The Multiverse – Episode #32: “A Turkey’s Guide to Immersion”

Hi Everyone,

After a prolonged break, we are back with Episode 32, A Turkey’s Guide to Immersion. Kind of a funny title, but it is, of course, to give credit to Mr. Beau Hindman Turkey who invented them some years back in Vanguard. At the time, they were the guide for the Immersion Project, which aimed to immerse players into their game worlds and help them feel like their characters. This sentiment is something that’s been lost in time. Game environs have moved beyond the realm of worlds, as we previously knew them, and into the role of settings. The simulation is lost and in that transition, much of the sense of character players previously held has also fallen by the wayside.

For a while, it seemed like these rules were lost, no longer applicable, but I was happy to see him post them again, much more publically on our go-to news site Massively.com. They got a good reception, something, honestly, I didn’t think they’d get. Commenters even suggested some additions to the list. I guess it shows that people still want a little bit of that old school RP – even if you don’t RP, but to feel like a character instead of a projection – in their games.

Since Riknas and I are both big fans of the rules – conceptually, mind you; they’d be awfully hard to stick to in the long run – we broke them down in our main discussion and really got into the roots behind it. I think it made for a great conversation and I hope you do too.

We also spend some time talking about our thoughts on Cataclysm, how I found the Shattering, as well as the week’s news. Make note: Riknas, fervent anti-WoW MMO player promises to play WoW if there’s enough demand for it. Send in your emails and comments! I have a sneaking suspicion that he may find out it’s not as bad as he thinks.

Special Note: Thanks to the kind folks at Trion Worlds, Vagary will be giving away 5 VIP beta keys beginning next week. This will be to kick off our new sub-site blog, Rift Watchers, authored by myself, as well as Jeremy and Gavin from the MMO Voices podcast. The Multiverse will be promoting the giveaway and providing directions for entry. The site will be going live by the time next week’s show posts to iTunes. We hope to see you there!

As always, thanks for listening and send in any questions/comments/suggestions to multiversepodcast@gmail.com.

Enjoy the show!

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The Beta Philosophy Behind Rift

As my interest in Rift has been growing, I’ve become much more curious on the creative minds behind Rift. Even if you don’t buy the concept (and why wouldn’t you?), you have to appreciate the sheer amount of experience this team brings to the table. So, last night I Googled Scott Hartsman Studio GM and CCO of Trion Worlds. I found his personal blog, which is a good read by itself, but, given our current HOURS away from Rift’s first big beta event, I found this article most interesting: MMO Betas: Tying Budgets to Beta Size to Production to Fun. In it, he touches on many aspects of the beta scene as we know it (marketing push), how it got there, and what we might glean from how a company pulls it off.

One of the more interesting points is that Scott clearly ties the size of a beta to the developer’s confidence in their product. In effect, if there’s no big beta, there’s something to be worried about. It’s also interesting to note that, while many of us consider betas a “free preview,” that developers hope to capitalize on the player’s desire to feel like they’re cheating when the game goes live. Now, that may sound bad within the context of this paragraph, but what Scott is getting at is that player’s enjoy feeling like they have an edge on the game. It assumes that players have moved beyond the purchase-preview stages of beta testing and into the content-peek; that the beta is about getting an edge on the content, rather than the other player, if you will.

He also goes on to discuss why some betas are plain out un-fun. He quotes a colleague (link now defunct) that sums it up pretty nicely.

By the time that beta comes around the meat and potatoes of the game hasn’t had enough time to marinate in the juices of fun, but the stock took so long to cool that you can’t throw it away. (Man, do I love metaphors)

He’s talking about the length and process through which modern MMOs are made and it’s an insight I hadn’t really heard before. As he describes it, oftentimes the tech behind a game is built up so far in advance that by the time it’s time to fun-test, much of it is too far gone to change; systems are tied together, dependencies have formed, and, looming over it all is the impending launch date, preventing devs from giving overhauls the consideration they truly deserve.

What does all of this mean for Rift? Good things, I hope.

