Aion Online free trial giveaway

Hi Everyone,

Courtesy of my local LAN, I currently have one free trial for Aion Online to give away. Before today, I didn’t realize NCsoft even had anything like this out there. This trial is good for “up to 3 days, 5 hours, or level 7, whichever you reach first.” In that time, you should be able to get through most of the tutorial zone and get a good feel for whether or not the game is for you. The trial card also includes a code for an in-game item but gives no clue as to what that may be.

Since I know many of you are interested in trying the game but are wary about spending the money, I’ll be giving this away randomly. In order to be in the drawing, you can leave a comment after this post or send an email to Chris@gamebynight.com with the subject “GIVEAWAY” before 6PM (EST) on Monday, October 16th.

I’m going to see what I can do to get a couple more of these but for now it’s a one-time opportunity.

Good luck!

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Trial Card (actual codes will be emailed to the winner with instructions for their use)

Do we really need UI mods?

Recount, graph window

Recount, graph window

When I played WoW, I used a lot of mods. At last count, I think I was around 35, give or take a few. They did everything from track my DPS, to telling me what battleground was earning bonus honor for the weekend. Just as important to me, they let me clear my screen off and move things around the way I liked them. I’m a minimalist for what I can see, so I’d shrink and slide, and everything in between.

Recount, DPS monitor

Recount, DPS monitor

Then, as always, patch day would come and then my most important mods would come clattering to the floor in a sea of error windows and sound bytes. I used WoWMatrix for a long time to ease the updating process but, once that got targeted for its shady distribution methods, I had to turn to the likes of the Curse Updater. Needless to say, it didn’t function as easily or seamlessly as WoWMatrix and the process of updating my mods became that much more of a hassle.

Fast forward to today and I find myself totally bereft of UI mods in the games I play. Before WAR came out, I was excited to see what the community would develop but, when the time came, there was very little I chose to use. Going forward from there, most other games didn’t even allow modding, so it wasn’t even an option. And, really, I think I’m happier for it.

One big thing that mods do is bring pressure into the game. In WoW, many guilds require you keep DPS and threat mods on whenever you’re raiding so you can track your performance and threat.

DeadlyBossMods, boss ability tracker

DeadlyBossMods, boss ability tracker

Well, not just you. So everyone can track your performance and threat. If you’re having a bad day, everyone else will know and, through the act of passive peer pressure, you’re pushed to give your best game.

I can see where mods like that have their place in high end raiding. When you’re playing through high stakes end-game and everyone needs to be doing their best, it makes the life of the raid leader a lot easier to pinpoint the weak link. Yet, for all the good these mods do, they’re revealing too

Omen, threat monitor

much of the game.

When you have addons that track everything you do, and everything bosses do, it leaves little to the imagination. On top of that, when you’re busy worrying about pushing out that last 500 DPS, you’re probably worrying more about your action bar and that little counter than the actual battle going on in front of you. Likewise, why should you worry about knowing a bosses attacks when DeadlyBossMods and some guy on vent will tell you exactly what to expect.

I suppose what I’m getting at is that when we’re handed all of these stats and trackables, it makes the game become something to be analyzed rather than enjoyed for what it is: a game. It lends to meta-gaming but, if the other MMOs that don’t allow modding have shown us anything, it’s that people are going to do that no matter what. And they probably enjoy it more since those players are being asked to input more from their own knowledge of encounters, rather than plugging in three numbers and a couple variables from that graphing mod.

And it looks like a lot of MMO studios feel the same way. Take LotRO for example. They don’t allow modding to keep more of the unknown in their game. What they do allow is skinning and rearranging of the UI, which is perfect.

Sure, some people, when not under the gun because everyone else can see their numbers will start to slack.  But, those are the people you don’t want in your raid anyways. Most players want to do their best because that’s what makes the game fun for them. They’re going to work for that whether they can see their numbers or not because, at least internally, they’ll be able to see the difference effort makes.

When SW:TOR comes out, I hope they adopt the approach of skinning rather than free-for-all modding. I’d even be alright with convenience mods. But, let’s leave the numbers where they belong. In the database.

