Myths and Misconceptions – A Tank’s Perspective

I’ve mentioned more than once that I’m a tank. But what I might have forgot to include is that I didn’t always want to be one — once I realized what it involved. Theoretically, tanking is what it’s all about. Throughout the entire solo game, you’re  a tank, regardless of your class. You’re up front, in the the thick of things, and eye to eye with that precious loot pinata. You’re the one (wo-)man army, kicking ass and taking names. It always surprises me how few people actually make the jump into that role when they play with other people.

Group play in WoW — though, the same can be said for other games — depends on working together. The lone ranger style of play that applied for the first 85 levels no longer matters. Everyone, healers and DPS alike, is thrown into a whole new play style, almost entirely separate from how they operate individually. You have to know your abilities inside and out, and are better off if you know those of your group members too (or at least the important ones).  Within this little ecosystem, no one player operates within a vacuum.

Unless you’re a tank, because then you feel about as alone as a grouped player can feel — at least in the beginning.

There’s this fear that surrounds tanking, and it’s big enough to dissuade most players from even trying it. You’ve probably heard the tales. It’s stressful. People yell at you. If the group wipes, it’s automatically your fault. It’s your job to mark the mobs, know the fights, keep people alive. It’s not surprising, really, because from the outsider’s perspective, that tank’s responsibility just went from one person — themselves — to five people. If the mage pulls threat, you must not be doing your job right. If you pull a full pack and one gets away, it’s your own screw up. For shame, new-tank!

Except, the reality is actually pretty different. That fear is so unwarranted, yet so instilled, that it will keep most players from ever trying out one of the most rewarding play styles in any MMO. Let’s go through some of these myths and misconceptions with my own experiences in the pilot’s seat:

Myth: People yell at you. Usually they don’t. I can count on one hand the amount of times someone has really gotten angry at a wipe and blamed it on me. Every single time, the rest of the people in the group thought they were crackpots. The things is, yeah, sometimes you have to tell people why an attempt didn’t work. That doesn’t mean you’re going to be marched in front of the firing squad (pew pew!). In today’s WoW, the worst you’ll get is a “…” or “/sigh” because someone has their knickers in a bunch. If it gets worse than that, I’d bet dollars to donuts your group will agree to a vote-kick.

Myth: If the group wipes, it’s automatically your fault. In the last two years, I’ve done the VAST majority of my tank runs with PUGs. The great myth here is that people attribute the blame to the person with threat. Well, no. The truth is that most people want to avoid confrontation. Your group mates will get frustrated, sure, but what I do is simple: if they blame me, I explain why they’re wrong. One of the great parts about being a tank is that you have to be more attentive that most players. Chances are, if something goes wrong, the tank will be the first to see it. There have been a few times where people have gotten rude and then, well, you’re at a crossroads most other players don’t have. I never stick with a group that sucks the fun out. When I have a really bad group, I drop — assuming you’ve downed at least one boss. If the boss hasn’t been downed, I’ll try again but, if it’s really bad, I ask for a kick. If they don’t oblige, I make fair use of the “teleport out of dungeon option.” As a tank, there is no reason to put up with groups who annoy you. That’s an often under-highlighted feature of the role.

Misconception: It’s stressful. When I first started tanking — and I mean FIRST started, with my Warrior in TBC — I hated it. It was the single most stressful thing I’d ever done in the game and I wouldn’t have done it again  if you’d asked me. Today, though, WoW has come a long ways. There are times, sure, when I’ll catch myself getting a little more intent that the situation calls for. Then, I re-orient myself, look at what abilities are up (most of them) and go about building threat or taunting whatever mob needs to die. That’s literally all there is to it.

These days, the only time I find tanking stressful is when something goes horribly and irretrievably wrong — like Vortex Pinnacle yesterday. The CC didn’t stick. The mobs were positioned poorly, smack dab in the middle of the anti-magic zone, and a friend kept asking me if I was breaking the CC with my blood boil. No, no, and no. That sucked. The key thing, though, is that I seriously doubt is sucked any worse for me than the other members of the group. What happens when DPS can’t pew, a healer can’t heal? When they’re both getting beat on because the tank is trying desperately to pull the healer mob into kill range (and competing with the oblivious hunter)? We wiped. We learned. And the next pull was a success.

