Worldliness

Yes, the blog lives. Technically, at least. Life gets busy and complicated, but when it eases up a bit or a topic strikes my fancy… well here you are.

On the heels of the announcement of WoW’s Wrath of the Lich King Classic, a number of recent posts have taken up the topic of WoW’s dungeon finder due to be added to the Classic version of the game. Wilhelm has some thoughts here, Rohan has a good post here, and a series of interesting somewhat related posts from Bhagpuss and Shintar, got me thinking.

We’re not playing WoW at the moment, but readers of TAGN will know that our little group of ageing adventurers have returned to Valheim after setting WoW Classic aside and exploring a few other games– New World and Lost Ark specifically. Part of what propelled us back to Valheim, for me at least, was the loss of a sense of place, of “worldliness”. I’ve been down this road before.

One day all this will be yours? No, not the curtains.

I play these games to be removed from this crazy world to spend some time immersed in that crazy world. Experiences are what I take away from these games and exploring and adventuring in a virtual world to me should be a unique experience– even if that experience is potentially very similar to that of another player’s– the pathway, choices and timeline are my own.

The recents posts weighing in on the WoW Classic Dungeon Finder debate, damage meters and dps rotations (and or the demise of “support class” play) struck a chord. These games have evolved from being a world to explore to largely being a single “story” line to experience, largely at the exclusion of all other kinds of gameplay.

I’d add a big third item to Rohan’s two ideas about Dungeon Finder– Dungeon Finder destroyed the “world” of WoW. In the guise of solving the group formation problem, a whole host of changes ensued which led to many of the issues Shintar and Bhagpuss discuss. The advent of the DF feels like it was perhaps the first big obvious manifestation of a new and shifting philosophy of game design.

As Wilhelm discussed, DF required that instance related quests were now placed within the instance itself rather than the instance run being the culmination of a world-based narrative quest line. I always trot out the Van Cleef/Deadmines story line from WoW Classic being the epitome of the before times.

A trot across the Northern Bree Fields

The “world” became irrelevant and needlessly time consuming. As the bar for accessing and experiencing content was reduced to logging in and clicking the LFD button, world questing and travel went out the window. With instanced content being simultaneously the easiest content to access and the repository for the best gear needed to progress to the, er, next best gear, an endless cycle of class and dungeon content revision and optimization ensued. The DF made adventures like this unnecessary.

The success of the new bite sized instance based experience depended on channeling players into set roles to feed into the DF to provide a predictable, homogeneous and optimized experience. Rotations, damage meters, gear score, “cleave” runs, etc. all grew out of this fundamental shift.

Likewise, the primacy of effectively lobby based instanced content in these and only these roles effectively killed off any other modes of game play. Crowd control? No longer needed. Stealth? Hardly. Unique “builds”? Need not apply. Specialized group buffs or other “support” activities? That went out with high buttoned greaves. Gear score too low? Pass. DPS checks? Yup. Fast travel to any and all points? Check. Don’t even get me started on “phasing”…

Kamagua Sunset

And all of these changes, some incremental, some more earth shaking, took us from somewhere close to the 1999 Everquest virtual world experience to something much more like Lost Ark’s fixed character archetypes, linear maps and story lines.

Don’t get me wrong, I enjoyed Lost Ark for what it was, and before that, our re-exploration of Diablo II. But what those experiences didn’t offer was an individualized character that I could relate to and take into a world to create experiences for that character. Fewer or no choices, no individuality, One True Way to gear and play.

To me, that cascade of detrimental changes fundamentally started with the DF whose original mission was to solve a quality of life problem– how to facilitate group formation for instanced content. Very soon after that, the tail began wagging the dog and my how much wagging there has been.

If the difficulty of forming dungeon groups was the problem, the DF wasn’t the only solution. WoW certainly could have taken other tacks tried in other games. Scaling dungeon difficulty to group size or other indicia of “power” (i.e., gear score, level, etc.) could have been one way. LOTRO essentially went this route.