Fallen Earth opens trials for its live event

Hey all,

According to a tip from the Sypster, Icarus Studios is opening the doors to its game so that non-subscribers can take a peek at it’s upcoming live event, Days of the Dead. The event will be Halloween themed (if you couldn’t tell) and will feature lots of neat stuff, such as building scarecrows that attract zombies.

The free trial will be 15, count ’em, 15 days long. Keys for the event will be given out at Ten Ton Hammer, Massively, and MMORPG.com. Since they’re being distributed from third parties, keys will be in limited supply and probably dispersed quickly. If you’ve been checking the game out but haven’t made the jump for a purchase, this is your chance to get the inside scoop.

There are no dates listed on the FAQ page for this event but they encourage you to check with each site for specific dates and distribution information. So, these are the sites to watch until we know more.

Anyhow, that was too juicy to pass up. Good luck in getting your keys!

First Impressions: the Fallen Earth tutorial

For those looking for the TL;DR, check out the quoted areas!

Your first quest object... ain't she cute?

Your first quest object, ain't it cute? - courtesy of YouTube

As I mentioned earlier, I bit the bullet and bought a digital copy of Fallen Earth. All bank/server hassles aside, I was able to get into the game and spend a little time. Not much, yet, but I’m hoping to change that tomorrow. Right now, I find myself in Zanesville, the first Enforcer town, right after the tutorial. I have about five quests under my belt, after the “go here so we can tell you about this mechanic” missions.

quote 1Since I’m still so early into the real game, I’d like to share my impressions on the first bit every new player will go through: the tutorial.

Taken as a whole, I really enjoyed the introduction Icarus Studios has crafted.

Here’s the jest: You start off the game in Hoover Dam, which is now a cloning laboratory and underground facility. Think of the vaults from Fallout 3. Right off the bat, you’re thrown into a series of “click this object” quests that are instigated and followed by voice-overs by a female protagonist that’s trying to save you from a gruesome death ending in organ harvesting. This progression continues until you’re asked to axe (literally) your first enemy who comes packing an automatic rifle and several hundred rounds. From this point forward, you’re guided in the use of weapons, equipment, movement, and ability use.

By the end, you’ll have killed humans, mutants, and super-mutants alike, and find yourself racing down a tunnel on an ATV trying to beat a ticking clock that spells out not only your doom but, as she eloquently reminds you, that of the lady-friend whose mission it was to save you.

Non-tutorial but still interesting...

I found the whole experience to be relatively pain free and unique amongst the masses of cut and paste, check the tooltip, MMO tutorials. Never before have I been asked to scope down my enemies from above and go headshot quotecorrectedafter headshot until the fall dead at my feet.  Even outside of that deliciously unique aspect, the introduction has a very thematic feel about it. It is a wholly guided experience, so there’s no sandbox here but, if you didn’t know any better, it’d be easy to believe you were starting off an FPS game on your console of choice… sans the next-gen graphics.

A lot of story get shared with you and it’s not done passively, like we usually see in traditional quest text. Everything in this tutorial is fully voiced, which is great, but I’d be lying if I said I wasn’t a little let down when the first quest giver after the tutorial just grunted at me.  Everything is fast paced and, unlike Aion, this introduction can be completed within 10-15 minutes if you go from task to task. A word of warning though, don’t move too fast. I tried to move ahead of the narrator and looted the rifle before she told me to. I was forced to delete my character and restart the tutorial because the game wouldn’t register my having picked it up and would not let me progress further.

I found the waypoints (red X’s on your minimap to indicate objectives) to be helpful but they really eliminated the necessity of listening to the narrator. Some people might like this, if you don’t care about hearing her, but those people probably wouldn’t need the waypoints anyways because they’ve been through it before. Maybe there’s a way to turn these off but, to be honest, now that I’m out of the tutorial and in the huge open world, I can see where I’ll appreciate them as I continue exploring and completing missions.

Headshot the people downstairs, earn XP!

