A Month at Warcraft

I decided today that I’m going to resubscribe to WoW until Aion Online launches in September.  I’ve been dangling dangerously at the precipice of resubbing for a while now, especially since MMO-Champion leaked all of the details on the upcoming expansion but what officially made me take the dive was visiting a couple of friends of mine.

You see, when I started college a mere five years ago, I moved a good distance away from my best friends. Like you would expect, we hung out less and less until it became a once every few months kind of thing. Then, on one of those visits, he introduced me to WoW. I’d been skeptical before that but, having never seen a real MMO first hand before, I was blown away. I went home and downloaded the trial that night, even though it was 2AM.

After that, a great thing happened. We started meeting up in-game. We had the opportunity to talk again and hash over everything that’d been going on in our lives. It was an especially turbulent time for my friend, having been trapped in a lease with his roommate and underage, drug addled girl friend. Myself, I was struggling to conquer my own minor substance abuse issue (mission accomplished long ago, in case you were wondering) and living with my own girl friend for the first time ever. Like many people, we used the MMO as a temporary escape and, in doing so, became better friends than we’d been since high school graduation.

So, when I went to visit him and his new roommate yesterday and they regaled me with stories about leveling up their new characters and exploring new classes, that old excitement struck me again. I don’t think there’s a whole lot WoW will offer me that I’ll get excited about like I did in those first few weeks of playing, but it’s not really about that anyways.

This month, I’m working on a new character for two reasons. First, to give the old content a final nod before the expansion demolishes it. And second, to play a good game with good friends. I’ve met a lot of great people through MMOs and within the MMO blogging community but there’s something special about doing something with people you have a real life connection with. Maybe it’s the fact that you know the face behind the name or maybe it’s just that you can talk about your last adventure next time you hang out. Either way, playing with friends makes a game more fun.

When Aion Online comes out, that will be where I go and I’m going to try to pull as many of my MMOite friends with me.  Hell, I might even try to convince Ryan (fellow writer here) to join us but I think the MMO ship sailed for him right around the time South Park made love and not warcraft. Until then, it’s the familiar and comfortable, with a little seasoning of LotRO in between for flavor. And yes, Champions if I get around to decide to buy it (Batman: Arkham Asylum just released you understand).

World of Warcraft: Cataclysm confirmed

Because I would be remiss not to mention it, WoW: Cataclysm is coming! There’s a lot of great stuff headed our way that should make leveling 1-60 almost a completely new experience. I can’t wait. There’s too much information for me to review here, so why don’t you head over to WoW.com and check out the FAQ for yourself.

I know, I know. I said I’d be back today getting in touch with this past week’s happenings. The wife got home from work early today though, so I wasn’t able to make much of a dent in my now 800+ posts accumulated on my Google Reader. I shall prevail, however, since I’m working all day tomorrow and should be able to get through the bulk of those posts and hopefully write a few of my own.

I also have a question to ponder: should I go back to WoW before the expansion to experience the old content before the revamp or wait? It’ll pretty much be my last chance to do so, yet, I don’t know if it’s worth trogging through it all again. Hm… decisions decisions. I also have the WoW player’s tendency to consider and that’s to play WoW to the exclusion of other games and I do so want to get further into LotRO.  We’ll see!

Until tomorrow!

I finally enjoy first person shooters – but an MMO?

Well, it took a little while but I’m finally having fun playing online multiplayer for an FPS. That’s actually the main reason for my absence yesterday. A little bit of history might help explain the situation a little bit.

My history with First Person Shooters goes back to the days of Doom. I loved that game. It offered something no other game at the time (that I knew of) offered. I spent countless hours on it, killing demons without remorse.

Then came the Nintendo 64 and my first experiences with a multiplayer FPS. Goldeneye 64. James Bond. Greatness. The game was wonderful. My friends and I would set the difficulty on one-shot kill and have at it, gleefully sniping each other off wherever we could. Unlike modern day shooters, this game didn’t utilize the internet in any way (this was before the days of consoles with Ethernet ports).

Then it all went downhill.