First, I think we can glean that Trion is pretty confident in their product. Their beta page has three big events listed spanning a total of 20 levels each. This weekend is the first and they’ve visibly ramped up marketing leading up to it. While the others are not dated, nor elaborated on in terms of length, I think it’s safe to say that this is a “big beta” as Scott describes it. Thousands of VIP keys have been given out this last week alone and, if past is any precedent, thousands more will be given out before they’re done. The combined manpower being put into the beta will surely combine into the dozens of years and, if that’s not big, I don’t know what is.

I am a little concerned about crafting and some of the other small fluff features, however, as very little has been said about them to date. They’ve touched on some winning points, though, even if they’re small. Non-combat souls, crafting it’s own level path, collections? Yes, please.

Second, and perhaps more importantly, is that this article is a good indicator that they’ve dodged some of the pitfalls common to past development. If we look at the date it was published, April 2009, it’s a safe bet that Scott and Trion were already deep in development, probably nearing a state close to what testers will get this weekend. As a rule, people don’t call out a problem that they’re guilty of themselves. So, looking back through the promotional videos and interview texts, when Trion says they’ve developed a scalable system, one that’s built with the future in mind, I believe them.

All told, the article is a great read and definitely worth checking out. There are lots of others up there and, like other MMO dev blogs, it offers some insight you’ve probably not seen elsewhere. Check it out.

A Time Traveler Returns From 2013

Well, wasn’t that an interesting trip. Excuse me while I dust off the time-o-copter. Yes, yes, you’d think simple blades wouldn’t collect so much dust but, well, it’s not like they get used for much, anyhow. So, you’re probably wondering, “what’s 2013 like, Time-O?” and I’m here to tell you. Barack Obama, you say? No, I haven’t a clue about him, though Sarah Palin’s swift dive into Playboy and Maxim was a bit of a surprise. I hear Daniel Radcliffe is considering a run against the “mudbloods” or some such. Anyhow, you’re an MMO audience and MMO talk I shall deliver.

The first thing you’re probably wondering is how TOR made out. I’m sorry to say that, no, indeed they didn’t keep their 2 million subscribers. True, they did break records, yes, but, well, let’s just say the subscription argument is a thing of the pas– present. Let’s just say, however, that Jack Emmert was finally right.

To the actual game though: a better theme-park there never was. By the time I had to leave, they had just announced their first expansion pack, Hutt-Hutt Love, but due to the extensive amount of voice acting, it had a tentative release date of 2014. Never fear, however, as new raids, zones, and battlegrounds were added in the two years after launch. The release of WoW: The Emerald Dream put a bit of a kiebash on TOR’s biggest selling point, however. Who would have thought the Emerald Dream would have space ships and “energy sabers?”

Guild Wars 2, though, there’s a sad case. ArenaNet tried and, to their credit, delivered on much of what was promised. The event system was nothing short of revolutionary in a “public quest” kind of way. People didn’t anticipate the grindiness, however, and quirks in the reward system were still being worked out during my visit. Still, it isn’t in the gameplay or financial success that the true disappointment lies; it is in the moving of the series. Who would have thought that turning the game so far from the first, adding levels, adding lots of new stuff within the trappings of old Diku stuff, that they would lose much of their initial audience. As it turns out, GW fans really did want a CRPG instead of an MMO.

Don’t get me started on TERA. Really, don’t, because I was busy grinding out my elvish lass’s 39th level. If I’d only had another 35 hours, I would have had it!

No, the age of MMOs has changed two years out, my friends. It’s no longer a landscape of big, sub+ games. There are the leaders, sure, but they are the same as they are in 2011: WoW, ToR, LotRO… the big, multi-million dollar projects. No, the heart of the industry now lies in the ultra-niche. If there is a mood in which you’ll game, there is a game to suit your mood.

It’s not surprising then that Darkfall still remains the #1 PvP MMO and EVE is working on it’s 50th expansion. In the most recent update, Darkfall has blended deftly with World of Warcraft in their latest patch entitled, Kill the Nub. Blizzard has yet to raise legal action against the inclusion of their models, but it’s assumed they’re too deep in their piles of money (and Bobby Kotick’s pocket) to care.