Headshot the people downstairs, earn XP!

Being the speed demon I am, I messed up right at the end, so I don’t know if I completed the tutorial the right way or not. During the last stage, you have to get on an ATV and power down a tunnel to disarm a bomb. Well, I didn’t quote 4see the ATV right in front of me when that point came, so instead I went running down the tunnel looking for it for the next 10 seconds and had to turn around putting me behind. When I got on it, I drove as fast as I could but never did make it to the bomb. Sorry, narrator lady. You’re toast.

Or not. Somehow, she survived and died. When the bomb went off, everything went white and I was presented with a very cool little cut scene that explained what happened after I died. Apparently, years passed and I have given a nice little necklace that insta-clones me when I die. Maybe that’s simplifying it a little bit but that’s the core of it.

To be honest, I think that this is the best and most fitting explanation of respawning I’ve ever seen in an MMO. There are no ‘spirits linked to nature and returned to life’ or ‘soulbinding to an obelisk’ here. It’s, crap, you’re dead, the necklace reads your now flatlined vitals and sends a message back to home base to start the cloning process anew. Tada, Syeric is born again, ready to kick whatever mutant’s butt it was that just wasted me the first time.

Once that’s done, you’re taken into new clone homestead (my name) which allows you to decide what career path you’d like to walk and what town you’d like to start in. Another quest giver gives you a very basic introduction to crafting. Once both are done, you’re teleported to your town of choice and the real game begins.

Courtesy of a href=

Some people hate the introduction because it’s not representative of the actual game you’re thrown into. That may be true but I think a truer answer would be that it’s not representative of the game at level two. In the introduction, you’re a fully decked out level 40. You have firepower. At level two, you have a paintball gun you have to pump up to use and a crossbow. It’s not quite the same.  Similarly, post-tutorial, you have zero hand holding QUOTE 5and are given little direction other than to visit the NPCs with the biohazard symbols above their heads.

Yet, I can say this much, without that introduction I would have felt a lot more lost when I hit the “real” game.  And, on top of that, if given a choice between the WoW style tutorial and the Fallen Earth tutorial, Fallen Earth will win every time. The tutorial should be taken for what it is. It works and it’s nothing short of the best introduction to an MMO I’ve ever played through.

There are two areas that I wish could be better, however: graphics and performance. The game doesn’t perform according to the quality of graphics it delivers. Even with everything turned all the way up, it looks like an MMO from several years ago. I’m not a graphics fiend but when I can only pull 25-30FPS in towns and 30-40 in the wild, there’s a problem. I wouldn’t care if the graphics were up to par with that but they’re not and the only thing I can attribute it to is poor coding. Hopefully, their future patch will help this a bit.

That’s it for now. Hopefully, I’ll get some more hours under my belt. Fallen Earth is currently in the #2 spot under Aion to be my “main game.” Either way, this is a title I’ll be chipping away at. Like many other bloggers, I see it as somewhat of a no-pressure title. There’s no point in rushing to the endgame  because, unlike most other modern MMOs, this is a game that emphasizes the journey over the destination.

If you haven’t yet, consider voting in the poll to help me choose my main MMO. I’m indecisive. I need help. And, honestly, whatever game wins will probably see more posts than the other two.

Spoiler Warning: the final, awesome video of the tutorial

Community Spotlight #2: Tobold of Tobold’s Gaming Blog

ToboldsAvatarWelcome to the second edition of our Community Spotlight segment. This week is somewhat of a special treat for me and I hope for you too. Over this last week, I was able to pin down Tobold of Tobold’s Gaming Blog to answer a few questions with me. If you have any doubts about who Tobold is, I’d have to assume that you’re new to the blog scene. This kindly gentleman has been helped begin the MMO blogging trend and currently runs one of the most widely read MMO blogs on the internet. Though, if you were to ask him, he’d respond in his typically humble fashion.

We sit down and talk a little bit about WoW, MMO gaming, geese, and ice cream. Enjoy!

Chris: Hi Tobold and thanks for doing the interview. To begin, can you tell us a little bit about who you and what your blog is about?