I’d tried Call of Duty 4: Modern Warfare on the computer a while back, and enjoyed the single player campaign quite a bit, but found myself dying within second whenever I’d attempt multiplayer. That got old pretty quick, so I went back to my current MMO and forgot about it.

After that, I steered clear of FPS’s, until Battlefield 1943 hit Xbox Live Arcade. I was hesitant at first but I decided to make a leap based on group of glowing reviews. Same thing. I died within seconds, repeatedly. I finally gave up after en enemy decided to camp our spawn point with a tank. Again, I went back to my MMO of choice and forgot about it.

The game kept on popping up in my mind, though. I’d hear my coworkers talk about all the fun they were having with it and I felt sure that I was missing something. So, I tried it again the other day.

This time, I stuck with it. It took a while, hours, but eventually I started getting to know the terrain and what class I liked best. I still died a lot but I managed to get a few kills in myself before being taken down. Before I knew it, I’d disappear into the matches and not notice how much time was going by. Occasionally, I’d realize I should probably get up and do something else but I kept on allowing myself “one more match.”

When I finally walked away, I stepped back and realized that I’d been having a lot of fun! I hadn’t had that much excitement in a game in ages. It had my heart beating fast and, with the destructible environments, the sheer destruction made the experience chaotic and nothing short of epic.

I decided then and there that I was going to get Battlefield: Bad Company. When I returned with it later that day, I spent the remainder of the evening engrossed in it. There were more maps, more weapons, more buildings to blow the walls off from. It was a hell of a time. Actually, it was enough fun that I was tempted into picking up an Xbox version of World at War. I decided to wait though. I don’t feel good about dropping $60 on a game that will be outdated when Modern Warfare 2 drops in November.

When I surfaced, I found out that there’s been a bunch of stuff in the MMO world I’ve missed out on. One of these is the new FPSMMO from CCP, the makers of Eve Online, Dusk 514. I’ve never played Eve but I can say that, honestly, I would never have given a second thought to even trying this game if I hadn’t sat down and devoted that bit of time to Battlefield 1943.

The game itself might prove to be fun. Yet, as an MMO I wonder how it will function. Will there be an economy and other staples of typical MMOs? Most importantly, can the game deliver an experience that will equally satisfy MMO fans and FPS fans? If not, the game is likely to fall short on both ends. As a bigger MMO fan than most FPS’ers, I think there’s cause for concern unless they manage to pull of something really new and awesome.

I’ll comment more on the rest of the new stuff happening in the MMO world soon (like Guild Wars 2 and the recent draft of “OMG Champions sux!” reviews). Tonight though, I need to rest my eyes and thumbs. I’m unplugging, sitting back with my wife, a good book, and Law and Order: SVU droning on in the background. Tomorrow, I’m plugged back in to go through my 500+ new posts on Google Reader.

Why should some roles be more difficult than others?

During my World of Warcraft days, I heard an interesting description of the three trinity roles. It went something like this: DPS is a game, healing is a challenge, tanking is a job. That’s a pretty poignant assessment of the classes most of us play if you think about it. The description holds water pretty well too. When you’re in a PuG, what are the roles you probably wind up filling last? There’s a good reason for that. When you strip everything away, healers and tanks are just less fun to play for most people. If the next WoW expansion is going to launch without a hero class specializing in healing, this is an important part of the game to look at. Is class a barrier?

Let’s make the leveling game our starting point. I usually play both a DPS and a tank in most MMOs, so I can speak from experience when I say leveling as DPS is quicker and easier to level up. The experience is a lot more gratifying because dishing out lots of damage makes you feel more powerful right from the get go. A warrior, on the other hand, generally does less damage, uses more defensive abilities, and spends more time swinging his sword at each mob. It’s slower and, because of the higher health pools and lack of healing usually results in more down time. From talking to my healer friends, it’s a very similar experience. They do less damage, so the fights are longer, and wind up feeling like they’re grinding more often than not.

