They’ll Have to Kick Me Out

 

By now most folks have heard about the bad news. In a classic “bury bad news on a Friday afternoon” move, NCSoft laid off as many as 70 of Carbine’s staff last week, and canceled WildStar’s China release completely. Other folks have already laid out most of my thoughts on the matter (see Gamer Girl Confessions and Notes from Nexus for example), I can’t help but ramble about this a little here too. Don’t worry, I got most of the swearing out of my system on Friday night.

They’ll Have to Kick Me Out

I saw the world end once and I survived. I’ll always stay until they kick me out.

I’ve said before that Nexus is my home and while a lot has changed since I wrote that post the one constant is that I haven’t stopped playing WildStar. I’ve gone through phases of playing other games more, sure, but I’ve had an active subscription since launch and I intend to keep it that way. Right now I’m all paid up through the end of this year. After the news on Friday though, I’m just hoping that the game is still here that long. The layoffs are heartbreaking, but for the health of the game the cancellation of the China launch is the most worrying to me. It screams that NCSoft don’t have any faith in the game, and worse, it completely removes the potential for revenue from that new market. It also has the secondary effect of destabilizing the current player base, both by causing some folks to abandon ship, and demoralizing those of us who remain. Combine that with NCSoft’s record of shutting down under-performing MMOs and the outlook is grim.

I’m looking forward to hearing from Pappy as promised next week, hopefully sooner than later. He absolutely needs to help calm the players’ nerves and I don’t envy him having to do that at a time when I’m sure the remaining Carbine staff are incredibly stressed. It is vital that he convince us though, because if people believe the game is truly heading for maintenance mode or worse they will stop spending money and make all the prophecies of doom true.

They’ll Have to Kick Me Out

Everything feels like panic and chaos. And candy-coated rowsdowers.

I still support WildStar and Carbine’s awesome staff. Nowhere else have I seen such a lovely, committed group of devs who happily engage with the community on a daily basis. I want to support them with my wallet too, but as a broke student I’ve got to be careful about my finances. Convince me that the game is still moving forward with short- and long-term plans. Reassure me that the game I love will still be here this time next year. There are so many mysteries on Nexus that I want to solve and new places I want to explore and I’ll happily pony  up some more money for fancy hats or new dyes if it helps keep the doors open. But first I need to see clear goals and not hollow PR-speak. We’re all looking to you, Pappy, I’m with you til the end!


They’ll Have to Kick Me Out

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.

 

 

A Fog is Lifting

Apologies for the quiet around here in recent weeks. I was in the grip of a very strong introvert phase where I just wanted to hide from the world, and just as that started to abate I had to travel for work and was without any (non-mobile) video games for a while. Woe. My isolationist fog has mostly lifted now, though, and I’ve been bouncing around between multiple games to try to carve out a new direction for myself.

Taking a break from a MMO usually means spending way too much time figuring out wtf happened to your inventory and quest log when you return and this time was no different. I wrestled with my very large number of alts in WoW for a few days and mostly got everyone back into usable shape. I’m just not sure what exactly they will be usable for. I’ve made some plans to level on a new server to join a casual raid group with friends, but my main activity in WoW right now seems to be logging on to 1000 alts and making gold from their garrisons. I have a horrible compulsion to do this even though I am actively thinking “this is boring and awful and I want to be doing literally anything else right now” the whole time. The problem is that I know this cash cow is almost certainly going away soon, so I feel like I need to take advantage of it while I can. At this stage I’m sitting on 5 or 6 months worth of WoW token game time, far more than I had planned for. Somehow I need to let go of the notion that I have to maximize profits every day and just play for fun or I’m going to need to step away from WoW for a few months to recharge. As maddening as it will be to lose this revenue stream, I will honestly be thankful when these missions finally get nerfed and I don’t feel like I have to compulsively deal with 12 garrisons twice a day every day.