Misconception: It’s your job to know the dungeon inside and out. Contrary to popular belief, WoW wasn’t made with strategy sites in mind. Everything you need to learn, the game will cue you to. It took me a while to break free of the “watch it on Tankspot first” mentality. I’d waste half an hour watching someone else run the dungeon, when I could have been learning for myself. These days, I queue. If it’s a dungeon I don’t have totally memorized, I ask and I try. At level 85, I had good enough gear from questing and the AH to take on the introductory dungeons through trial-and-error. Even with those videos I was still religiously studying, it didn’t quite cut it. But, you see, those other people, they don’t want to die. Faced with a clueless tank or a couple lines of explanation, most will give you the summary you need.

The first time I did Vortex Pinnacle, I was nervous. We had little CC, poor gear, and almost no knowledge of the fight. Except for one guy, who knew one boss. He didn’t know which mobs needed to be crowd controlled or prioritized. So, I looked at their names. I looked at their models. If they have a staff, they’re probably a caster. If they’re especially ominous in their names, they probably need to be CC’d. Or, if they have a typical healer name like “adept,” they definitely have to be CC’d — healing mobs are your worst nightmare in Cataclysm. In the end, yeah, we wiped a couple times. But we cleared the dungeon, talked to each other the whole time, and made it through.

Note that I am not saying you shouldn’t do everything you can to prepare, especially for raiding — not doing so in a raid is irresponsible and poor form. What I am saying is this: you’re human. You can’t expect to memorize every little detail (even though you might try) before you even step in a dungeon. That will just make you feel like a failure when something unexpected comes up. Always remember that this is a team effort and we all learn the best by experiencing the content for ourselves.

Myth: It’s your job to keep other players alive. Here’s something you don’t hear a lot about in terms of tanking: DPS responsibility. As a tank, I see my job as keeping threat on the mobs. Keeping the mage alive doesn’t have a lot to do with that, ironically enough, because if they die it’s almost always their fault. Most times it will be because they were attacking a mob OTHER than the one everyone else is. Okay, fine. But, apart from actively slowing the group down, if they do enough damage to overcome my tab-targeting, that’s on them. Now, the nice thing to do it cover their slack and taunt the mob back off. I’ll try this every time, since any death slows the whole group down. Sometimes, stuff is on cooldown. Sometimes, they’ve gone balls-t0-the-wall just hard enough where you can’t pull it back off in enough time to save them. Time and experience have taught me one thing, in this case, though: if I can’t do it, it’s because they’re actively fighting me. You know what? That is the very definition of asking for it. Mage tanking, FTW, right? After all, if you’ve used everything else in your arsenal, what else can you do?

Don’t mistake this part. None of this stresses me out or, really, causes me to do more than shake my head. I’ve never had this happen when I’m running with the guild; It is almost entirely a PUG phenomenon.

The way I see it, my main responsibility is to the healer. The healer and tank are the cornerstones to any successful run and are tied — whether they like it or not.

Myth: The tank and the healer have to like each other. Not true. Yesterday, for example, we had the single biggest whiner I’ve ever met healing our run (it was 4 guild mates, one LFD healer). He had something to say about everything and actively criticized several of us. I called him out and told him to relax. His response was something like “dude i only said 2 things ffs;” I don’t remember exactly. Enough for all of us on vent to /eyeroll. Now, would I TRY to piss him off? No, because that’s asking to for a wipe before he quits. There certainly wasn’t any love lost, however, but in the end, we completed the run with only a single wipe more.

This fear people have ignores what it’s actually like to BE a tank. So, let me clarify how I experience it. Every run feels like your run. You set the pace. No one does anything with your go-ahead. Best of all, when things go well, it feels better than any big number ever could — for me. In a boss fight, you and the healer are the lynch pins keeping that run together. It’s a unique and very rewarding feeling.

I’d like to write more about my tanking experiences. It’s what I like to do most in this whole genre of video games, so it only makes sense to include that here. Ironically, writing about it is actually harder than doing it, so we’ll see what happens. I hope this helps persuade you to give it a try though. Honestly, it’s not so bad. And the pros FAR outweigh the cons.

My Concerns About Rift

As someone who regularly contributes to a Rift fansite, I’ve been accused of being a bit “fanboi” on more than one ocassion. Generally, I don’t give much credence to that kind of claim because it tends to come anonymous or one-stop-to-troll visitors. Not everyone embraces the MMO Nomad playstyle like I do I can see where that’s coming from this time, though. Apart from that one post a few months ago, it’s all been sunshine and roses around here. 

Today I’d like to counter all of that enthusiasm by sharing some of my concerns for the game. Here are the biggest questions still looming in my mind:

Rift Events – Where do we go from here?