Mercenaries could have been another. Need two more to fill out your party? Hire a merc. Everquest and other games have taken that approach. Either of those alternatives wouldn’t have done any true “violence” to the core idea of an explorable world in which instanced content serves a role to move story forward and provide for progression.

When I look back at the games I’ve spent the most time in over the years (or had the most affinity for), the ones that I have stuck with for the longest– WoW, LOTRO, Everquest, Minecraft, and to a lesser extent, Valheim all have (or had at the time I was playing them) a true sense of place, of worldliness.

Icebergs Ho!

I have memories of those places and experiences as if I had visited them and spent time there. These are entirely unlike the memories I have of reading a novel or watching a film. For that matter, even the experiences of separate characters in those worlds have their own unique recollections.

Are there any virtual worlds left to explore and experience any more? For the time being, I’m entirely content with the sense of place and worldliness I’m finding again in Valheim.

Rearview Mirror

everlook.jpg
Greetings from Everlook, ca. 2007, when getting there meant something and not just to the Timbermaw…

Apparently blogging or at least the MMO blogging community is dead.  Or something.  Well, I’ve never taken directions very well, so here I am.

Ardwulf’s “What Was Lost” post caught my attention.

As Wilhelm has been blogging, our formerly-WoW, currently Rift instance group has been on a bit of a roll (or a lack of one) for the last 6 months.  As adults with various combinations of jobs, spouses, aging parents, growing children, and real life in general, having all the stars align to put all five of us online on a Saturday night at the appointed hour to partake in group content has been a rare occurrence.  This year, our score has been 2 for 24 (weekends), if I score it correctly.

And even when the gang isn’t all there, no one is spending a great deal of time in Rift.  Was not always the case.  When we were in Azeroth oh so many years ago, there always seemed to be something to do, something to explore.

Ardwulf seems to have reached the same conclusion we reached a while ago for what seems like many of the same reasons.  Lots of things in Azeroth have changed.  Many things lost, but what were those things that made it so compelling in those halcyon vanilla days?

Its a bit difficult to define what it was, but as some of the comments in his post point out, certain changes changed or radically impacted many aspects of the game in a negative way (IMHO).  So by looking at the negative impacts you can infer a bit of what the secret sauce was in the vanilla days.

Worldliness

For me, it comes down to a loss of “worldliness”.  That doesn’t mean a sandbox per se, but that the game world was a place with a sense of dimension, danger and the unknown.

Quest-centricity

Quest content was a way to experience the game but not the entire game.  That was initially a great strength of the vanilla game, providing a non-exclusive guided path through the world. Of course, we often stepped off those paths, encountered others and generally explored.  There were quest lines that lead no where.  There were side stories that were interesting in and of themselves that were utterly “optional”.

Increasing quest-centricity to the exclusion of all else migrated what was a game world in which there were many storylines to a story in which your character was largely a passive and captive participant.  By the time Cataclysm rolled around and I was budgeted with three quests at a time and I had to complete the entire zone to unlock the next zone, I was done.

Lost with that was any desire for replayability with alts.  Why trod the exact same path again and again?  I may have wanted to do so in some instances, but to be denied any choice in the matter just sucked the life out of the game.

Dungeon Finder/World Wrecker

The dungeon finder was certainly the world shatterer.  The world became a game lobby of course, we started to see that when PvP became instanced and you could queue and be whisked away.  Both travel and story were trivialized and in large part the world-based story line was mostly divorced from what was the instance based climax of those story lines.

Phasing

Another world shattering “innovation” was phasing.  The world around the character was representative of the experiential path that character had taken rather than vice versa.  Players on different steps of a quest may be in the same location as each other but in another “phase” and completely unable to see each other, play or assist each other.  Player-centricity versus world-centricity, Player wins again.

Repetitive content

Because of Blizzard’s formerly vaunted quality control to not release an expansion before its time, daily quests and associated grinds were added to bridge the gap.  An utterly immersion breaking and transparent attempt to pander to the ADD crowd.

And why create more content when you could just repurpose existing content?  Heroic dungeons were added.  What was the story or setting-based set up for these again? Oh yeah, none.