While my WoW interest is fading, my WildStar fervor has been renewed. My bag space was far worse after my short hiatus, but easier to fix since I only have 3 max level toons. I’ve decided to take advantage of the new PvP changes and flag myself while doing my dailies and it has been pretty rewarding. The few times I’ve run across a flagged Dommie we peacefully went our own ways without getting into any trouble. I’m sure once the PvP servers merge with us there will be more peril but for now it has been really great. I never imagined that I’d play a MMO and happily flag myself for PvP out in the world. Major kudos to Carbine for giving useful rewards and making the threat of imminent doom worth it! Now I just need to decide if I’m going to try to chase a few pieces of the PvP seasonal cosmetic gear, or if I’m going to focus on PvE goals for a while instead.

Finally I stopped briefly back into D3 for a few hours. Again, my inventory is a giant mess. I think at some point I was running with friends and just throwing every legendary into a stash tab to sort out later…but then never sorted it or got rid of anything. At some point I need to go through everything and try to return it to some semblance of order, but for now I just want to get back into the swing of things. I’ve officially completed all of my goals for the season! My add-on goal is to try to unlock the extra stash tab, but that requires a lot of extra effort and will definitely need some help from friends. I did manage to complete solo GR61 which is a personal best, so this season is a success whether I get that extra bank space or not. Maybe it is better if I don’t get it, that just means even more junk to sort through the next time I take a break…


A Fog is Lifting

Costumes, Costs, and Consistency

I had an interesting conversation with some folks last week that started because of the cost to swap specs in the current WoW: Legion alpha build. It got me thinking about the various costs and restrictions associated with the activities I enjoy in MMOs, how they differ between games, and which ones really rub me the wrong way.

For example, I love the cosmetic system in WildStar. It is flexible enough to let you unlock the appearance of almost any item in the game regardless of whether you can equip it or not. The costs come from unlocking more outfit or item appearance slots, and purchasing and applying dyes. It mostly feels fair because it is a somewhat rare event to make a whole new outfit. Once you have one put together you can swap to it at any time for no cost. It does highlight a major inconsistency though. Item appearances get unlocked across your entire account, but dyes do not. The system that seemed so flexible and amazing on your main suddenly feels unnecessarily restrictive on your alt. Somehow having one part of the system account-wide while the other is not feels worse than restricting the whole thing. The overall system feels unfair because the restrictions are not consistent.

This brings me to the upcoming changes to WoW’s transmog system. The announcement at Blizzcon touted account-wide transmog, and that got me really excited! As people asked for clarifications and folks got their hands on the alpha they discovered the restrictions. Sure, unlocks are account-wide. And they are going a bit above and beyond by unlocking the appearances of quest rewards for all the quests your characters have completed. The big caveat is that for item drops you can only unlock the appearance of gear that is appropriate for your class/armor type. This severely limits the usefulness of an account-wide transmog system, and potentially really frustrates RP-ers who routinely equip multiple different armor types to achieve a particular look for their characters. The excitement of account-wide transmog feels suddenly hollow if I still need to run an old raid on a character of every armor type to unlock all the appearances I want.

Now this is the part where some folks might speak up about all the potential reason why the system is good this way. I just really want to highlight the huge inconsistency in how the rules are applied, and that is what makes it feel so frustrating and unfair to me. Here is an example. Say I have a pally (plate wearer) and a druid (leather wearer). To get full use of the transmog system I have to collect appearances separately on each. Meanwhile, my buddy with a rogue and druid (both leather wearers) only has to run something once to unlock items that can be shared with both of their characters. It is this situation that puts the lie to claims that the limitations are good for the “prestige” of earning an appearance, or that it encourages replayability or generates content. When two players experience vastly different restrictions just because of the classes they happen to play, that’s simply not fair and it makes me just angry enough to rant about it here on my blog for a few minutes.

There have been hints that the dye system in WildStar may indeed eventually become account-wide. I am not nearly so hopefully about that sort of change for WoW’s transmog system. It is funny how restrictions on a non-vital system like cosmetic wardrobes can still generate really strong feelings from the player base. Mostly, I just wish that the devs would try to make sure everyone has a level playing field.


Costumes, Costs, and Consistency