through them.

Fixing Everquest 2

The problem is…  it doesn’t really feel fun.  I feel like I am playing some sort of a musical instrument instead of actually experience reactive combat in a video game.  Now I am not saying water it down to the level that single hotbar games have done… or simplify it to the point of an action MMO.  I just would love to be able to have one primary hotbar of abilities that get used every round… and then a bunch of optional abilities that throw in for flavor or when special conditions are met.  The cooldown of EQ2 abilities is so long that you need something… anything… to fill in the gaps so you quite often are simply mashing the next button that is off cool down.  Please understand that I am a huge fan of Everquest II… but every time I leave it is the cludgy combat system that eventually drives me away.  For several months I can overlook it and just blend back into the rich and vast game world… but I always reach this point where I need to play combat that simply “works better”.  I think maybe this is a ship that has already sailed, and after doing several combat passes early in the game…  I am not sure if they have the intestinal fortitude to attempt another.  All of this aid… simply making the game look better would go a long way into making this a more attractive experience to new players, but in doing this post I am talking about all of the things that I wish were different.  Combat will always be a huge part of that.

Bad News Day

Goodbye Everquest Next

Bad News Day

Yesterday the MMORPG industry received a couple of really bad bits of news.  Firstly Daybreak Games has officially announced that Everquest Next is no more, and that they would be rushing Landmark into “launched” status this spring.  Firstly it really should not come as any surprise that this is happening because in truth we have not had any substantive news about “Next” since SOE Live 2014.  So when Storybricks parted company in February 2015 and SOE was sold to the holding company that renamed it to Daybreak… I fully expected we would never see anything further from Next. Storybricks was going to be the guts of this new approach at how to create an MMO and allow it o almost center around procedural interactions with he various factions and NPCs in the game.  With that core gone… I could not reason how the game would function, and deliver even half of the lofty promises it had made.  The other huge concern was the fact that Daybreak now seemed like a company desperately trying to survive under the yolk of evil overlords.  When a company known for grooming technology for sale purchases a game company…  it seems like creative freedom and the broad daydreaming that got SOE where it is today would be the firs thing to go.

The concerns I have is that it feels like Landmark is getting foisted upon us, in an unfinished state.  It had been a couple of years since I last played the game and I popped in last night to see just how different it is.  In truth it still feels like the prototype game that it has always felt like.  I roamed around and collected items and then logged back out because I wasn’t really drawn to stay. The thing I love about Landmark is the community, and I am just hoping that through all of this transition they can manage to keep that intact.  The problem I have with Landmark is that it is a fun sandbox that lets you build really interesting structures…. but I still wouldn’t really call it a game but instead more of a toybox.  Sure you have the trappings of combat now, but while wandering around in the zone the game dumped me in…. there was actually nothing to fight.  Maybe I need to dig down to find that, but the only thing I actually encountered that was potentially damaging were some exploding shrooms.  I am hoping that in the few months left before the official launch that they can somehow pull together some of the ideas from Next and make Landmark a proper game experience.

Wildstar Falters

Bad News Day

The other concerning news from yesterday is that roughly sixty employees were laid off in a “restructuring” within Carbine.  This has honestly been a topic among some of my friends for awhile now, but we were dreading some form of action to be taken.  Wildstar has not been performing amazingly well… in fact they are performing far worse right now than with City of Heroes was shut down by NC Soft.  As a company goes they are notoriously brutal when it comes to closing titles that they deem are not operating as well as they expected.  Wildstar is a significantly better game today than it was at launch, and the Free to Play conversion was more than just a payment model change, but an entire reworking and re-tuning of some of the game concepts.  The game felt fresh and new and was exciting…  for a period of time.  The problem is, that Wildstar is just not my game.  I have good friends who love it above all others, and for them it hurts a lot to see the company struggling.  Every now and then there is just a game that does not for whatever reason “click”, and that was this game for me.  On paper it sounds and looks like everything I could have wanted in a game, and I still think it has one of the best implementations of player housing I have ever seen.  Unfortunately I just don’t ever have the desire to play it, and always seemed to prioritize playing something else over it.

The scariest statement about the whole press release is this line. “These cuts are directly tied to WildStar’s evolution from a product in development to a live title“.  That right there seems to be signalling the end of active development on Wildstar and shifting the title into maintenance mode.  An MMORPG cannot thrive without fresh dose of new content, and while you can do things like add new quests and script events without a lot of active development….  you can’t do things like roll out new zones and raids.  Admittedly the game is getting fresh content with the release of Arcterra, and hopefully this will not effect that.  The other worrying statement is that apparently there were statements floating around that the employees were told to expect more layoffs in the future.  So much happens when layoffs are announced, and there is an internet dog piling of bad blood towards a game.  I have nothing but love for Wildstar and its community and I want it to weather this storm and somehow bounce back stronger.  I am clinging to hope because I know a lot of people who really need this game to succeed and thrive.  All of that said… the cynic an realist in me still keeps saying that this is not going to end well.

