Change is Good I Hate Change

If you’ve been reading this blog for a while you might remember me praising the (still in Steam Early Access) game Subnautica a few times. Well, I’m back again today to praise it some more, and also offer some thoughts on game updates, and game changes more generally.

First let’s get some formalities out of the way. From the beginning I thought that Subnautica was a beautiful and immersive game, and over the past few updates it has only gotten moreso. They recently did a pass on the game that effectively just made everything prettier, from improving some models and animations to updating the lighting effects. I want to spend so much time exploring this world because it is so beautiful.

Change is Good I Hate Change

I did eventually craft an aquarium and grow some critters and plants!

Now it is time to move on to some meatier changes. The most recent update promised the ability to craft planters and large aquaria for growing your own terrestrial and aquatic plants, and for growing sea creatures from eggs. Cool! Unfortunately, this also required starting a new game again. This highlighted some changes since the last time I restarted that, while I think make the game better, made getting up to speed again much slower. There was a tiny bit more of an introduction sequence than I remembered, which was very nice. Once I hopped in the water and started working toward making a new sea base so I could start my new garden I discovered that many of the items I could craft immediately before now required blueprints, and the system for gaining those blueprints was different. Now you need to craft a scanning device to carry with you so you can scan fragments that you find until you scan enough to learn the full blueprint. You can’t add any sort of power supply to your base until you learn the blueprint for one. This really slows the pace of building, since it means you have to constantly run back to your escape pod to use the fabricator for much longer than before.

I think I’m so conflicted on this big change because I’ve been playing so long now and it is quite disruptive to my usual path of progress. It didn’t feel great to have to spend a while searching around for a blueprint for something I had from the outset before, especially when I just wanted to check out some of the cool new additions. Perils of early access I guess, but there’s also parallels to many other games. Leveling for the first time in a MMO I almost always want to take my time and explore. After that, I’m often just looking for the most direct route to get caught up to where I want to be. Having to re-earn something I already worked hard for feels incredibly unfun, whether a cosmetic item, reputation grind, attunement, or other unlocks. It is why big disruptive changes in a game feel bad sometimes, even when they’re adding great new content. The changes to old-world WoW in the Cataclysm expansion come to mind here. They added a bunch of new quests! There was so much to re-explore and see! But it disrupted my known alt leveling path, took away something I was so very familiar with (ah nostalgia!) and replaced it with new stories that I sort of wanted to pay attention to but mostly just wanted to get through quickly on my way to the level cap. To this day I feel like I never gave that content a fair shake because I was always in a hurry to rush through it, even when it was brand new.

This is a very different feeling from a simple addition of new content that picks up where you left off. New DLC for the most part, or new patch or expansion content in MMOs that adds max-level activities or increases the level cap doesn’t invoke so much resentment in me. Hopping into an existing game file or on to an endgame-ready character and working toward newly-added goals is satisfying because it feels like progress, not retreading old ground in a slightly different way.

I’m not sure exactly what all this means for me and Subnautica going forward. I absolutely love the game and will continue to highly recommend it. They are still adding monthly updates though, so maybe I need to space out my play time a bit and let a few  pile up before returning and starting over from scratch again. Hopefully that will allow more cool new additions to outweigh my grumpy resistance to change.


Change is Good I Hate Change

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

AggroChat #96 – Good Grind Bad Grind

Tonight Ashgar, Belghast, Grace, Kodra, and Tam talk games that are particularly good at grinding… and those that aren’t at all

aggrochat96_720

Tonight we welcome back Grace to the fold as she has returned safely from her trips out into the hinterlands.  Additionally it was a little close but we actually got Tam this week who finished his Infinity Tournament in crazy record time.  As a result we talk a little bit about the new Infinity Tournament scoring system and his experiences.  Then we delve into a length discussion about crafting systems…. but more importantly the way Warframe seems to make a mad amount of grinding seem completely reasonable.  Then I finally manage to understand why people are so enthralled with Dragon Age Inquisition…. because I absolutely hit my click point.  We also get into a long discussion about when grinds feel bad, talking about Limited Time Chase items in MMOs that stop dropping after a period of time.  Finally we get into a discussion about Sleeping Dogs as Tam revisits it on his backlog list.

Topics

  • Infinity Tournament Scoring Rules
  • Warframe Crafting and Grinds
  • Warframe Sorties
  • Dragon Age Inquisition
  • Limited Time Chase Item Grinds
  • Sleeping Dogs

 

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