Dominating this tier of games, however, is Rift, the artist formally known as “Planes of Telara.” It turns out people really didn’t want something radically different. The MMO industry is still struggling to compete with their rift system, though it never was as dynamic as we hoped it would be. In the best ways, it is like World of Warcraft and in the best ways it is not. Scott Hartsman is currently leasing a Boeing 757 for his morning commute to work.

But, listen to me prattle on. I am the mystic one! The traveler of world and time! I am Time-O! Ask your questions, if you will, but let me leave you with this prediction: I will next travel to 2025, wherein I will find the first full head-tracking helmet-goggles computer monitor. It will come with an optional vest, with feedback sensors, jolting you with every parry and blow. And yes, it will support World of Warcraft.

Why Pilgrim’s Bounty Was One Of The Best Holiday’s This Year

Over the last couple of days, I’ve spent more time in WoW than I’d planned. Saturday night, actually, I kept myself up until the wee hours of the morning. No, I wasn’t frantically grinding quests or exploring or vainly trying to master my new troll druid (this healing business is totally new territory for me). Instead I was doing something I never in a million years thought I’d do: milking Pilgrim’s Feast for all its worth.

PB is really one of the quieter holiday events in WoW. There’s no boss fight, no shiny loot, or special invasion. Instead, simple tables are spread throughout the world, inviting players to sit and feast. There’s even a buff if you “pass the stuffing” to a fellow party goer. All told, it’s probably the most relaxed and quiet of all the holiday events in Azeroth. So, it’s not surprising a lot of people simply pass it up. Especially so, given, as Tobold notes, that it doesn’t really make much sense to stop for a slice of Pumpkin Pie in the midst of a dragon shattered turmoil.

Seriously, who stopped and said, “Guys, wait, hold up on the rebuilding. Someone needs to set up the picnic table. Who’s going to do it? You, Thrall? How about you, Garrosh? Won’t somebody PLEASE think of the turkey!” Thank god for druids. You know they were behind this. The probably have turkeys on tap… though chopping their heads off and stuffing the carcass doesn’t seem too “at one with nature.” But I digress.

I actually only picked up on it for the chance at some easy XP. It’s been a while since a holiday was worth doing for experience alone.

But take it up I did and I was surprised to find a big part of it I hadn’t heard discussed anywhere: the cooking. Next to the holiday tables was a cooking trainer who offered a daily quest pointing you towards a nearby vendor. The big ticket item from the vendor was a “Holiday Cookbook” which came with five or so recipes spanning level 1 – 280 (skillwise).

At first I was a little disheartened since, frankly, I’ve never cared a wit about cooking and there’d be no way I’d be able, or want to, get to 280 skill before the holiday was over. This is the shattering, baby, who wants to spend time roasting a turkey when there are cultists to kill?!?

It was late, however, so I figured “what the heck” and made up the first recipe to complete the daily and work at my next level.. Surprisingly enough, the recipe stayed orange (guaranteed skill point) when everything else had greened out. Materials were cheap, in the low coppers, so I bought them out and filled out the rest of my skill to 75 before training the next tier. The same thing happened again! It involved some traveling between the cities but the recipes quite literally carry you 300+ skill points into the profession. No muss, no fuss; as a matter of fact, you don’t have to kill a single mob in the wild until you’re 280 points in. On top of that, the holiday food, immensely plentiful by the time you’re done, offers the Well Fed buff and stat boosts when other, basic recipes do not. They only last seven days, but that’s enough to get good use out of them.

I know what you’re thinking: what’s so great about that? Honestly, I’d have agreed if I was a level 80 character. The main reason I never bothered with cooking was because, well, someone else always had it. Why grind pork chops when someone else already did the legwork? If I was playing my 80, I’d likely have skipped the event entirely.

That’d have been a flawed way of approaching this event and here’s why: this year’s Pilgrim’s Bounty was about paving the way for Cataclysm. The last few holidays have all been about giving max level charcters new shinies. That’s fine for players in the end of an expansion, a good extrinsic motivator as Spinks points out. A short week from the launch of a brand new expansion, however, there doesn’t seem to be much point. Whatever item they give, unless drastically overpowered for the game as is, would be useless quicker than it’d take to design.