Tobold: My blog is about MMORPGs from a player’s perspective. I am specifically interested in questions of the consequences of game design on the behavior of players, how incentives modify what players in a virtual world do. The blog also contains some virtual world economic posts, and the occasional post about the real world. Finally I’m interested in the subject of blogging itself, so there are some introspective posts on the blog about the blog.

Chris: As a reader of the site, I know you’re a big World of Warcraft. What’s kept you playing through the years?

Tobold: I’ve been trying to answer that question for WoW and every other game for years, but there is no simple answer. I think it has a lot to do with a virtual “to do” list, logging on and having some goal in the game: Reaching the next level, getting a new piece of gear, beating some dungeon, mastering a new tradeskill. While all these goals are in a way trivial, games like World of Warcraft work by immediatedly rewarding you for achieving them. I think the sense of achievement and constant rewards is what keeps us playing for years, even if our intellect tells us that we are just collecting pixels.

Chris: How do you feel about the pace at which new content gets added to the game? Does it concern you that other development companies seeming to be setting a higher standard compared to Blizzard’s current rate?

Tobold: I do think that Blizzard is slow, compared to the competition, in the pace at which they add new content. That leads to noticeable dips in player activity between expansions. On the other hand, the quality of the added content, especially in the case of expansions, is usually quite high. Blizzard earns $500 million per year as profit, but it is hard for me to say whether they do not reinvest more into the game because they really couldn’t produce high quality content faster if they hired more people, or whether they deliberately choose to use World of Warcraft as a cash cow to finance development of other games.

Chris: There was a definitive shift in the focus from “hardcore” to “casual” with the transition from TBC to WotLK. How do you feel about the movement we’ve witnessed? Taken as a whole, do you feel this move was well done, taken too far, not enough?

Tobold: I did like the direction. Especially I think that it is important that there is an endgame available for the majority of players, thus in the case of World of Warcraft the move to an entry level raid dungeon which was doable by average guilds full of average players was certainly a good idea. What was unfortunate was that WotLK at release did not have a lot of raid content. So instead of having some entry level raid content for the average player, and some elite raid content for the most dedicated, Blizzard created the impression that you could have either one or the other, making the hardcore raiders rather unhappy in the process. Ulduar should certainly have been available right at release of WotLK.

Chris: Following that up, do you feel that all content should be available to everyone? Is there any value in limiting certain achievements (certain high end raids, not literal achievements) to only those who can put in more time/effort?

Tobold: I think that all content *modes* should be available to at least the majority of players. That does not mean that every player should be able to kill the hardest boss of the last raid dungeon on hard mode. But the average players certainly should be able to gather his friends in a casual guild and be able to do entry-level raiding. Experienced raiders are notoriously unwilling to take new players under their wings and teach them how to raid, thus it is important that the game itself offers the new players a chance to learn raiding with training wheels on. Having said that, raiding by definition requires a larger group of people to do something together online for more than a few minutes. There will always be some people who for personal reason will never be able to find the time to raid.

Chris: If there’s one thing even detractors can’t attack, it’s WoW is considered a success. Yet, this far out of the gate, do you still expect to see WoW grow and expand or do you feel we’ve seen somewhat of a leveling off of the playerbase (expansion booms aside)?

Tobold: Everybody is always looking at the totally misleading number of 11 million players, or argue that we should count only the about 5 million subscribers with a monthly fee. What most people forget is that the apparent “leveling off of the playerbase” is a dynamic process. World of Warcraft regularly hits the list of top 10 bestselling PC games, so the 11 million players today are not the same as the 11 million players last year. There is a huge pool of ex-WoW-players, which might be even larger than the number of current subscribers. In a way, WoW is always growing, there are new players every day, playing World of Warcraft for the first time. To maximize the number of subscribers, Blizzard at the same time needs to keep current players happy, get ex-players to resubscribe, and entice new players to try the game. I do think we will hear a new player number record after the release of Cataclysm, say 12 million or 13, but I don’t think WoW can still double their numbers. However it might be possible for Blizzard to get over 20 million players for WoW and their next MMORPG combined, due to the large pool of ex-players I mentioned. The market size is bigger than most people think.