Death of Travel

Flying mounts and the demise of travel.  Worldliness is defined by the perceived size of the world.  Whether that is by some peculiar scaled physical metric (feet, miles, meters, km) or by the amount of time that it took to cross a particular zone, etc. each of those experiences created a sense of space and dimension and with that investment of time into travel, a sense of rarity, danger and a heightened risk of loss was created.

EQ did this is spades.  I remember being utterly terrified doing the run from Ak’Anon to Qeynos as a low level character in 2000.  It was terrifying and wonderful.

Risking the time invested and fighting to make progress to discover that next flight path was a great part of exploration.  As annoying as it could be on those AFK flights across Kalimdor after taking the boat from Menethil after taking the bird from Ironforge, and then running across Tanaris to get to Un’Goro, you had a very real sense that the world was a very big and very dangerous place.

And in those very big, very dangerous and remote places are often wonderful things.

Difficulty

Finally, getting through the world was not a gimme as it is now.  The world was a dangerous place and you needed to be thoughtful about where you went, the path you took to get there and how to engage mobs.  You could die, and often did.  Sometimes in very bad places which was a good thing.

Those dire circumstances created opportunities for both good and bad behavior.  One could assist someone in need or ninja their miniboss.  At least there was the opportunity for emergent interaction.

With the world no longer being a “place” and the challenge dumbed down and generally meaningless, players not can’t get through if fast enough.

Final Thoughts

Alright, enough rambling down the rough road of nostalgia.  For all that it does right, poor Rift doesn’t quite have that same sense of place that old Azeroth did, but its certainly much closer than post-Cataclysm WoW.  But frankly there really isn’t anything out there now or on the horizon that looks promising.

I truly enjoyed my time on the EQ timelocked progression server, Fippy Darkpaw, at least before SOE went down.  I even enjoy the F2P version as well and a big reason for that is the sense of place that old Norrath has accompanied by its dangers and rewards.

I see Syp has a post up about emulators keeping the flame alive and I briefly ducked into the Emerald Dream vanilla WoW private server.  As its a bit dubious, I couldn’t get completely comfortable with the whole private server thing, but if Blizzard offered one, I would pay them for it.

Until then, I guess I’m waiting for the next world to be borne.

Pictures on Radio

So, I was sitting there Saturday morning catching up on game blogs and what not while patching Everquest which has now gone free to play.  Part of me felt excited as if it were the next highly anticipated new release and the snarky part of me thought “how exciting, a new ‘release’ of a thirteen year old game”.  I can only imagine how disappointed the uninitiated might be when they finally log in and see how much the old girl lacks by way of modern conveniences and shiny graphics.

That, coupled with reading through Wilhelm’s long but delicious dive through the nostalgia of Air Warrior, got me thinking about why those games held/hold such sway.  In the mindset of the time, it was certainly the excitement of the possible embodied in a new medium.  The fact that you could do anything on through 1200 baud modem was exciting enough.

Immediately the old quote that “the pictures are better on radio” came to mind.  Limitations of the available medium meant that developers of yore were limited in what they could put into the game.  Indeed, in the earliest computer games, barely anything more than the core elements of the game could be represented, let alone a fully rendered three dimensional world.  Sometimes all you got were a few pixels and a line of text.

Of course that left the rest of the game space to be depicted in the mind of the player or at least to use your imagination to fill in the blanks.  Not that this is any shocking discovery or revelation.  Checkers and Chess are just abstracted turn-based military strategy games after all.  D&D begat MUDS which begat 3D RPGS which begat MMORPGs as we know them today (and all the myriad branches of that tree along the way).  With each step of evolution, a bit more of the player’s imagination was no longer required as the world was more fully rendered.

But having revisted some of the early games this last year (TorilMUD, EQ, etc.), I found myself having quite a bit of fun with them and not simply because of the nostalgia factor.  Indeed, living vicariously through Tobold’s and Tipa’s recent pen and paper adventures even has me considering rediscovering D&D.