See the problem here? Is it any wonder why more tanks and healers don’t make it to the level cap? I don’t see a good reason why either role has to play that way. Why should their game be less fun because they don’t blow things up from a distance? Is the best way to make sure tanks and healers don’t out-DPS the DPS to gimp them for the first few dozen levels of the game?

Group play also lives up to the assessment. If the tank messes up, the group wipes. If the healer messes up, the group will probably wipe. If the DPS messes up, the group may wipe. Each role has less responsibility than the one before it. Out of all in the trinity, the tank has to be the most on game. They have to know they skills best and have enough knowledge to know when to push what hotkey. Healers are in the same boat. And if the worst happens and a wipe does occur, more often than not the tank or the healer is going to get blamed. It’s stressful and, I don’t know about you, but I don’t play MMOs to be stressed out.

Why should it be harder to hold aggro than to deal damage? There’s no good reason for it. None.

It all ties back to the days of pen and paper gaming. Somewhere along the line, a game maker decided that to excel in one role each class must be gimped in another. And frankly, that’s lazy design. Classes should be able to excel in their role so that they’re needed in groups without making the rest of the game less fun. We’re locked in a cycle of repeated ideas playing over and over again like a tired movie.

These ideas also fly in the face of accessibility. Eurogamer recently posted a couple of great articles on why WoW caught on with the mass market. The key word in that part of the article was accessibility. Yet, for all that it did right, it made the two most important group roles substantially harder than the third and brought on five years of “LFM tank of healz only!” They opened up enough doors to explode the MMORPG market but for some reason clung to the idea of tanking as a prestigious instead of a fun role. Since then, they’ve been playing catch up by making off specs more viable, yet the after taste that’s left is that you’re a second rate impression of Class Y.

More damaging is the fact that modern day game design pushes players away from fulfilling their optimum role. The trend right now is to allow players to work through games at their own pace and with their favorite style. What winds up happening though is that healers and tanks get to the level cap with very little group experience and don’t develop the skills required of them until they’re under the gun. And when inevitable mistakes are made in this process, their group are likely to get frustrated because, after all, they should have learned to play their class before hitting cap. The end result is a frustrated group and a frustrated tank/healer that decides DPS is a funner way to play.

The response from some is simple: “if you don’t like it, play another class/game.” That’s well and good but I would have to ask why any one role should be less fun than another? Is it because the people who play it well should be proud they made it to the end? I tend to think that anyone playing their class well deserves respect for it, no matter what role they’re filling. Or is it to hold up an old flame from the roots of MMOs?

The answer, in my opinion, is to 1) make tanking easier for all tanking classes and give players practice in this throughout leveling. 2) make group success more dependent on DPS, and 3) bring healer and tank leveling up to par with their DPS counterparts. I don’t like it when classes get nerfed unless there’s a bug being exploited, so why not simply bump up the power up healers and tanks to compensate? Make damage output dependent on group status, so if you’re solo you’ll do more damage than when you’re in a group with actual DPS classes. These are just a couple of solutions to bring class accessibility up to par with game accessibility. What do you think?

The awesomeness that is WoW: Cataclysm

Thank you to Keen and MMORPG.com for the tip because now I have a good reason to get excited. More information on the new World of Warcraft expansion has leaked out and it looks like old world Azeroth is in for a bit of a makeover.

According to MMO-Champion, Deathwing and Asharza will cause the near total decimation of Azeroth. Thousand Needles will be flooded. Durotar in ruins and Orgimmar split in two. In a word, epic destruction. Two words. Whatever.

If this news proves to be true, it will make this expansion more worthwhile than any that have come before it. By reworking the old world, they give a new setting for the 1-85 leveling game. From what I’ve gathered, they want this expansion to be experienced by all players and not just the upper echelon and that’s certainly the way these seems.

Effectively, this will create a whole new leveling experience. With the changes they’re making to the world, it’s guaranteed to be a whole new leveling experience. Combined with the new races and class/race combinations, it will be worth leveling through the whole game all over again. Unlike the last expansion, there will be a reason to make a new race other than to look at a pretty new elf model. Or, you know, an alien if you’re into that kind of thing.