Chris: If you could choose two things you wish Blizzard would take from WoW and put into their next MMO, what would they be? Two things you wish they’d leave behind?

Tobold: Things to keep should definitely be the quality of content, and the game being playable by a wide range of players, from ultra-casual to hardcore. What they should leave behind is the harsh transition between a solo leveling game and a raid endgame, by making grouping more popular during the leveling phase, and offering challenging solo content a the level cap. They should also leave behind, or rather relax, their idea of players needing directed gameplay. I think guiding new players at the start of the game is a good idea, but towards the end of the game the guiding of players through scripts should be gradually replaced by introducing more and more ways for players to interact with each other, leading to spontaneous player-created content through human interaction.

Chris: Does the future of MMO gaming lie in big developers, like Blizzard, or indie companies? And, along with that, the community seems torn on the impact of WoW on the wider genre. Do you feel that WoW is pushing the industry forward or holding it back from innovating?

Tobold: I think the future lies in the interplay between both. Indie companies often are more nimble, and willing to take risk on innovative ideas. But then they don’t have the budget to make big, polished games. So it often is the big companies to take up the ideas of the indie companies and polish them to great games. I think World of Warcraft is pushing the industry forward, because it clearly demonstrated the amount of money you can make if you get it right. Good ideas alone don’t make great games, you need to have a budget behind that.

Chris: Moving away from WoW, tell us a little bit about your MMO history. When did it start and what kept you going back then?

Tobold: The first game I played which could be called a “MMO” game was an LPMUD in the early 90’s, on my university’s mainframe. My first graphical MMO was Ultima Online, in 2000, but I quickly switched to Everquest and played that for nearly 2 years. Then I drifted between various games a while, until getting into the WoW beta in September 2004. Now I’m alternating between WoW and other games that come out.

Chris: When do you feel you hit your “peak” for investment into the genre? How much were you playing compared to how much you play now?

Tobold: I never had a “peak” where I would pull all-nighters or something. But in WoW I had two periods where I was more into raiding, one during WoW 1.0, where I got up to the end boss of BWL, and one during early WotLK, both periods with multiple raid nights per week, playing until midnight. But when I raided that much, I was playing less on alts etc., so I think my my playing hours are rather steady overall, at about 20 hours per week.

Chris: If you could use one word to describe the MMO community as a whole, what would it be?

Tobold: Widespread. I don’t even think there is such a thing as a MMO community as a whole, there are a lot of MMO players with very different play styles never talking to each other.

Chris: I understand you’re big on privacy. With that in mind, can you tell us a little bit about the man behind the blog? Wife, kids, dogs, geese?

Tobold: I do have a wife, who plays WoW as well, and who gives me a good insight into the mind of the ultra-casual player, never grouping, and not really participating in the endgame of WoW. I don’t have kids, dogs, or geese, which allows me to play a good number of hours of MMORPGs without neglecting my job or family. I think I achieved a good balance between my various activities and responsabilities, and that is something which is important to me.

Chris: If there was one thing you wish people coming to your blog would know, or keep in mind, what would that be?

Tobold: I wish some people would remember that I am only human, and so is everybody else on my blog. I think some people take the discussion of games far too seriously, and consider any opinion other than their own as blasphemy towards their pseudo-religious cult following some game or other. I get most annoyed by people who have a strong sense of entitlement, and start to protest loudly when I’m not producing the kind of content they are looking for.

Chris: Tell us something unique about yourself readers of your blog may not know.

Tobold: As a child, I once visited a gold mine where as a tourist attraction you could pan some gold like people did centuries ago. So you could say I started gold farming early. 🙂

Chris: Finally, on the subject of ice cream. Love it, hate it, and which flavor would you choose to obliterate from the Earth?

Tobold: I love ice cream, and I would obliterate stracciatella ice cream, and any other ice cream that has chunks which don’t melt on your tongue. An ice cream should be smooth!