Providing something as simple as cooking, however, is a much more practical solution. Instead of a quickly diminished loot reward, players are given a boost that will last them an entire 60 levels. They’ll be more valuable in groups, better prepared to solo, and, most importantly, will no longer have to grind where other players will. This holiday reward is much more akin to a “advance straight to GO, collect $200” than “get a free token.” And, in a year when holidays have pretty much been carbon copies of events from yesteryear, difficulty and all, that’s a pretty welcome change.

Though the event is now over, I hope you had the chance to check it out and earn some easy skill points. Pilgrim’s Bounty definitely let me hit a couple personal milestones. I can finally make Fish Feast, which raids always call for (67 levels in advance!). And, for the first time ever, I have cooking past the first tier. By the time I was done, I had 355 skill points. Being Grand Master at something before you can even enter an instance has got to count for something.

One thing is for sure, as you can tell, I feel like I accomplished something. That’s not something I can usually say after a WoW holiday. This time is different, far more meaningful and memorable, and didn’t involve a single piece of loot. So long Pilgrim’s Bounty, may more come like you in the future!

FFXIV’s November Patch a Big Step In The Right Direction

Thanksgiving marked the launch of FFXIV’s first big patch. I’ve yet to get in the game to try it out – I’ll be patching overnight – but it looks like they’ve addressed a lot of the big things players have complained about. This is very much a quality of life patch; the only new content comes in the form of a couple new mob types. There’s a lot to take in but it’s safe to say that FFXIV should handle much more like other MMOs now. Here are some of the bigger points:

  • More gathering leves have been added and difficulty now be changed on the fly
  • Ranking up from 11-31 now requires less XP. If you’re in that range, whatever points you’ve earned over the new thresholds will level you up accordingly (or get you closer) – Yay, free XP. I’m glad they’re making this apply to everyone and not just new players.
  • Common keybinds can now be assigned – inventory, character panel, attributes, etc. – This should get rid of most need for the menu system. If the menu was the reason you left, consider it mostly fixed.
  • Inventory has been expanded to 20 slots and +1, +2 items are caput
  • Attacks hit more often and are resisted less
  • You can now filter out other players’ crafting spam Thank goodness. I spent a good 15 minutes in my first week trying to set that up.
  • More enemies spawn in the field – Less kill stealing is always good, though this might make travel a little more difficult in some places. I’m interested to see if this is universal or just in certain places.
  • Crafting requires less steps to begin and the effects of each action have been altered – This leads me to believe they’ve put in some kind of history. Starting crafting was cumbersome, so this is a welcome change.
  • The difficulty of many low level crafting recipes has been lowered – Remember my post about things exploding in my face? Hopefully you won’t have to live through that horror. It was like ‘nam but with Lala’fell.
  • UI lag has been reduced –  This is a love letter to Drew of The Beast Within (and everyone else who played the game before today). Tanaka looooooooooves you! Tanaka and players, sitting in a tree. K-I-S-S-I-N… okay, I’ll stop. Seriously, I believe them when they say it’s been reduced, but I’ll be interested to see how much. Are we talking milliseconds or something more noticeable? Is it still dramatically worse in more populated areas?
  • Lots of GUI stuff, including mouse scrolling on the map, a rework of the gear page, the ability to mouseover items to see their effects, and a one-button inventory sort – Out of this, I’m most happy about the inventory sorting thing. At first, I thought having an 80, now 100, slot inventory was nice… then I saw how junked up it would get with mats and things that didn’t matter to me. This sort is a god send. A god send.
  • Anima costs halved for all city-states, returns, and three “favored” locations – I’ve taken to avoiding teleportation whenever possible. The last system encouraged you to tiptoe around using anima – and not in a good way. These amounts seem much better while also forcing you to pay attention and not abuse fast travel.

    Notably absent is any kind of search function for the bazaars, but they’ve added icons to tell you who’s selling and who’s buying, so it’s a step before December’s bigger revision.