More than that though, this expansion stands to breathe new life into the game for a long time to come. How many of us have rolled alts while caught in the WoW trap? This will almost make a new game out of the one that exists now. New story, new setting, same mechanics.

My main issue with WoW was the glacial speed at which new content gets added. Before this news, I planned on coming back for the expansion, leveling to cap and probably wearing out again. Now, I can look forward to a longer experience. Those who don’t like leveling will have lots to do post-80, I’m sure.

Apart from all of this, they’re also adding flying to the old world, which is a welcome addition to many. It is, after all, something people have been begging for since shortly after the launch of The Burning Crusade. Oh, and lots of new lore. I’m very interested to see where things head. Apparantly, Thrall won’t be heading the Horde any more. The new leader, Garrosh Hellscream is a little more hotheaded too, what with declaring out and out war on the Alliance. Fun, fun stuff.

One thing I have to notice about leaked expansion info is the lack of Cataclysmic goodness for Eastern Kingdoms and the Alliance. I’m guessing that we’ll hear quite a bit more come Blizzcon. We’d better or else you’ll see a lot more people rolling Goblins come the expansion. And a lot more complaining on the forums.

Combined with Aion and LotRO, I should have a busy 2010.

Now, this may all be a little early, but who wants to bet this releases around October of next year?

PS: Am I the only one who thinks Goblins should be able to collect cash faster than the other races?

MMORPGS: Adult Playgrounds

When an elementary teacher gets certified, it’s done with the understanding that they’ve been taught how to teach the four key subject areas: math, science, social studies, and language. Bear with me here, because it gets around to games. When the time came for me to tackle my Methods in Science course, one of the requirements was that I do a two-week+ observation and analysis on a behavior of my choice. I had a heavy workload at the time , so I’m not ashamed to admit I was looking for an easy way out. I chose to study play in my two cats (something I could do passively), how they played together as well as independently and the behavioral impact of when they were deprived of play (don’t worry, I wasn’t cruel about it). Tobold‘s recent “Why Do We Play” series brought my mind back to this exercise. The results of the study, while not surprising to those with pets, relate directly to we as gamers. There’s more to it than that though and that’s what I’d like to look at today.

Stimulation

At it’s most basic level, we play for something to do. For the cats, it gave them exercise but, more than that, it gave them a break in the mundane that it is their life. In much the same way, games provide that for us. They are an escape, a refuge, and represent the potential for the unexpected.

Be it a mouse or string, my play with the cats revolved around exploiting their instinctual urges to chase and attack. What is it then that games exploit in us?

From the time we are born, play is of incredible importance. We want to manipulate our environment because, through that, we grow our minds and build our understanding. This continues all throughout childhood; the way in which we play changes yet the purpose remains the same. As we get older, the necessity of play is thought to decrease as we prepare for adulthood.

Yet, instinctively, we are hard wired to explore and imagine. Society, however, is not kind to this schematic and, more often than not, tends to shun it. Creativity isn’t the key to a successful future and, when it is, it’s the supreme rarity.

What’s left is a deficit in what we need to satisfy our minds. People fulfill this in many ways but for us, it tends to be games. They give us the unexpected and visualize what it is that we used to imagine. In short, games call out to our inner children while requiring the skills of an adult to complete. It’s a beautiful dance of imagination and coordination that touches on our inner selves in a direct way; this inner part of our self is that inner child, which may well be why non-gamers don’t understand our love for gaming; we are, after all, out of that phase of life now, as their own hobbies probably indicate.

Making Sandboxes from Theme Parks

MMORPGs in particular call out to our inner children because they provide us with a world of perceived possibilities. When we’re young, we don’t know the world well enough to differentiate all that is possible from all that is not. MMORPGs remove the reins from our hands so we’re left with a similar blind spot; we can never know what may or may not happen in a game because we don’t control it and can never fully understand it.

