MMO Radio Ep 4 – Without Pants

MMORadioSmallHello again, podcast faithful! It’s another week and we’re happy to present you with another episode of MMO Radio. We’re pleased to be joined by our friend, guild mate, and blogger colleague, Grimnir, to talk about Big Picture mode and the upcoming “Steam Box” code named Piston. Will this shift in Valve’s focus open up a new realm to our console brethren or will technology once again act as a barrier to PC gaming?

Later in the show we discuss MMOs that have a special place in our hearts but that we just can’t return to. After that we have a spirited discussion of the bot issue in Guild Wars 2 because, hey, a thousand naked guys with bears can’t be wrong, can they?

If you haven’t yet, please consider leaving us a 5-star rating on iTunes! Not only will this help the show grow in exposure, it will also enter you in the contest to win a copy of The Guild Leader’s Companion 2E or, if you’d prefer, The Raider’s Companion! (Written reviews only for the giveaway since we need a name for the entry).

Kickstarter of the Week: Elemental Clash – The Master Set

Adam’s links: Epic Slant Press
Chris’ Links: Game By Night, Vagary.TV, Hooked Gamers
Grimnir’s Links: Grimnir’s Grudge

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[WoW] Once More at the Level Cap: Looking Back at 85-90

Well, I’ve made it again and I am once more at the level cap in World of Warcraft. It took me longer this time than probably any one of their expansions to date, but I’m glad I made it. It may not have happened, in all honesty — I’d already tried and given up once before — but a good friend returned and I took the chance at trying again. The journey was filled with ups and downs and now that I’m here, I think it’s time for a bit of reflection.

Level progression was loose and easy but I can’t help but feel let down. Mists of Pandaria is an exercise in rigidity. Questing follows the same model we saw in Cataclysm but to a heightened state. Quest hubs will unilaterally usher you along the leveling super highway with every handful of quests buzzing you past another exit. Eventually hit 90 and decide if it’s time to get off. There are pitstops for lore and other distractions but each is extremely short-lived with little trade-off for the time spent. It works, and a lot of the quests are fun and well designed, but the general sense is one of being ushered through: You don’t want to wait too longer because something else (not better) is just around the bend.

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I don’t think I like that. I don’t think I like the direction WoW has gone. Blizzard has always supported directed gameplay but this is beyond that. It is defined gameplay. Even exploration doo-dads, these lore items and junk pick-ups that are instantly traded in for cash, are only the bare minimum required to say Blizzard supports exploring. They don’t. Play as prescribed and call me in the morning.

I’ve mentioned in the past how impressed I was at the level design in Jade Forest. The single most disappointing thing of this expansion is that every other zone fails to meet that bar. Where are the instanced story sequences? Where is the voice narration? Where are the new quest types? I mean, the sniper bit in Jade Forest wasn’t tried-and-true MMO fare but it was at least new. Everything that came after was cut-and-paste from 2009 — plus vehicles. I would be willing to bet, even, that the reason players begin in Jade Forest is because some developer probably noticed its content was the most unique thing on offer in MoP. Playing through Townlong Steepes and seeing the crystal-snake from Stonecore pop out of the ground (because, why not?) really captured the sense of re-hash that pervades the experience.

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But for all that, I have never claimed WoW was a bad or unworthy game. There were some damn fun parts in leveling up. Pretty much anything that allowed you to kill masses of enemies at once sparkled. Smashing evil monkies with a giant yeti was a great time. As was the martial arts training sequence. All that needed to be a proper montage was Eye of the Tiger. Even playing standard Kill/Collect quests was a good time because what WoW does well, it runs with. Environments are over-saturated and beautiful. Mastering your class is easy to try and hard to perfect. The added movement for even the most basic battles also adds an element of reactivity previously only found in group content.

Normal mode dungeons are fun but lacking. By level 87 I had played through every one of them. By 88 I was avoiding them because, well, why bother? Apart from seeing the content, there wasn’t much motivation to actually get in until 89 when you begin preparing for heroics.

Another thing that bears mentioning is that the number systems are simply out of control. At level 10 you’re getting +5 stat armor. By 89 you’re getting +450 stat armor, multiple times over. I dinged 90 with almost 400k health. Levels require tens of millions of experience points and reading quests slows things down to the point where actually getting them is a drag. At that point, questing isn’t about “experience” or story or world. It’s about filling in a percent of a bar. 2% here, 1% there, gogogo to ding grats thx.