From all of us here at Game by Night, thanks Tobold for doing the interview with us. If you haven’t yet, drop on over and tell him hi!

Thoughts, suggestions, questions for future spotlights? Maybe you’d like to be spotlighted here on a not-too-distant Tuesday. If so, drop me a line at Chris -at- GamebyNight -dot- com!

A troublesome introduction to Fallen Earth

I think I chose a bad night to splurge on a game. I finally broke and decided to buy FE. First, I went to Direct 2 Drive, transferred money online from my bank and went to make the purchase. Transaction failed, contact customer support. I decide that, hm, it was pretty quick after the transfer, maybe the bank’s system isn’t reflecting for purchases yet. I wait a few minutes and try again. Same thing.

Frustrated, I check their help files. Apparantly, my first guess was right. It took a minute for the bank to update; however, even though the funds weren’t there for D2D to complete the purchase, they were apparantly there to hold the funds on. Twice. I saw this kind of thing happen a lot when I worked for Chase. For the next 72 hours, D2D will be holding $108 of my money without providing any form of service. Lame.

So, I go right to the Fallen Earth website and buy directly from them using my PayPal account. Alright, good. Download, download, download, patch, and I’m in. I make the character just fine, then change my mind and decide to make a different one with my usual name, Syeric. All goes well for about the next five minutes. I go through the tutorial, powering along, up until the point where I have to loot the rifle from the first enemy NPC.

And loot I did but for some reason the game didn’t realize it. Alright, I said. Let’s log out, delete the character and try again. I logged out, made the character again and proceeded to get stuck at the “initiating character session” part of the login process. I close the client and reload. Same thing. I close the client, check the forums, and reload. This time, no characters appeared at all! As my dad said from time to time, got dern it!

Maybe it was just bad timing. With my luck today, it’s possible I just logged in right as they were having some problem with the server. I went through Darkfall’s launch, so I’m used to the little quirks indie MMOs tend to have. Still, I have to admit I’m pretty disappointed that I can’t play tonight.

I splurged and everything. 🙁

Ah well. No class until 3:00PM tomorrow, so hopefully I’ll make up that playtime in the morning.

Also, be sure to check back for our next Community Spotlight in the morning!

Does Fallen Earth need item wear?

I’ve been sorely tempted to dive into FE lately. So much so, in fact, that I’ve been stalking the official forums looking for something to push me over the edge. There’s a lot that I find neat about the game, not the least of which is the crafting system.

Which, apparently, is a bit of an issue for the Fallen Earth community. As it stands now, items don’t wear down which means that, given time, the market will be flooded with crafting gear selling for little more than if it were vendored off.

This concerns me a little. My money is tight right now, so the decision to spend $50 on a new game is a big one. Crafting looks like it could be one of the best parts of the game but, if the reward for those efforts is to see the same item I just crafted selling for virtually nothing, there’s not much point.

Does anyone know anything about this or heard anything about changes in the future?

– C

Let’s talk about the problems with Aion

Since criticizing Aion seems to be all the rage, I think it’s about time that I toss my hat into the ring with the issues I’ve seen and foresee as problems. I’m not writing this post in agreement with anybody because, frankly, I don’t agree with a lot of the doom and gloom people are calling for. I’m just going to call it as I see it.

First of all…

Players will leave in mass

Why? Because they always do. Honeymoons are real in the MMO industry and they tend to be short lived. Expect to see people complaining about the game before too long. Unlike Genda (first link above), however, I don’t think this has much of any relation as to the quality of the game. To the point, I think it has to do with the ADD, get excited now, quick satisfaction, low dedication, mindset of the average MMO hopper. MMOs aren’t about instant gratification and, unfortunately, it’s hard to leave a game you’re already established and powerful in to start all over again as a noob.

So, players leave. The ones that remain are those who like the game for what it is and are the true representative audience you should turn to for insight into the title.