    There’s a LOT to this update. A whole lot. If you left the game, head over and look through the specifics because there’s a good chance your issue has been touched on, if not fully addressed. If this patch is any indication, Square has taken the complaints to heart and is seriously stepping up to the plate.

    From what I read, the players who left the game did so because of one of two things: they didn’t like the function of it, the UI, lag, inventory, etc.; or, they didn’t like the design of it. The latter is a lost cause. This isn’t a game they’ll enjoy. If you’re in that first camp, come back for a day or two and see how things are. After all, it’s not costing you anything. If it’s not good enough, check back in December. Remember, we have a patch this time next month, and another in early 2011.

    This is the first of three big steps, the way I see it. And for a first step, it’s big and it’s good.

    WoW: A Free Day Brings Shattered Thoughts

    After hearing Scary mention that he was offered seven free days on his WoW account, I decided to check in myself. For some reason, I didn’t receive any email offering the time but I was able to redeem the time just by going to the WoW section of my Battle.net account. Thanks Blizzard! The perfect trial to see if I’d like to come back now or sometime after Cata launches.

    I’d already downloaded the patches overnight – two hours with using mirrors, the Blizzard downloader offered around 7 – so I was ready to go almost right away. Or so I thought. The patches I needed totaled around 5GBs and, strangely enough, the launcher needed another update of a whopping 1.5GBs! These are the times when I’m happy I have Time Warner and 10Mb down. I took the time to update my addons, quick and easy with the Curse Updater. I forgot to enable the out of date ones anyways, and half of them were STILL broke, but hey, it’s the thought that counts.

    I don’t like cows, so when all was said and done, I got in and made myself a Troll druid. I don’t really like Trolls either… but they’re better than cows. So, for lack of a better option, I gave birth to a brand new Syeric with the biggest and yellowest tusks I could muster.

    Some druids want to help nature. I just want to gore things. I don’t mean some piddly squat skill with a splash-red animation. I want to jam my face into the meaty side of a pig and shake it like a pola-roid picture. I’m halfway there with these tusks. Get on it Blizz. I want more blood in my kids game.

    That’s not really true, the kids game part, but I couldn’t help but feel like I was running around in a cartoon. That’s not an insult. Far from it, actually. I love the unique feel of WoW’s art style. The Echo Isles are are beautiful mess of over saturated colors, outlandish architecture, and jungle trees. Anytime you scroll back and get a bit of the horizon on your screen, the entire thing takes on the feel of a portrait. The new water effects actually add a lot to that. Where the old water was kind of stock “this is 2001 video game water” stuff, the new art has this whitish, paint-like sheen. When you’re swimming above the surface it feels much more like swimming through paint than water. Remember the afterlife in the Robin Williams flick, What Dreams May Come? Yeah, like that.

    The graphics may not be cutting edge... but do they need to be?

    I’m only level five as of this writing, but the questing experience seems much improved. It’s Northrend meets Azeroth, right off the bat – after your first few tutorial quests. So far, I’ve used a whistle to lure baby raptors, fought a raid boss, lassoed and mounted a wild animal, and watched a friend die. This is all nothing much new for those of us who played WotLK, but it is leaps and bounds above the starter experiences of yesteryear.

    Speaking of, the narrative element of the troll tutorial is really good. Quest text is still short – 250 characters or less! – but there’s often several pages of conversation dialogue to read through. There’s also a lot of of voice acting going on, which is up to Blizzard’s usual level of quality. The only complaint I have is that, after the raid boss, you visit Vol’jin who invites you to listen while he contacts Thrall. I’ve sat there while I’ve AFK’d for the last half hour and it’s yet to start.

    Overall though, these first five levels have been fun. Not Death-Knight-Tutorial fun, but still a good time. Right now I’m still not sure if I’ll resubscribe or not. After only five levels I’d like to continue on to see the rest of Azeroth but I don’t have a lot of interest in taking up the dungeon game again. That will probably change, but there’s nothing right now that makes me scream “oh my gosh, I have to get right back into this again.”