Since Beta 1, Trion has really ratched up the amount and intensity of rift events. Not only are normal rifts spawning at speedy rate, multiple times a day huge events are also triggered causing dozens of the to open simultaneously. Now, these are undeniably cool, but will they continue on once the game has launched? Will 30+ rift invasions become the norm? If so, I have to wonder how that will effect the overall balance of the game. Rifts level you quick — much quicker than quests or PvP — and daily events will skyrocket the playerbase faster than I fear the endgame can support. There is also the issue of players simply getting tired of it. Rifts are the new shiny. It won’t stay that way if these huge events are overdone.

Trion has said (in the last Rift podcast) that what we’ve seen so far is only the tip of the iceberg; bigger and better things are coming in the first few weeks of March. Considering how extravagent these events are, I’m left wondering where they could go. So far, everything amounts to the same, public quest type goals. Then again, Trion has repeatedly referred to rifts as a content delivery system. In that same episode of The Rift, their marketing guest promises that their technology will allow them to deliver better content quicker. If that means more of these events, OK. I’m not about to complain because, thus far, what they’ve given has been pretty cool. But if it means real and truly designed (read: scripting, directed, with a narrative focus and overarching progression) it stands to be a true step forward. We’ll just have to wait and see.

Rewards for participating in rifts are another matter. Itemization still needs to be worked out and the system better explained. Thankfully, that is exactly what these beta events are for.

Class Balance and Purpose

Right now, the much lauded soul system needs work. It’s fun, sure, but the balance is a bit off. Why is it that a rogue — in leather — can tank better than a warrior in plate? Why is it that a cleric makes a warrior look like absolute drudgery — where one fights longer and struggles harder, the other breezes through without so much as a stop to drink. These are problems that need fixing.

My hope is that Trion takes the Mythic approach and buffs the underperformers rather than nerfing the classes people enjoy most. Playing a cleric is fun. That’s why people do it. The answer should never be to make a class less fun so the crappers look better in comparison.

Grouping

Rift absolutely needs some kind of open group system. As I’ve mentioned before, I play a tank in almost every game I try. Throughout these events, I’ve tried, I really have. Tanks and healers are a necessity for all but the solo rift. The problem, though, is that there is no clear cut way for them to communicate with one another. I was never once invited to a party by someone else when I ran into a rift conflict. It was, in the truest sense, a complete and total zerg. Okay, I thought, let’s just roll with it; when they see I’m holding threat and tanking the thing, someone will throw a heal and try to keep me alive. Not once. Not a single time.

The only thing I can blame that on is the non-grouped UI gives healers no way to see who has threat and where their health is at. Healers want to heal. It’s not happening nearly as efficiently as it should.

The lack of an open group system makes fighting rifts and invasions a shoulder-to-shoulder solo experience.

I won’t talk about instances much because I haven’t done them yet (I’d like to keep some things fresh for launch). As far as I’ve heard, dungeons function just like those in WoW. Something still feels distinctly wrong when a rogue can out-tank a tank.

Here are a couple of lesser concerns…

Leveling Speed and Longevity

Levelling in Rift is pretty quick. My highest character is only in his mid-teens, so I can’t speak to personal experience with any authority. Arith hit level 27 in 22 hours, however, and that just feels a bit too sly.

We can compare it to a game like WoW where leveling is even faster, but such a comparison wouldn’t be fair. Why? Because WoW has a long established endgame with far more options than Rift. That’s not a knock against the game, it’s just a fact from having a six year head start. If you’re going to usher people to the end game, you need LOTS of options to prevent fallout. Rift has some but it’s yet to be seen how well they’ll last in the long run.

Appearances and Itemization

Simply put, there is not enough variety in armor. Players look far too similar for a game like this. It’s the Wrath syndrome. WAR-without-IP-limits-but-still-too-constrained-itis. Hmm. That was a bit long, but you see what I’m saying.

And have you seen the heroic rewards? This is totally subjective, but I’m not impressed. At best they’re uninspired. They’re bland, brown, and don’t make me want to earn them. Where are my floating crystals and pulsing energy beams, Trion?!

Is it a deal breaker? No way. Still, I hope the fix this.

Overall, I’m still very excited for the game. It’s fun. But, don’t let it be said that I’m blind to the downsides. These are my big worries for the moment.

Cataclysm Heroics – A Shot In The Foot?

If you’ve paid any attention at all to the WoW community in the last few weeks, you’ve probably heard how much more difficult the new heroics are. I’ve been in quite a few at this point, won some, lost some, and can say that I agree: we’re harder now than we’ve been since heroics first opened in TBC. For the first time in the last two years, LFD’ers who have spent the last year completely turned off are having to click in and pay attention again.