 

 

Not First Rodeo

The Waiting Game

Not First Rodeo

Yesterday marked the official release of The Division… or at least it did in some parts of the country.  Most of the evening was a simple case of me waiting around for the servers to unlock.  My friend Lonrem apparently purchased his CD Key from a UK reseller, and as a result he was able to get in and play significantly earlier than the rest of us.  It was completely unintentional as he was simply shopping around for the best deal, but I guess that is a neat trick for games like this that have a somewhat staggered launch cycle.  The rest of us however had to wait for midnight eastern to pop in and attempt to play.  I say attempt to play, because as the saying goes… this is not my first rodeo.  To the best of my knowledge UbiSoft has never launched an MMO, so as a result I expected the first night to be extremely choppy.  My only real complaint is the fact that I had to wait until around 11:50 to begin extracting the game from steam…  which was a process that took over twenty minutes.  I mean I get why they limit folks, but it seems like they could have flipped that switch about 11pm and let folks get through that step so they were quite literally ready to go when the final switch was thrown at midnight.  The bulk of last night was me playing other things while waiting on access to The Division.  My goal was simple… stay up long enough to create a character and then head to bed.

I played a little Destiny, and then ultimately retired to the sofa to piddle around.  After doing my Garrison chores in World of Warcraft, I ultimately landed in How to Survive 2, which is a game that is really growing on me.  It is not going to win any rewards for graphical fidelity, but there is something about it that I find appealing.  Sunday I managed to get the first mission that straight up wrecked me, so last night I attempted it again but this time dialing down the difficulty a little bit.  That is one of the things that I failed to notice at first is that you can repeat the missions, but each time you can adjust up or down the difficulty.  This creates some interesting ways to get easy experience, as the very first mission objective is simply kill 5 undead…  which you can do really quickly and if you crank up the slider to maximum difficulty you soak up lots of xp.  The mission I struggled with was the very first night mission, which means I had to see everything by either spotty moonlight or by shining my flashlight around.  This made exploring buildings as anxiety ridden for me as I imagine it would be for real in this situation.  I found myself playing vastly differently… shutting doors after me to buy myself some time just like I used to board up windows in State of Decay.  If that mission signals more of the game to come I am looking forward to seeing it, because I expect to repeat that mission a bunch just because it was extremely enjoyable trying to stay alive in a much more infected city at night.

Desert Parkour

Not First Rodeo

I guess I was simply in a zombie mood because after playing a few missions in How to Survive 2, I moved over and booted up Dying Light.  Now I have had a copy of this game for quite a while but never wound up playing it.  I am not exactly sure why, because at least aspects of this game are right down my alley.  The whole parkour thing… not so much, but their particular implementation is pretty great.  At base level the game reminds me a lot of the fun I had running around the rooftops in Assassins Creed II, but this time… the citizens were out to kill me and I couldn’t really blend in among them.  I feel like I am late to the party, but I had quite a bit of fun running the first several missions.  I managed to make it through the tutorial and into the “real” game where I chose to remain offline, because I absolutely did not want some player showing up in my game and hunting me down as the “Night Hunter”.  While I didn’t actually make it terribly far before feeling like I needed to log out and watch the clock again…  I want to definitely pick this back up the next time I want a single player game.  It seems like an amalgam of a bunch of other games that I enjoyed, and it looked gorgeous on my laptop and performed extremely well.

Crash and Burn

Not First Rodeo

I already talked a bit about the frustrations of having to wait for the game to unpack, and while I had not intended to… I popped on voice chat to hang out with Tam, Kodra and Ashgar who were all waiting as well.  Ash purchased through Uplay so he was up and running well before the rest of us.  Tam, Kodra and I all seemed to get in around the same time and I apparently took significantly longer on the character creator than the other two.  I was just about to finalize my appearance when I hit a server connection error.  As expected the UPlay servers crashed and crashed hard.  It was at this point that I decided to go to bed, because I doubted they would be playable for awhile.  My key complaint with this game is that you are not sent to a menu first, so that means you have no access to the graphical settings until after you wade through the introduction.  In the multiple betas I have played in and on multiple machines…  this game has never once auto selected a viable graphics option.  During beta it kept trying to tell me I could run the game on 4k… and this time around it seems to favor running the game in a postage stamp sized window.  It is only after logging in and changing the settings that things became usable.  Dear UbiSoft… never do this again…  in a PC game the first screen you see should ALWAYS be the Graphics/Audio/Whatsit menu.  I mean I get what they are going for…  wrapping the player in story from the second they launch the game…  but this could have been just as easily done from hitting the play button from a menu.

Not First Rodeo

I managed to get into the game this morning, created my character and poked my way around the Brooklyn starter zone that we did not get to see during the beta.  So far I am liking it, it feels like a less hectic version of Manhattan.  I am not sure if I am simply better at the game than I was when I first played beta, or if the AI is really dumb… but I am mowing down the mobs in the Brooklyn area without issue.  I like how often gear upgrades are dropping and at this point in the few minutes I have played I have already essentially swapped out my entire gear set other than weapon.  The only frustration is that I really want to get to the rewards vendor so I can make sure all of the items that I supposedly unlocked are really available.  I have an 8pm raid tonight in Destiny but it is my hope to pop in and play some Division tonight to maybe get out of tutorial land.  If the servers stay stable…  like will be golden.  I don’t think there was anyone who has ever experiences an MMO launch that did not expect the servers to crash and burn last night.  However in talking to my friend Ravener, it seems like they recovered pretty quickly and within an hour the game was completely playable for the rest of the night.