The most successful MMORPG out there makes us feel free while also providing us with a tailored experience. Perhaps a key limitation of most adult minds is that we can never fully achieve the imagination of our childhood selves once we have moved past it. When I was a kid, I remember playing Spy in my backyard and pretending that I was being hunted by soldiers. When the time came, I could almost see them coming after me. In games, though they provide us with a world where we know the possibilities are nearly endless, a little hand holding helps us move past the valleys in our own imaginings. They give us an experience and set it in a world. Those two facts create the illusion of a sandbox without actually making us build all the castles. Games that do require that are a rarity these days because, simply, they’re harder for most people to have fun in.

Socialization and Progression: The Real Challenge in MMOs

For an animal, play represents practice. There is purpose behind it, even if they’re not aware of it. When they attack that mouse on a string, they’re readying themselves for the hunt. Does an MMORPG represent anything like that for us?

In some ways, yes.

Why is it that we choose to play MMOs instead of console games? After all, many console games provide worlds of consistency and, if we’re being honest, generally provide better “game” experiences than those we favor. At the core, I believe that most of us turn to MMOs because they are a social outlet. Even if we choose to never talk to another person the whole time we play, we still derive something from being around other players.

Inside ourselves is a social desire. For some of us, we may log in and tackle challenges solo while talking to our guild. Others might join a PuG and run through a dungeon. Still others might grind quests quietly, all the while knowing that they’re part of something, this group of people playing the game, even if they do so alone, when they may not have that in their day to day life. On the latest Spouse Aggro, Beau made an excellent point that it probably doesn’t take much to make a person feel better about themselves. Simple interactions, positive remarks, and good moments, can give us a boost and make us feel better, even if our lives aren’t bad to begin with.

So, what practice do these games provide? Interaction, teamwork, organization.

I’ve talked about challenge in MMOs before, so I won’t rehash that topic here. I don’t believe we stay with this genre because they’re hard or require great intellectual throughput. I think we stay here because, well, we like doing something with other people, actively or passively.

Anticipating the Future

Finally, the last point I’d like to discuss is the simple act of anticipating something. We become emotionally invested in our games, more often than not, because of the social connections we build within them. Even if the social connections fail, there’s still the association that’s been built around the game those connections were created within.

It’s not surprising then that we care when things change. We get excited about patches and expansions and new releases. We look forward to all of the little things that may be coming down the pipeline. It’s the potential to be awed that keeps us baited; the potential for experience (and not XP). All that is tied up in these games, the fact that they are our equivalent of a child’s play, makes them the perfect outlet for our imaginings. We read blogs, check out websites, and listen to podcasts to fulfill our desire for information on something we care about.

At it’s core, it’s hope. We hope that next game or patch brings us something incredible. That’s what the game companies try to sell us, after all. We hope that it’s a step forward towards immersion and towards a real virtual world. We hope for innovation, even though it usually doesn’t work (and isn’t that the way of all innovation?), because even if it doesn’t and we’re let down or frustrated, in our hearts we know that it moves us one step closer to what it is that we are looking for. And maybe that thing is a little different for all of us.

We’re built to look forward. When my cats were derived of play for a day, they became restless. They cried out and looked to me with eyes that asked me what their voices could not. And I felt bad for them. If that were to continue, to make them devoid of hope, they would lose interest in their play and also lose an intellectual output that was important to them.

As we would. MMORPGs are not static things. They do not exist in a vacuum and must always move forward or else risk losing their base. In their own way, they are creatures of anticipation. They give players something to look forward to through all of the possibilities and opportunities they provide. If there was no anticipation, there would be no MMORPG as we know it today.

In Closing

I know this article is a bit lengthy but it’s something I’ve been kicking around for a while. As a blogger, I spend a decent amount of time thinking of things I’d like to write about. More often than not, I get grandiose ideas that humanize the inhumanitable or draw connections that are difficult to articulate. I hope that, despite its length, this article might shed a little light on what it is I see in MMORPGs and the perspective I write from. Why do I play? Because someone gave me a world of toy soldiers and said do with it what you will.