The results are incredibly polarizing. I’m not exaggerating when I say the LFD tool is about as hit or miss as any mechanic has ever been. Sometimes, you’ll get a group that’s, well, abnormal: they’re good players, communicative players, who aren’t afraid to own up to their own playstyles. The others are mass-pull, no speak, gogogo’ers. The latter fails.  Always.

But, why is that? These players are average, if not a little impatient, socially inept, and in need of babysitting. Who are we kidding, though. It doesn’t take Lance Charming to run one of these dungeons. It doesn’t take someone willing to min-max and know every other class’s CC.  All it takes is a basic knowledge of 5-10 tooltips, not to stand in the bad, and to stand in the good.

The reason everything seems so much harder is that each encounter is depends on every single member of the party. In many cases, one screw up can make the difference between life and death. Whether it’s lack of DPS, an interrupt, or even a slow, every player – good and bad – is more important now than they’ve ever been. And unfortunately, it seems like the weight of bad players is far heavier than it really should be.

The end result is players hitting a brick wall when they utilize they LFD tool. It’s Russian roulette with your lockout timer.

It’s also social conditioning. If players want to succeed, they have to talk. They have to be on the ball and not tuned out. They have to look after one another instead of just themselves. Coming from Wrath, all of this is foreign. Gogogo, sppeeed run plz, im just here for my emblems.

The player experience is also far less pleasant. A hunter fails to trap in time? Yell at them. Tell them they suck. Healers wastes mana keeping  a DPS alive? Fail healer.  Paladin without the right aura up? Alright, that is pretty bad, but still. EVERYBODY is being chastised more.

Is this how we come out of the Wrath hole and into the delightfully seared Cataclysm daylight? Is this how our one month respite before the raid grind ends, yelling at each other because, frankly, everyone’s frustrated and we need someone to blame?

Now, this post isn’t a roundabout way of calling for nerfs. For the love of God, I hope they don’t. If this is what it takes to restore WoW’s population to the level of actually speaking to one another, so be it. I just don’t see how this will not pre-emptively burn a bunch of people out. What DPS wants to go from Wrath where they felt like a king, to feeling like some mob’s meat rag and get yelled at for it? What tank or healer wants to take the brunt of the blame-game when runs are more often than not complicated by more than simple mana of HP?

I’m one of those tanks. I do it because I like the challenge. I like having to mark and pull carefully and strategize. I like having to work together and, yes, organize the group by calling kill-order.  I’m also not shy about defending myself – and others – when someone tries to offset the blame. I like the feeling that comes with knowing every dungeon and every encounter like the back of your hand, and then sharing that knowledge with others. Maybe it’s the teacher in me.

But that’s not everyone.

If the average player logs in for an one-to-two hours a night, every night, and spends that time solely in dungeons, they’ll have about 21 opportunities to get an upgrade. If every item has an 80-85% chance not to remain hidden, you have a recipe for a lengthy stay in random pick up groups.

The message from Blizzard is pretty clear: get a guild group or enter trial by fire. You will learn. Your group will learn. You’d better just plan on staying in that one instance for a while.

Right now, the general populace is *not* ready for the challenge these encounters provide. It’s getting better. My advice is that, if you’re not a raider and don’t feel like dealing with it, take a break for a few months. Level an alt. There’s no point in putting yourself through the frustration and repair bills unless you savor the challenge and the trial and error these encounters provide.

But if you do, get in while the getting is good. It will be another couple years before we see the community at this place again. Once this tier of raid content is set on farm, Cataclysm will never be so “hard” again.

Reflections On My First Day In Rift Beta #4

You know who inspires me? Bullet Points Blog. In honor of his steadfastness to all things bullet point, I present to you my reflections from Rift’s fourth beta event:

  • People who say that combat is boring must have played warriors. I brushed off my paladin (a warrior class) from the first beta event and thought I’d pick up where I left off. Except, after playing a mage last go round, I couldn’t stand him. I went with a Paladin-Reaver combo, which works, except that my rotation breaks down a handful of unexciting skills. None of the animations or sound effects have any flair. There’s a single reactive that rarely goes off. And everything is on the GCD — no instants, no “on next swings.”  It’s all so incredibly drear compared to the other classes.
  • So, I re-rolled a cleric. Apparently, everyone else had the same idea because you couldn’t go more than ten feet without running into one of the Free Realms fairies. That’s our pet. They’re good for healing, which is why most people spec into them, but they look less than heroic.
  • Clerics are fun! You get all three souls very early on now, so within an hour I was rocking a Justicar, Inquisitor, Druid mix. I really liked the Inq-Just combo because it lets you pull from a distance, burn them down while they run to you, and finish them off with a smack or two in the kisser. Compared to warriors, clerics feel incredibly overpowered. If you die to anything other than an elite, you’re probably doing something wrong — you get a lengthy bubble with a short cooldown. Plus some great DPS. Nerf incoming, I’d count on it.
  • The sky went dark. Not just over my head but all around me. It was like someone hid the sun and we were all thrown into sudden night. Messages started popping up across my screen and a new quest appeared in my log: “Defense of Freemarch.”  I opened the map. Dozens of rifts had opened. Invasions were spawning. It didn’t even matter that I was only level 10, I wanted in. I tried walking on the road until a band of elite fire monsters rushed at me. I ran into the field and quickly came across a little farm. There was a big crystal in the field that I didn’t recognize. Then it happened. All around me fire monsters spawned and rushed. At least a dozen other players flew to arms. Many fell. All the while, status updates from my fellow adventures zone-wide popped up on my screen. By the time our boss mob fell and his crystal destroyed, Freemarch had been defended. This was the single most exciting and epic event I’ve had in an MMO in the last two years.
  • Throughout the rest of the night I quested. I didn’t read any of them — I’m saving that for launch — but they were a good guide for where to explore next.
  • As I explored, I hit every Rift I came across where I wouldn’t get absolutely thwamped (and some where I would). Rifts are, by far, the quickest and most efficient way to level. The XP is incredible and makes questing look like an absolute crawl by comparison. The rewards can be traded to planar vendors for gear augments (just like slotting gems in WoW) and stat boosts in crafting recipes.
  • Whoever said crafting was worthless didn’t try armorsmithing. Every single item — 4 or 5 — I was able to craft up to 20 skill points was an upgrade from the quest greens.
  • The spawn rates for tin nodes have been drastically increased. Competition is also less this time around, so it’s not hard to get what you need.
  • More than ever, this event reinforced for me how much better rifts get past Ark of the Ascended (where you get your first Death Rift). I did a level 10 Death Rift at level 11 and found it totally zerged. There must have been 30 people there. The best part? It didn’t matter that we had so many people. Elite mobs in Rift are no joke. Since they were so much more difficult to take down than normal mobs, I had no trouble casting enough spells to get my contribution up.
  • Strangely, I was unable to view the contribution rank chart at all. Anyone else?

Those are the highlights from today. I’ll post more as I get to play more this weekend.

Hope you enjoy yourself as much as I did today!

Gamepro Slip-Up – 3DS to Cost $300?

Sometimes I love how delightfully oblivious my local grocery store is to magazine dates. They put out this month’s Gamepro a little bit early (I took this about four days ago — forgot to post it) and there’s a yet unannouced detail included in one of the articles. Have a look:

There’s two possibilities. The first is that the author is simply taking a stab and the editor decided it wasn’t worth taking out. The second is that the print-staff of Gamepro magazine have been told the specifics on the launch date and pricing and it just hasn’t been made public yet. I tend to think it’s fairly likely since print mags often get information ahead of websites to support their publishing schedules. Right now, this is the only solid, authoritative piece of journalism that provides a solid price.

The most likely answer here is that the magazine was set to be put on shelves AFTER an official announcement was to come. We already know that the system is set to launch in March (no specific date yet), so pricing information was sure to come any time now. What boggles me, though, is that — if this is the case — the magazine wouldn’t have made a bigger deal out of it. Finally, they have hard details on one of the most anticipated pieces of gaming hardware in the past few years and they only give it a couple pages of “watch these hot games” to do it justice? That just doesn’t make sense from a “hey, you should really buy this magazine instead of Googling all of this instead” perspective.

Ah well. Maybe it’s nothing.

Now we come down to it, though. Now that the 3DS is a possibility for the near future — and costs as much as a PS3 — will you buy it? I’m a little hesitant on that price tag. In a year, I bet we have a new, better version for $250 if not $199.

What say you?

Breaking Down Blizzard PR’s Christmas Card

I just checked my spam folder at Vagary. Gmail is doing work. It now send everything from Blizzard straight to the spam box. I guess they noticed how many “your accounts been haxxors” emails I was getting and decided to say screw it. That’s cool and all, but I wish there was a setting for “broken English” and “legitimate PR.”

Not one, not two, but four emails from their PR team went straight to junk mail. For weeks. And that’s depressing because I could have had this gem to share with you that much earlier.

I know, right? If you look closely, you’ll recognize none of the signatures at the bottom. It’s their PR team. Good folks.