    Where do they keep getting these bones?!?

    You have to look at this through the eyes of a new player though; this new content wasn’t really made for me. It was made for new players coming to the game for the first time. I say that because it’s obvious they’re not trying to up the bar for players who have already played their high end content, like that DK tutorial. For a new player though, these first few levels are very good. They put you into a beautiful, immersive world (apart from the players) with a strong narrative element and a great emphasis on gameplay. The polish here is spectacular and a cut above any other game I’ve played for non-instanced questing. One particular naga quest has a heroic music cue, for example, that starts right when you enter the cave. It’s hard not to swell up a little bit at that.

    I’ve rejoined with the K&G community guild, the Happy Fun Guyz (read: Happy Fungis… orcs in WAR), back on my very first server, Emerald Dream. I actually tapped in with my first guild ever too and spent some time seeing how they’ve all been. For a first few hours back, it’s been good. I’m not ruling out getting back into the game like I once was (though, I’ll forever be a nomad). The main issue right now is dealing with being a lowbie again. It’s hard to go from 80 to square one again. Whether I keep with it will really depend on how good the leveling is. Six more days!

    The Shattering: Enough to Lure Me Back?

    As you’ve no doubt heard, as of today, the WoW we once knew is gone forever. Replacing it is WoW: The Re-Imagining, which brings with it new zones, updating questing, and all that blahbittyblah — you’ve heard it already. The important thing to take away is that this is probably the most exciting thing to happen to WoW, well, ever.

    With all of this content, I’m tempted to go back and start the new character I’ve been waiting on. I’d wanted to roll a Goblin Druid, but they’re not allowed, so there’s not much point in waiting for Cataclysm to get started. Instead, I’ll probably roll troll because “once you go troll, you never re-roll.” And that I want a class I can change roles with. I don’t really feel like being shoehorned into filling a certain spot. When raid time comes — IF raid time comes for me — I want to be ready to play whatever I feel like at the time.

    Something strange has happened while I’ve been gone, though: I really don’t want to pay a monthly fee. At least for something I’ve already experienced. A year ago, I wouldn’t have batted an eyelash at re-subscribing for this. Now though, it’s like, even with this fresh coat of paint, WoW is still WoW. It’ll be fun, but is it really that much better than all of the things I could play for free? I have a lifetime subscription to LotRO, another free month in FFXIV, and a bevy of non-MMO style games just waiting to be picked up – Assassin’s Creed 2, Brotherhood, Darksiders, Black Ops, Just Cause 2, Mass Effect 2. I have no shortage of non-committal fun right now and it’s all built up a pretty big wall against that — ugh, I hate this expression — 800 lb. gorilla we call WoW. By the way, did you hear they’re re-arranging the deck chairs on the Titanic?

    For as much as I love WoW, distance this time hasn’t necessarily made the heart grow fonder. Instead, I think I’ve matured a little bit and this hype train isn’t quite getting to me like it used to. Is this how MMO gamers age?

    Don’t get me wrong, I’ll be back without a doubt. I just thought it was worth noting that WoW is veering away from this “get it as soon as it’s available” place for me. Maybe it’s just a result of being stuck in the stagnation that’s been MMOs for the last year and “more of the same” for the two years before that. The truth is, even though I still play them and have fun with them, I feel further from MMOs now than I have since I first started. FFXIV is so different that it almost stands apart from other MMOs, right down to how it impacts me as a player I guess.

    Ironically, it may be WoW that changes that. I don’t hold much doubt that leveling a new character in Cataclysm will elevate MMOs back into the top of my gaming roster. Leveling a character in WoW is one of the best solo experiences any MMO player could ask for and I enjoy it. Add into that the November and December updates for FFXIV and I feel that familiar feeling brewing. It’s really a question of when I’ll get to break this funk.

    What do you think, guys. Are you going back for the Shattering, waiting till Cataclysm, or taking a pass on all of it?

    Super Mario Bros. 3: Redone With Modern Graphics

    Now this is pretty cool.

    Someone went and redid the entire Super Mario Bros. 3 game — the best Mario, in my opinion — with modern day graphics. Modern for the DS, that is, but it’s still pretty cool.