I read a book recently called Ender’s Game by Orson Scott Card. Though I’m usually not a fan of Science Fiction, I read this book as a kid and decided to come back to it. There’s a revolving image in the story around a “fantasy game” the main character plays in. Though the book was conceived before the first graphical MMO ever saw release, it still captures exactly where it is games are heading: freedom of experience and choice and, really, everything. The “fantasy” game let the player do whatever they wanted exactly how they wanted to, as if they were in the game themselves. It is our passion for gaming that has brought these conceptualizations where they are today and, with any luck, will continue to push them forward.

Diversification is inevitable and not a bad thing. I’ve felt let down by games in the past– and it usually wasn’t much to do with the game and more to do with what I sought from it — but I’m excited looking ahead. Aren’t you and shouldn’t we all be?

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Champions Online travel powers [Video]

Tentonhammer has a video up this morning that showcases the travel powers available in Champions Online. It’s a great watch and clocks in at over eight minutes long, so you get a good impression of the potential these travel powers have for your character.

I’m impressed with what they’re offering. The animations are fantastic and there’s a wider variety of powers than I thought they’d have. Several are recycles, which is unfortunate, but understandable given that they want you to be able to find a travel power that’s a fit for your character while still being on par with the other heroes out there.

I do have a couple of criticisms though. Why can’t you tunnel under things? It seems unnatural to have Tunneling as your travel ability and yet you’re still unable to get past a basic structure without physically moving around it. Ice Slide is also a little lacking. It’s virtually no different than Earth Flight except you’re on a piece of ice with some wispy stuff behind you. Where’s the slide part of that?

Apart from that, they look pretty cool. If you haven’t yet, check it out.

Are we too old for superheroes?

I’ll admit, I abandoned the superhero genre when I turned 13. That was the age when watching Saturday morning cartoons was no longer cool — I left an animated Batman to fight the Joker on his own, a decision which didn’t work out too well for him. Since then, I haven’t really cared much for our spandex wearing friends. Yet, there’s a certain portion of us that love the universes companies like Marvel and DC Comics have built. Movie after movie has come out, calling to our inner children, bringing back to life our love for all things superhero.

In the gaming field, City of Heroes/Villains has long reigned as the only option for fans wanting to indulge in MMOs and superheroes simultaneously. Champions Online is set to enter the fray in September however, so the fanbase will have another option to choose from. Cryptic won’t simply want to steal a portion of the CoH/V pot, though, and has a few key characteristics that may open it to the mass market.

To guarantee the growth of their subscription base, Champions Online must pull in those of us who’ve left our fandom in the past. They have a lot of strengths but even more hurdles to conquer if they hope to accomplish this task. Let’s look at what they’re facing.

The Movie Complex

The most important thing players will expect is to feel like a superhero. Not all players will have been comic book fans, so their expectations will be based almost entirely on film and television media. Can an MMO live up to the glam and sparkle of Hollywood special effects? Just as importantly, can they do so in a way that will have a lasting impact on the player’s game world?

It’s not enough to allow a player to have special powers and to beat up some bad guys. There’s a hundred other options out there for that already. They have to let players build up their reputation and notoriety. Along with that are the little things, like animations that make the player feel like they really walloped that criminal and didn’t just auto-attack their way to a little exp.

Super-hero movies may have opened up the amount of potential customers Cryptic can persuade but it has also set a high bar for the company to meet.

Sole Savior or Super Civilian?

Another issue I see is the fact that the world will be populated with other heroes.  Lorewise, I’m sure there’s a crafty way to explain this away. Realistically though, I don’t see how this won’t remove a big chunk of what it means to be a superhero. Superheroes, by and large, exist in a vacuum with their cities. In comic books, you’ll occasionally see storylines that cross and groups such as the Justice League that play out their own plots. For the most part, however, each hero plays the role of the underappreciated and sometimes suspect, lone defender.

How special is it to be a superhero when every other person you encounter is also a superhero? Doesn’t that make it, you know, not very super? You’re more of a super civilian, looking up to the “real” heroes. We call those NPCs faction leaders in other games.