There’s too much here to take at face value. Let’s look at each part of this card…

A fine specimen of Goblin engineering. Will it launch? Will it explode? We don’t know, but one thing is for sure: those light bulbs are going to make some pretty wicked shrapnel. The goblin who made this thing must really hate his co-workers. Hey, Goblin? This isn’t the Looney Toons! This is World-of-Freaking-Warcraft. People DIE here. And get looted.

Giant squid doesn’t believe in global warming.

What’s he so mad about, anyway? He’s the single most festive squid I’ve ever seen. And that thing on the top of his head? That’s an eye, people. Do you know what he could do with that? Hint: right now he’s checking out some fine, fine kneecap.

You do NOT decorate ghost-tree. Repeat: Do NOT decorate ghost-tree.

I think I saw that dude in Felwood once. Good to see he pulled up roots. Yeah, I went there. *rimshot*

This is what happens when Samwise watches too much Disney. THIS IS NOT A WORGEN, SAMWISE. WORGEN ARE BIG AND MEAN AND CAUSE YOU TO QUESTION YOUR CONTINENCE. THIS IS NOT A CONTINENCE QUESTIONING WORGEN, SAMWISE! And Worgen do NOT wear knickers.

Wait a second. No, hold on just one second here. I’ve got it!

The Blizzard wolf is actually Ferrel! Ho, ho, my friend. You’ve kept your secret from me for too long.

Still not convinced?

How about now? I’m sorry, guys, it just doesn’t get much clearer than that.

Finally, WTF is the Last Airbender doing in a Blizzard cartoon? In SHAMAN BEADS?! One thing is for sure, though: he’s pretty happy to see ghost-tree mutilate that girl. Oh, when love turns sour…

Anyways, thank you Gmail for hiding this from me. Lord knows I wouldn’t have appreciated this until AFTER the Christmas season.

Hehehe… Airbender likes the ghost-tree.

Rift Watchers Podcast – Episode #1 – NDA-Free is the Way to Be!

Note: Don’t worry, these cross-posts won’t continue forever. I’ve been sharing things over here that I thought my readers might enjoy — and trying to get a little extra exposure. While some Rift-centric things that I feel are of interest to MMO players will still get posted at both places, consider adding that feed to your RSS reader so you don’t miss out.

The guys at Rift Watchers and I are happy to introduce our new project: the Rift Watchers Podcast! Our show will focus on the big news and hot topics confronting the Rift community. Every episode will also feature a community spotlight – that’s for you and your blog, project, guild, or character – and a recap of what’s trending on the official forums.

This past Monday, Jeremy, Gavin, and I got together to record our first episode. On this show, we share our NDA-free beta impressions (featuring nearly every aspect of the game, including PvP) and our thoughts, concerns, and things we’re excited about for the future. We round out the discussion portion of the show by discussing a question we’ve heard echoed throughout the last month:

Since the NDA has been lifted, people have been sharing their thoughts. The overwhelming majority say that Rift is a fun, extremely polished game, but offers very little truly new (I realize this is debatable). While we may presume that this is to make the game feel immediately familiar, how will it impact the game’s longevity and it’s ability to stand up to the other 2011 stand-outs, Guild Wars 2 and Star Wars: The Old Republic?

Subscribe to the Show
Subscribe in iTunes – coming soon!
Direct Download
[audio: http://www.riftwatchers.com/episodes/riftwatchersep1.mp3]

Relevant links for this show include:

Extra Sites We Mention –

Starseeker’s Sanctuary
Massively – thank you for the two mentions!

Contribute to the show at: riftwatchers@gmail.com. We may read your question or message on the air!

If you like what we’re doing, we’d certainly appreciate your say-so in a 5-star iTunes review — that’s how new listeners will find us!

As always, this show (and site) is brought to you by Vagary.TV – your friendly neighborhood gaming network.

Why Rift is the First Real “Answer” to World of Warcraft

This post is also featured on our Rift fansite and blog, Rift Watchers. Temporarily cross-posting to build awareness 🙂

Little Caveat: I’m not saying that Rift is perfect or “the answer” to what everyone wants in an MMO. Or that it’s necessarily better than any of the games listed below. I’m a lifetimer to LotRO and have found things to enjoy in each of the other ones. This is really just about design and target audience.

In case you missed it, Rift laid the gauntlet down yesterday and openly challenged World of Warcraft. While no one has at Trion has openly claimed it will be a WoW Killer, making “we’re not in Azeroth anymore” as the tagline for your commercial is about the same as flipping Blizzard the bird. Definitely ballsy considering how well every other “WoW Killer” has done.