So I’m left with the question of how much (developer created) environment is needed or desirable to make a game enjoyable?  How much immersion do you gain or lose by rendering more and more of the game environment for the player?  At what point does more become less?  If you make the player do too much work, they’ll disengage, but if you do everything for them, they’ll have no “ownership” of the game environment and they’ll just change channels.

How much is too much?

What’s that in the road? A head?

Since the latest patch to the EQ Fippy Darkpaw progression server went live this week, I’ve been spending a bit of time attempting to finish up my Pine Druid newbie armor quests in Surefall Glade.

I had collected most of the materials when we first got going on the server, but once it was acknowledged the combines were broken, I banked them waiting for a patch or not.  Apparently, I must have lost some interested in collecting some of the more difficult to obtain materials because when I went back to my bank, I was short a few items.

Not surprisingly they were the No Trade items– Giant Field Rat Whiskers.  Of course these whiskers only drop off of Giant Field Rats which only spawn after Large Field Rats and Giant Rats have been exterminated.  Even then, its not a guaranteed drop.The only zone in the game where they can be found is in Qeynos Hills which is convenient enough since my druid can port home to Surefall Glade.

After having little luck trying to force the appropriate rat spawn, I decided I needed to take a break.  The final piece of the newbie armor quests is a separate quest which will yield a nice weapon.

At this point, I had all but the boots and one bracer which would require three Giant Field Rat Whiskers.  I made the conscious decision to chuck that.  I always hate it when a higher level character is patrolling a lowbie zone bopping field mice trying for that rare spawn and potentially disrupting the lowbie players advancement.  Call me old fashioned, but I always thought that was bad form.

So with most of the armor items in hand, I thought it was time to move on.  The weapon quest, however, would be fairly straight forward– collect a mob’s head, sharpen an item, add two more easily obtainable drops and voila.  How long could it possibly take?

Fortunately, the mob, a Bloodsaber Defiler, is conveniently located in Surefall Glade.  So convenient in fact, that its located mere steps away from the quest giver through a false wall in the Glade (no doubt a disturbing surprise to newbies exploring the boundaries of the zone)…

Quest obtained, Defiler located and defeated and… no head.  Ok, well sources indicated that it was probably about a 50% drop, so just my bad luck.  Unfortunately, she doesn’t quickly respawn, so off I went looking for more Giant Field Rats.

I returned a few more times with the same result.  At least now I was certain that her respawn timer was 60 minutes like clockwork.  I could log on, kill her and if no drop log off and go do something for an hour…

We've got to stop meeting like this...

During one of those hours, I did some surfing of the forum thread that was originally tracking the newbie armor quest issues.   Sure enough, one of the old posts (pre-patch) mentioned that the Bloodsaber Defiler appears to have no head to drop…

Sadly, I’ve come to the same conclusion.  After six or seven successive kills, I’ve got to conclude that its probably still broken. Yes, I took statistics, but I can still smell a broken quest when I see (or smell) one.

So for now, its back to Runneye with our little group, much greener for the effort.  The completionist in me bleeds a little, but I grow weary.  Just goes to show you how hard it is to get a head in this world…

Surefall Glade Druid Love

Indeed, the Surefall Glade newbie druid armor quests got some love in this week’s patch.

I had, or thought I had, most of the materials needed for the newbie druid armor quests sitting in my bank.  Throughout our adventures, I’d been porting back from time to time and checking to see if somehow the quests had been mystically fixed, but to no avail I was met with the “you do not meet the requirements to complete this combine” or some such.

With this week’s latest patch, I logged on eagerly to try yet again.  Indeed the quests were working.  Curiously, though my “inventory management skills” must have been awry or perhaps Norrathian bankers are far too similar to earthly bankers and I found my quest material cache wanting for Giant Field Rat Whiskers and Giant Field Rat Pelts.

After running about in Qeynos hills for the night, I was able to acquire a few of the missing materials, though the spawn and drop rate are abysmal and managed to complete the tunic, helm, gloves and pants portion of the quest.  Visually they are more green than the leather items I was wearing.

Greener than Thou

I still need a few more materials for the boots and sleeves (and ultimately for the scimitar) but for now, its a great relief to have most of the pieces.