Grinding is so 1999

Grinding has its place in Aion and it gets worse the farther in you get. I’m level 22 right now and I’ve grinded out the end of the past four levels so that I didn’t run out of quests. It’s not as bad as it may seem, since grinding can be very lucrative (and, really, doesn’t last very long each time… ~1 hour) but, all the same, it will drive some people away. I’ve heard rumors that a patch dropping in Korea is going to substantially increase quest experience but, for a lot of the current crop of players, it may be too little too late.

The unexpected consequences of grinding

I started my true MMO career after WoW launched, so I was spared from the grind. I dealt with it for long enough in MUDs, so I wasn’t scared off by the idea in Aion. What I didn’t expect was the rampant amount of kill stealing that would take place as a result. People quickly pick up on the easiest mobs to grind on and camp them. I was grinding in Morheim the other day on Tumbling Fungies competing with a good 15 other people. It was constantly a “rush to the mob before the next guy” scenario and courtesy seemed to have dropped by the wayside. People rarely talked and when I called a guy out on following me around to nab my mobs, I was told that “its not ur mob noob. its called getting there b4 u duh.” That kind of attitude pisses me off and I can guarantee you I’m not alone.

Now, I should note that competition really wasn’t a problem until about level 19. That’s when the Race to Killsteal really began and was exacerbated by the fact the many of the best grinding mobs were also quest targets.  Maybe it’ll get better later on but, I’d be willing to put money down, that this will be something people complain about and list as a reason for leaving.

Again, thankfully grinding doesn’t last very long at any given time. I should also note that by level 19, you have multiple places you can go to kill off that remaining XP. If players go for the path of least resistance, though, you can probably count on the best and quickest XP spots will see this phenomenon as long as grinding remains in the game.

Not enough low level PvP/dungeons

Maybe not any low level PvP/dungeons would be a better description. Most of the players coming to Aion are there for the PvP and I’ve always maintained that it was a poor decision to make them wait 25 levels for any real taste of it. Granted, you get a quest that sends you to the opposing faction’s leveling zone at level 20 but, let’s face it, that’s not enough to sate any PvP’ers palette. People that come for PvP are forced to PvE for dozens and dozens of hours before they can even try what they came for.

The dungeons are another issue but it’s not so bad as the PvP. Elite regions, like Blackclaw Village I talked about before, help alleviate the problem. Still, it exists and the game would benefit from having a couple of dungeons earlier on.

Those are the main issues I see. None of them are deal breakers to the players you’d expect to stay with this game anyways. The WoW tourists will be gone within the next month and maybe sooner but, if we’re being honest, they were probably a lost cause anyways.

Aion is a good game. There are some issues but all of them can be fixed fairly easily and probably will be. I don’t think we’ll ever see it drop down to where WAR is at like Genda describes simply because they do just about everything better. I haven’t touched the endgame but I can tell you for a fact that I was having far less fun in WAR at this point even with the grind and douchebaggy players I’ve come across in Aion.

C’est la vie. Life will go on, even when the honeymooners go back to their home games. I’m not giving up on Aion, reducing my play, or anything of the like because of these issues. They simply are and deserve pointing out if we’re in the mood to be critical. I’ve played the game for many, many, hours at this point and am doing my best to be fair. Some people may take a more bleak outlook but, really, I don’t see it nearly as bleakly as some.

Your ideal zone

As I was driving home yesterday, I started thinking about what creates that “drive” that keeps me wanting to log into a game. There’s a lot of factors but I think one of the most important ones has to do with the zones I’m playing in.

Maybe I’m finicky but I’ve come to realize that I have a definite preference for what I do and do not like to play through and for how long. I don’t like it when zones last too long. If I’m there for more than 3 levels, it’s time for a change. This is especially true if the zone is dark and dank. I’m one of those people where the lack of sunlight in the winter bugs me, so maybe I’m disposed to be in and out of these zones. Still, the longer I’m forced to play a zone that’s 100% gloomy, the better chance there is I’m going to start feeling strained to log in and, if a change doesn’t happen soon, I’ll probably stop all together.

Am I the only one who feels this way?