See, that’s the thing, though. I don’t think any other game really even came close to challenging WoW. Every single one missed some vital part of the equation that left players to pull up their 30-day roots.

I’ve put a lot of thought into this the last day or so. While I consider WoW to be an absolute anomaly – nothing will ever “kill” WoW or have such take-off success – I think Rift is the first real answer to WoW this industry has ever seen.

Here are the biggest games that we’ve all considered challengers or alternatives in the last few years and why they don’t deliver to the core WoW fanbase:

LotRO: Amazing game, amazing graphics, but the low fantasy, slow combat, and lack of variety in zones, models, and animations keep this game in a whole other realm than our friendly behemoth.

Age of Conan: System requirement, PvP focus.

WAR: PvP-centered, sub-par PvE, and too dependent on other players in the mid-to-end game

Aion: Eastern sensibilities, very grindy, PvP endgame, and a failure to deliver on the all the promise of the Abyss.

STO/Champions/CoX/EVE: Were these ever really alternatives for a WoW fan? Superheroes and Spaceships do not a raider make.

Notably absent are Guild Wars, Runes of Magic, and Alganon. I haven’t included them here since they’re not subscription based and, in the case of Guild Wars, really focuses on a whole different playstyle.

When we sat down to record the first episode of the Rift Watchers podcast, Gavin made the point that there is an increasingly large demographic of MMO fans that, while they may have enjoyed WoW for thousands of hours, simply don’t want that game anymore. Put simply, they love the game, but they’re sick of Azeroth.

Rift is the disenfranchised WoW player’s perfect alternative; it delivers everything WoW does with modern day updates and improvements on the things players complained about the most. The questing system has a ways to go but, then, how many alts did you level through 1.0, 1-60 WoW before the shattering? Did the pre-Wrath style stop you from enjoying it – or better yet, doing it anyways? If the gameplay is good (combat, dungeons, and after-effects), questing is a means to an end. They’re a reason to go do what you enjoy: fight. Imagine the delight your average WoW player will experience when, killing those ten foozles, they see a waterfall open from the sky just over the next hill.

It’s not just questing, though. If anything, Rift is the answer to WoW for everything BUT questing. It is the answer because everything you’d expect is there and Trion fashion. They’re not pulling any punches with player expectation: gear comes in green, blue, and purple; characters develop in skill trees; crafting is click to complete (but worth doing this time); do dungeons, follow breadcrumbs, hit heroics, raids, and battlegrounds. It’s all there. There is nothing here to confuse or let down a WoW player who started at WotLK or before, and it comes with the level of polish EVERY game should have been delivering from the start. THAT is the answer to capturing any audience for more than 30 days and THAT is why Rift is the only real answer to World of Warcraft at this point in our MMO timeline.

Please, don’t mistake that for me calling the game a WoW clone. Oh please, because it’s not. We have to start with the basics here and Trion has done that. From there, they’ve made it all uniquely theirs.

We have to separate out systems from games. Throughout history, the best games have taken what works and evolved it. A game is not a mass of disjointed pieces; it is the sum of its parts. Here we are seeing that intrinsic evolution, taking these tropes that we know – and the majority love – and tweaking them ever so slightly; they’re packaging it with unique ideas, revolutionary content delivery, and detailed, “only in Rift” artwork. It is MMO+1, WoW+every other good idea, refined and perpetually in revision.

That’s the only answer we can ask for, isn’t it? The very definition of incremental step.

And why I think we finally have a real answer to Blizzard’s baby elephant.

When Cutscenes Go Too Far

I hit level 85 last week and now find myself at the tail end of Uldum, frantically scraping for that last gear point to start heroics. Now, Uldum is a pretty cool zone. It has a neat setting with new character models, fun quests, and memorable characters (Harrison Jones, anyone?). It also features an absolute glut of cutscenes — I like that; we’ve needed this.

Now, unlike a lot of players, I don’t mind the actual quantity of them. I’ve heard them dinged for being pointless — why show your character getting on the back of a caravan when you could just run? See, that undermines the whole point of a cutscene in the first place: to involve you in the story. I like having the screen fade to black and moving into some neat little piece of lore. Story has been a part of WoW most people could ignore and, honestly, that’s no way for a video game to be — especially one whose whole point is to deliver a virtual world. So, for my part, I’d be happy to see every zone get a good twenty or more cutscenes.

But, you know what, I can’t help but feel like the developers stepped on my toes a little bit. I can’t tell you how much it irked me to see my character cower to some snot-nosed little goblin. Or dragon. Or any of the other handful of things my Death Knight trembled in his boots over. That is not who my character is, or how he’d act, and is frankly a little silly considering how many thousands of bigger and badder enemies I’ve killed over the last few years.

