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.

Time is Money

Tobold asks the question when will WoW go free to play and how that might be implemented. Blizzard has certainly learned the lesson all good gym owners know– the neglected subscription is the ticket to success. Who among us hasn’t joined a gym or health club with a monthly fee and ahem how shall we say… neglected to make full use of it?

I have no idea what the average is, but it must be a significant percentage of members continue to pay but, even with the best of intentions, stop going to the gym regularly or at all. Call it guilt, call it taking a wee break, call it preserving your access should you want to play, it’s still recurring income.

Blizz may get there, but I don’t think they’ve lost enough people to justify going F2P yet.

For other games that, in Tobold’s words, don’t justify a subscription when compared to many players’ level of interest or commitment, F2P is just the ticket. DDO, LotRO and now STO are three that have come back on my radar specifically because they went free to play. Being able to match my spend with my level of enthusiasm and or time commitment is a boon to me.

Even with a traditional sub though, in theory I could maximize my return on the sub by consuming as much content as my time budget would permit. If I were only interested in the leveling game in SWTOR, and played obsessively since launch, I might have consumed all the storylines for all the classes/factions by now. I could see SWTOR going free to play at some point following the path others have taken– pay for fluff, utility items, progress enhances and or access to content areas/modules for progression.

Eve however remains the anomaly. One can legally buy characters, and effectively in game currency as well, but one cannot buy progression. Eve progression is skill based and skill training is time based. The only way to continue to progress is to continue to subscribe.

So why doesn’t Eve just sell time?

If I really want to spend the next year working through a skill training plan (not an unheard of amount of time) why not let me buy the time now, apply it to those skills I want to train and be done with it? If I’m going to spend $180 to learn to fly a Titan, why spend it over twelve months?

One of Eve’s major barriers for new comers is never being able to catch up skillpoint wise to friends who have played much longer. Granted that progression can go in any number of directions, but to switch from a hardcore miner industrialist to a 0.0 capital ship pilot would take a very long time.

Seems like a natural progression for Eve. Eliminate subscriptions, sell a time equivalent for skill training, or just skill points out right to be applied to skills of a players choice, make that freely tradeable like PLEX and you would have the most flexible model in the universe. Players could truly exchange time for money in whatever proportion they wish.

Earn isk by playing, purchase training and it’s truly free to play. Buy isk or training and your time budget is preserved. Of course the one element that likely prevents this from upsetting the games balance is that to survive in Eve, you still need to learn how to be a good pilot. Something that you just can’t buy.

Bridging the gap

This started as a comment to Wilhelm’s post but the tale grew in the telling…

Regarding SoE’s discussion point about selling max level characters…

As someone who doesn’t raid, I suppose I don’t really care.  In my mind, its a bit like hiring someone to carry you to the top of Mt. Everest so you can take a snapshot and put it on your wall.

But still, SoE’s proposed solution raises a more interesting question which many folks have been discussing of late– how do you reconcile vertical progression with a raiding end game and permit a game to grow and thrive?  How do you bridge the gaps for new and old players and between new and old content?  Or between current content and the “end game”?

What experience seems to show is that shoehorning both games into one does a disservice to both.

An ideal solution in my mind would be something along the following lines:

  • Raiding is a separate game along the Guildwars PvP model with limited world interaction
  • Leveling unlocks the ability to roll a new character at any level up to the highest level attained
  • With the purchase of each expansion, players may roll a character at the base level of that expansion
  • Experience curves wouldn’t be compressed, previous content remains intact

Raiders would get what they want and avoid the exercise of leveling through trivial content unrelated to raiding skills.

Levelers new and old could come into a game at any point in the game they desired and be with the pack but still have the opportunity to play previous content as it was intended.

Levelers could choose to level 1 to cap or leapfrog along experiencing a new chapter of content as they saw fit much like choosing which film or book of a series to read.

Completionists can play cover to cover and replayability is preserved.

Whether “expansion” characters would be permitted to visit the old world is something I haven’t fully considered.  Locking them out of the old world isn’t very immersive, but probably strengthens the lowbie economy.  Forced down-mentoring maybe to avoid the usual problems?