Console Me

We all understand that the goal of any company releasing an MMO is to get as many subscribers as possible. A niche game sets a ceiling for itself and then works from within that framework, trying to pull new players into their nichey little corner (unless you’re Darkfall). Cryptic is posed to present their MMO to a whole second audience; an audience that’s experienced with superheroes and not with MMOs. All of the sudden, this second audience isn’t subject to that “niche” ceiling. They’ve dealt with superheroes; been there, done that. They’re subject to it because it’s an MMO.

Yet, this doesn’t seem nearly as restrictive to me. Many PC gamers will dismiss superheroes outright because they haven’t been exposed to content aimed at them. Nearly all mainstream superhero offerings are directed at children. MMOs on the other hand are being hawked by the likes of Ozzy Osbourne and William Shatner. Now, apply that line of thinking to Xbox gamers. Add in a little hype and you’ve got a recipe for good Xbox sales, right out of the gate.

Now comes the iffy part. Compared to MMO players, Xbox players hold their games to a much higher standard. They want to buy a finished product and receive content heavy DLC patches after that. They’re fickle and unfamiliar with MMOs and probably abhor the monthly payment model. Here’s a likely thought for many potential Xbox players: If I’m going to pay for it every month, it’d better be damn good.

Can an MMO deliver on these? There’s no real answer to that because we haven’t had any console MMOs come out in ages. Those that have tried haven’t done well compared to their PC counterparts. Even FFXI which has been around for years still only scrapes by with Xbox functionality. If we’re being honest, the expectations of most Xbox players will probably be higher than what Cryptic can deliver on. 

If they pack enough action and polish, however, they might be able to pull it off.

Customization, It’s Not Just for Spandex

Customization is one of the strongest features of the game, except I don’t think the potential for this has really been explained well enough. One of the first things a new teacher learns is that students do best when they’re given explicit instructions. We’ve heard a lot about the amount of combinations available and some very cliché options for templates but what really appealed to me were some of the more creative possibilities, like Syp’s Urban Mage.

Let’s hear some other examples that aren’t just quirky renditions of premade characters. In this game, you don’t have to be a cut and dry, cape wearing superhero. Hell, you don’t have to be a superhero at all if you don’t want to be. You can make just about any kind of character you want. It’s a roleplayer’s dream. So far, I’ve seen very few of these creative options presented. It’s more “I’m a guy that has a robotic arm and shoots fire” type stuff. I think it could benefit and appeal to more people if they opened the door a little bit

If the rest of the game is as robust as the character creation process, we’d have a gem. If it’s not, people will feel let down and go back to the Sims.

Final Thoughts

Going back to my original question, no, I don’t think we’re too old for superheroes. I think a lot of us simply have the impression that the genre is directed at children when that’s really only a half-truth. To be honest,  I didn’t have any interest in this game before I discovered a great graphic novel called The Sandman by Neil Gaiman (of recent Coraline fame). The novel introduced me to the adult side of the superhero genre which, I assure you, is much more gritty and mature. I can now see this setting in a much different light than I did as a child, which gives this game a greater appeal than it ever had before I’d read the book.

I do think, however, the game would benefit by separating it out from cookie-cutter superhero fare. Show people why it’s not the same thing their 10-year old watches on Cartoon Network and they might feel a little bit better about buying into it. That right there is the core reason why comic books aren’t more popular with adults. Break that standard and Champions will no longer be a niche game.

The LotRO Experiment: Preparing to conquer the hurdles

When I decided to stop playing Aion until the US version launches, I found myself a little unsure of where to go in the meantime. Not to long ago, however, Ferrel from Epic Slant invited me to join his guild Sodality in LotRO if I decided to give it another shot. I’ve decided to take him up on his offer.

I had fun in the game the last time I played. The game was good fun, if not a little lacking in monster models, but that’s something I can deal with. What really brought down the experience for me was that the North Downs and Lonelands just seemed to last entirely too long. Not enough happened in them and the landscape itself was just a little too boring to keep me interested when other tantalizing games loomed just over the horizon. Adding into that a sense of separation from my kinship (I don’t know why, we just never clicked I guess) and you have a recipe for burn out.