Now, I know what you’re thinking: well, that’s RP, that doesn’t matter to most players. Really? Are you honestly okay with Blizzard dictating your actions — RP or not? You can take every in-character piece of the puzzle out of it and you’re still left with with a poorly done marionette who seems to ignore his whole context in the world.

It reminds me of when you’d get to the end of Shadows of Angmar in Lord of the Rings Online. You’d just gotten done slaying the Witch King, taking on drakes and trolls, and in an instant you’re delivering sandwiches to over worked dwarves. It doesn’t fit with every single thing leading up to it.

Developer whim. Gameplay staple. Over zealous narrative. After you’ve done Uldum, you can’t help but feel like the developers just went to town. They let their creativity run free without the benefit of an editor.

I know, it’s small. In the long run, even forgettable amongst all the other cool things they’ve done through in-game cutscenes.

What it comes down to, though, is character autonomy. It’s about your character being utterly forgettable itself. In the context of the game world, your place is quite literally your own because nothing else in the game really cares. In LotRO, you deliver sandwiches because that’s what the level 1 would do. In WoW, you cower to goblins because a developer forgot that every player exists in a bubble and went at it with a pin.

You are not yourself. You are character 11,876,786 in game world one. Someday a developer will realize that’s a pretty lazy way to “immerse” your player.

Oh well. Reading through this it seems pretty negative. It’s not really, just reflections on the state of MMO design.

Paul Barnett Re-Emerges

This holiday has been great on a number of levels. One of the better points – by virtue of having to exercise more… darn cookies – is that I’ve gotten to catch up on some of my favorite podcasts. Imagine my surprise when the I got to spend an audio hour with the illusive disappearing frontman of Warhammer Online: none other than the Great Brit himself, Paul Barnett, guesting on the Giant Bombcast.

Over the last couple months, GB (link) has earned a regular spot in my podcast lineup. The hosts are entertaining, well-informed, and just charismatic enough to set them above many of the other “general gaming” podcasts out there. On this episode, they were continuing in a series on the Best of 2010 and pretty much let Paul have the hour to himself, sharing his favorite games of the year.

I was pretty surprised by how different, and in my opinion worse, he came off here. For starters, his list was composed almost entirely of little iPhone games, like Angry Birds and Mahjong. Gone are the days of high aspirations, I guess. He gave a nod to Cataclysm because Blizzard “had this idea all along and sat on it.” I guess I can agree with that, in the same way that WAR realizes their PvE is crap and is “sitting on” their own fix. He also concedes that WoW is never going to be killed – from his own experience.

Without splitting hairs too much, the whole thing left me with the impression that Paul hightailed it away from the MMO scene as fast as he could and is setting up shop in the relatively safe waters of low-budget mobile gaming. There’s no 100-million dollar monkey on the back of his “secret project.”

In case you’re wondering, he doesn’t confirm what exactly that is. Early on he mentions that his list is composed of games he’s paid attention to in development. If the 9 casuals are the basis for this big secret, I’d have to ask “why bother?” Is secrecy such a huge deal in the iPhone market when every good game will inevitably see a swath of imitators anyways? These aren’t 100 million dollar projects we’re talking about here.

I also took a bit of umbridge to his characterization of Minecraft and its players. Not only does he feel “it isn’t any bloody good,” – but fun (???) – but that the players who stick with it “only like it because they’re snobbishly downloading texture packs and showing how clever and cool they are.” Worse than that, he claims that the people who’ve bought it only do so because “it justifies a version of gaming that you feel should be dominant. But, actually it’s not. Everyone’s buying Angry Birds.”

In his defense, he gives Notch a lot of credit for how virally he’s marketed the game. Still, as someone who enjoys the game – on a far deeper level than any “casual” game I’ve played – I don’t particularly like being characterized as a thoughtless, money-throwing zombie. Considering that Minecraft had such uptake in the MMO community, this kind of carefree banter is tantamount to pouring gasoline on an already rickety bridge. I guess it’s a good thing he’s in the iPhone scene now so the WAR team won’t have another fire to put out.

Anyways, I think you should give the show a listen. As much as I’ve found myself questioning Paul in this show, he definitely portrays himself as a very intelligent and experienced man of the industry. Plus, he pretty much seems like a nice guy behind all the antics. Head on over and give it a listen, see if this new, momentarily humble, Paul is still to your liking. Either way, I wish him the best of luck with this new project. Good games – on any platform – is a win for us all.

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