    It’s all based on the Nintendo DS New Super Mario Bros. engine, so there are some differences as well as additions. The blue shell is in but the cutaway black end-screens are gone. Some of the graphics aren’t exactly as they should be but as close as the creator could get them with the engine available. He’s also included a new coin collection element, ala NSMB. He’s also included a bunch of bonus levels and mini-games.

    I’ve had a chance to play through it for about an hour this morning and it brought back all kinds of memories. Namely, sitting on the carpet and blowing into the cartridge hoping to see that red curtain and checkboard floor. I was never very good at the more advanced levels but it sure was fun seeing how far I could get.

    There’s a great video on YouTube highlighting the coolest stuff. Check it out.

    Thanks to the Flex Your Geek podcast for the tip.

    Where LotRO’s Cash Shop Goes Wrong

    This has already been said before, but it’s worth saying again: the problem with F2P is that it encourages developers usher you into a store rather than revise broken mechanics. LotRO is guilty, plain and simple, but let me elaborate.

    For those of you who don’t play the game, a big part of LotRO’s character advancement comes in the form of virtues. These are permanent buffs to your character’s stats and, in the case of tanks especially, are near mandatory to do well in a group. Ranking up requires you to kill a certain amount of a specified mob and usually gives you the option of a couple different zones to accomplish it in.

    Ideally, you reach max rank in the virtues that interest you as you level up. Realistically, this doesn’t happen. That’s because the virtues are designed to be one of the worst grinds in MMO gaming today. I’m not exaggerating. For example, to get the first rank of Discipline, you have to kill 60 hendroval (birds) in Ered Luin. To get another rank in Moria, you have to kill 240 gredbyg. If you were to take on one rank per zone, you would wind up grinding 1,340 mobs for that single virtue. To max out the recommended virtues for a guardian, I’d have to grind 4800 mobs – taking the short route, picking up ranks for exploration and completing quests – before I was done.

    This has been in place long before anyone considering taking the game F2P. Before Moria and the other expansions came out, a lot of people complained that the game simply wasn’t long enough. Considering the blatantly grindy nature of one of the game’s key pastimes, I’d have to wonder if the developers didn’t agree.

    But, fast forward to the here and now. There’s TONS more content and the game has been fleshed out into one of the best, most polished MMOs on the market. It’s the leading example of the potential for F2P in a subscription climate. Other than looking to the future, what reason is there to have not revised this system to reflect the current state of the game?

    The unfortunate answer seems to be “why bother.” I can grind those 4,800 mobs or pay $2.99 per rank from the store. It’s a “convenience item” and I’ll give them that. It sure is convenient to not have to spend hours upon hours in unbridled suck! For somewhere under $135, you can skip this system entirely and buy your way past it.

    Even for someone like me who doesn’t mind grinding, LotRO is not a game that supports it. It doesn’t give good XP. It doesn’t give good rewards. Fights last too long, and short of stopping the adventure entirely and returning at max level, completing deeds pulls you away from story and anything most players would consider fun. There is no carrot at the end of the stick, other than a paltry numbers boost you can’t do well without.

    Unless you’re DPS. One more reason not to roll a Guardian or Minstrel, I suppose.

    Forgive me for this little rant. Here’s the thing, though: I don’t like the idea of having my class be useless if I don’t pony up or embark on the most epic grind this side of EQ1. I’ll continue on and go for the level cap. I’ll try my hand at what I can. But I won’t be doing this and I won’t be buying my way past it either. I’ve ignored it so far because nothing pre-Moria says it’s important. It hasn’t hindered me and it’s not focused enough to let me progress what’s important for my class as I level. If I get into the “endgame” and find out I need it, well, I guess I’ll be on my own until I put the game down. Frankly, I haven’t encountered a game yet that would justify that much unmasked grinding and LotRO certainly won’t be the first.

    The single biggest problem facing LotRO today? The insidious virtue system that lies hidden 48 levels in, waiting until just the right time to say “oh, hey, guess what you need to do…”

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