PotD: Misty Thicket

Approaching the Misty Thicket Wall from Runnyeye Citadel

The revamped Misty Thicket as viewed from the Runnyeye Citadel approach.   Overall, I must say the screen shots just don’t do the revamped EQ zones justice.  They are quite nice.  Of course, Wilhelm and I keep wondering what sin Qeynos must have committed to invoke the wrath of SoE to be ignored…. For god’s sake, they even revamped Toxxulia Forest

And while we’re at it, why did Misty Thicket get to keep the fog that went away in the Karana’s and Surefall Glade?

Interesting choices

A theme has been circulating around the blogosphere of late, several posts for which its too late and I’m too lazy to link back to (apologies), that have been commenting on aspects of gameplay that can be loosely categorized as requiring (or at least permitting) the player to make “interesting choices”.  I’ve been somewhat busy and remiss in commenting on them, but ultimately think they are on to something…

In some games like Rift with its multivariate soul system, that means that players get to make interesting choices about character development and differentiation.  Likewise those choices in theory permit a player to choose how to configure one’s character for a given play scenario– instanced dungeon, rifting, solo pve, solo pvp, etc.

Gordon at We Fly Spitfires and Wil at The Ancient Gaming Noob both touched on a few aspects of class design that highlighted another aspect of player choice or the (merits of the) limits thereof.  Likewise, Keen had a few good thoughts on old EQ which resonated.

My own recent experiences on the progression server in EQ which were initially borne of nostalgia and perhaps a bit of a masochistic streak have been validated well beyond the mere “lets go see how bad it was and we can blog about it” angle.

I’m having a good time on Fippy Darkpaw.  Its not easy.  There is no definitive path.  Death is my copilot.  Travel can take both time and luck…  My druid may know two dozen spells, some of dubious value, but can only equip eight at a time.  Choices.  I can’t cast them all, only the ones I’ve memorized.  A load out.

Once out of the pure noob zone, our progression has been fueled by a desire to “see the world”.  There is no definitive path.  We’ve zigged and zagged across Antonica and now to Faydwer to serve a our own goal or to build our own story.  Not a narrative that came out of a team meeting and was preordained by the only progression mechanic permitted but rather one of our own making.

There’s an interesting tension in reading about the seemingly extreme flexibility of Rift’s design paradigm and the rather rigid structure of old EQ, however both are based on creative player choice.  I wonder what problem they are truly trying to solve.

In the case of Rift, players have what appear to be myriad choices and are thus capable of adapting their characters to emergent gameplay situations.  In old EQ, its more like chess.  Or even Rock, Paper, Scissors.  Each piece(class) has certain attributes and to be effective, a player has to learn, analyze and make creative choices to be effective.  In essence, rigidity creates unique opportunity for making interesting choices and emergent gameplay.  Players are forced to solve problems with the tools they are given.  This is a good thing.

Encounters aren’t so finely tuned that there is, in essence, only one solution of player classes and actions that permits success, but rather, the opposite– multivariate solutions permit success and thus create a dynamic choice environment for players.  Iteration and innovation in situational tactics permit success on many levels.

That sounds like a bit of a high falutin’ way to describe that I tend to enjoy games that emphasize creative problem solving (given a relatively limited set of resources) more than those that restrict the “solution set” and rely merely on execution– Dance Dance Revolution writ large.  One successful strategy, one optimum group composition, etc.

More problematic, IMHO, is the fact that mainstream games like WoW have trivialized the leveling game completely removing any meaningful player choice.  Likewise, raiding (I’m not a raider) and for that matter current instanced dungeon content, only requires execution rather than tactics and strategy.  Regardless of your class choice, the optimal solution requires X effective dps, Y effective hp of the tank, and Y effective mana of the healer.

I’m probably in the minority, but I’m certainly more interested in the journey rather than the destination.  Currently, I’m enjoying the journey involved in a twelve year old game over everything offered in the current crop of MMOs.  It will be interesting to see whether the convergent trend to in essence no free will or player choice trump more open systems in the next few major releases.

I suspect I’ll be playing GW2 more than SW:TOR.