I’m pretty sure I can avoid that from happening this time around. One thing I’ve discovered about myself over the years is that persistence is one of my strong points. Things tend to seem easier after a couple of attempts. I made it most of the way through last time. Taking my last experiences with me, I should be able to tackle the hurdle and get to new lands that promise to be more interesting.

I’ve also decided to take another approach with my character. I’m somewhat of a pseudo-roleplayer. I don’t roleplay all the time but I like to have a sense that my character is a person, that he has a life and that whatever I’m putting through is an incredible experience for him. I like that connection.

In the days of MUDs, I used to really enjoy stepping into my character’s shoes, which were almost universally that of the villian. Yet, I’ve found that more and more difficult over the years. The experience has gotten a lot more shallow and, as a result, the amount of time I feel a connection with my character has decreased. I think Wolfshead explains the reasons for this best.

The more sensory data you provide to the player, the less the player has to “imagine” which results in less of a need to role-play. The quality of role-playing in a virtual world is inversely proportional to quality of information you give to the player.

People are lazy and always choose the path of least resistance. That’s how we are wired. Give them 3D graphics complete with surround sound and you create an environment where there is nothing left to the imagination.

Still, I don’t take this as a rule. More, I think modern MMOs simply require more effort of the player if they want a genuine RP experience.

Now, I’d like to make something clear because there’s a lot of RP haters out there. When I say that I enjoy an RP connection with my character, I don’t mean talking in any certain way. I don’t mean speaking to every other person as if we were knee deep in the Shire. What I mean is that I like to experience that essence of a virtual world over just an RPG. For me, what it takes to to get into that place is to first feel like I have a place in that world, which can only be accomplished by having a character that’s more than just an animated picture.

Again, Wolfshead expresses it better than I’m able.

When players decide to RP they are fully investing in their virtual world. Instead of being passing strangers they become part of the world. They truly belong.

Fully investing oneself into a virtual world means that a player has suspended their disbelief with abandon. The more a player RP’s in a world, the more they and other players get out of that world.

It’s hard to get to that place, however, when, as he says, it’s so easy to slip into laziness and leave your imagination at the door. To help me, I’ve written up a brief template for my character.

I’m going to leave you today with that template. It’s rough, written quickly and openly so I can expand upon it if I need to. Really, it’s meant to give me an impression of who this little Hobbit it, I’ve created. Hopefully, it will help me on my way and maybe help some others of you who’ve never considered RP before. This is the first post in the “Lotro Experiment” where I try to play through my character’s shoes exclusively, as much as I can, from start to finish. Wish me luck on this second trek into Middle-Earth.

Syeric Lightfoot

Homeland:

The Shire

Personality:

Introverted and somewhat quiet. He wants to be accepted but finds it hard to relate to other people. In his youth, his friends thought he was strange for his shyness and so picked on him, furthering his introversion.

Syeric invests himself fully in his hobbies as a means of coping with an inner loneliness.

He is not opposed to speaking to other people as he has learned it is a necessity of life. He is, however, untrusting and prefers the solitude of nature.

Family Background:

Father was a poor carpenter, since he wasn’t very good. His mother had died in childbirth. Most of the food they ate was from the garden but his father would occassionally trap small animals to stew. He tried to hunt on occassion but both despised and failed at shooting a bow and arrow. So, before long, the bow was left in the linen closet, to gather dust.

As an outcast from the other children his age, Syeric picked up the bow and, to his father’s dismay, would practice target shooting in the back yard. The neighbors thought him strange, yet he continued and focused his energies on mastering the skill.

Reason for Leaving Home:

After his father’s death, Syeric decided that there was nothing left in the Shire for him. He was not accepted and never what his neighbors would consider “normal” so he felt no qualms about leaving home, unsure of where he would go but knowing that, at very least, he might begin anew in Bree.

Greatest Fear:

Spiders

Greatest Love:

A sunlit, green, wood.

Important Points:

At his core, he *is* a normal person and just wants companionship

He finds it easier to open up to others after a few drinks, as some of his natural defenses have been lowered

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