If you look back over the various screenshots I’ve posted in the last couple of weeks, you’ll notice they all have something in common. No, not just that sexy, sexy, Syeric. Rather, that most of those pictures are blue, grey, and purple. I’ll be honest, it’s started to bug me a little bit. So, on that drive I mentioned before, I also got the urge to spend some time in LotRO (where the greens are browner but the sun always shines… mostly… some of the time).

Don’t get me wrong, I appreciate themed zones as much as the next guy. Duskwood was one of my favorites in WoW. It’s really all about balance. Players shouldn’t be made to spend too long in any one place and they should always have options. When either one of those is out of whack, it’s a problem and limitation of the game.

If I had to imagine my perfect zone, it would be out in the open, with grasslands and forest. The zone would start off out in the sunshine but give way to darkness and gloom the further you went into it, building tension. Mobs would start off normal but become progressively more twisted as you approached the apex of the zone, probably ending in a castle of dungeon.

How about you, what would your ideal zone be like; am I alone how sunlight in games affects me or is there something to it?

Thoughts for a Saturday morning…

Checking in with the consoles

For as much as this blog has seemed MMO exclusive lately, I’ve actually done a fair bit of console gaming as well. The biggest chunk of this has been on my DSi, as I can take it with me on the go, but I’ve spent a little bit of time with my Xbox 360 too. Here’s what I’ve been up to:

Battlefield: Bad Company/Battlefield: 1943 (Xbox 360)

I simply can’t get enough of these games. Before I got settled in 1943, I loathed multiplayer FPS games because, well, honestly, I died a lot. Somewhere along the line, however, I slipped into a groove and have been enjoying the multiplayer maps of each game. I’ve spent more time with Bad Company because I’m a fan of the modern weaponry but I’ve recently stepped back into the WWII shoes of 1943 for a change of pace. I love the large maps of these games and the base capture mechanics of the “Conquest” game mode remind me of Alterac Valley. With guns. Lots and lots of guns. And swearing.

Batman: Arkham Asylum (Xbox 360)

Batman AA is a fun game but I’ve found myself progressing slowly through it. There’s a lot to love about this game and, funnily enough, the times I find myself thinking of playing it most are when I’m playing Aion. Most people are already through this game but I’ve been taking my time and playing it in small doses. At the rate I’m going at now, I should be have it completed in roughly 2011, but the combat is fun and fluid, and the storyline is just awesome, so I’m alright with that.

Pokemon Platinum (Nintendo DS)

Yeah, I know, we were supposed to give up the ‘mon when we were kids. I make myself feel better by recalling the fact that I like it before it ever became a the kiddy beast it now is. The game retains all of the charm of the previous versions, which is saying something after so long. Pokemon is a great example of a game where the developer found something that worked and didn’t mess with it. The plot follows almost the exact same progression as the very first Pokemon game which, admittedly, is a little uninspired after so long. But it’s fun and a great way to pass the time.

Bowser’s Inside Story (Nintendo DS)

This is the Mario game I’ve been waiting for. It’s laugh out loud funny, creative, and, most of all fun to play. You can tell a lot of love went into this game, right down to the smallest of animations. One of my favorites is when Bowser breathes fire, his jowels also shake. Small but enough to garner a smirk every time I see it. The battles can get a little old but they’re all based on timing, so you have to be paying attention to do well. Some of the special attacks are very cool too. Kicking a koopa’s ass by bouncing a turtleshell back and forth with Luigi is satisfying in a very Nintendo kind of way. Not to mention, you can play Bowser in this game more than you’d dare dream. He’s the bad guy but BIS makes you root for him all the same.

And that’s about it for my console gaming. I’m definitely planning on picking up Dragon Age: Origins when it launches (the day after my 23rd birthday)  and getting lost in it for a while. L4D2 also looks really appealing but I’m not sure if it’s going to be worth more than a rental. I’ll admit, I’m a little burned by the fact that L4D2 is even being released this soon after the original. Still, I’ll definitely be trying it one way or another. Consumer bitterness should never get in the way of good old gamer fun.

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