Numbers are so out of control they are choking out their very meaning. Tell me, what’s the difference between 350k and 400k HP? A raid-geared TBC tank. Or one hit. You choose.

Now that I’m 90, I will get back into the routine of collecting gear for heroics and LFR. I always enjoyed that aspect of the game. Tangible progression, cool outfits. I do wonder if I will make it, though, hating dailies as I do.

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And with that, I would like to make a prediction. Without ever having completed daily #1 in MoP, and without regard to how fun any of them may actually be, I feel confident in saying that building the endgame on the back of daily quests will be viewed as the single biggest failing of this expansion.

I say this for two reasons. First, Blizzard have made completing them a requirement with the introduction of lucky coins (which give extra loot rolls). Pairing this with wider accessibility of raiding LFR has provided, people feel herded towards them. Second, and more importantly, the current implementation of dailies takes the raid  problem and pushes it into the rest of the world. Don’t like repeating the same content ad nauseum? Well, instead of doing that once a week with a chance at progression, now you get to do it every day with the chance at none. Tell me players won’t get tired of that and I’ll tell you about this floating island I have.

Sorry for the snark. Dailies are fine as a limited option. They are not an endgame and nor should they be anything more than a temporary gateway.  Even with lots of options, over an expansion cycle they will all get seen, all get played out, and the less fun ones will be pushed to the side while the better ones become objects of scorn. Players need movement. They need progress. It doesn’t matter how good your quest is, after completing it 30 times, it becomes a chore before going outside to play.

Overall, I’m happy I made it to 90 and I won’t be surprised if the game opens up a bit. Despite my conclusions above, I expect to actually enjoy some of the dailies because I won’t be doing them to death. My plan right now is to begin tanking with my Death Knight (the game does a good job of getting you gear ready) and get the extra few points I need to begin heroics. Then it’s raiding through the LFR to see the content through.

Now that I’ve pushed through and am 90, I need to get back to RIFT and see more of Storm Legion. Plus, TSW, a game I bought, am extremely intrigued by, but keeps getting pushed to the side because I should probably get these sub games in before my time expires. How about that?

MMO Radio Episode Two – A War Z Blunder

MMORadioSmallWe’re back again with Episode #2 of MMO Radio: A War Z Blunder. This week we talk about one of the year’s biggest controversies in The War Z. Is it a shameless cash grab? A copycat of Day Z? Absolutely, but it’s also pretty funny if a little frustrating. Plus, if it’s big enough news to pull our friend Adam away from his Dungeons and Dragons planning, you know it has to be good.

Speaking of Dungeons and Dragons, Adam regales us with the latest adventures of his campaign. I won’t spoil anything but lizard necromancers might be involved.

Remember, if you like what we’re doing to please give us a 5-star iTunes review. There is never a more important time to review than during a show’s beginning, so we would truly appreciate it.

Articles Discussed: Kotaku’s Pro Cheat ArticleChris’ War Z Preview for Hooked GamersChris’ follow-up: Please, Don’t Buy The War Z
Kickstarter of the Week12 Realms

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Adam’s Links: Epic Slant PressThe Books
Chris’ Links: Game By NightHooked GamersVagary.TV

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MMO Radio – Episode #1: A New Beginning

MMORadioSmall

Welcome to the inaugural episode of MMO Radio! This is the place where MMO and table top gaming collide to bring you the week’s news and hot topics in a fun half-hour format. Together, Adam “Ferrel” Trzonkowski and Chris “Syeric” Coke bring three books, hundreds of blog posts and podcast appearances, and thousands of in-game hours to bear against the topics of the week.

This week we look at the recent layoffs at Trion and what that might mean for RIFT, World of Warcraft: Mists of Pandaria versus RIFT: Storm Legion, B2P as the new payment model for MMOs, and how being a dungeon master is a lot like leading a guild. We may also have inadvertently stumbled into wife swapping and red lace. Maybe.

If you were a fan of our old show, The Multiverse, or are just a fan of MMOs or DnD and are looking for a fun way to spend half-an-hour, this is the show for you.

Please consider leaving us a 5-star review during this most-important time. It will truly help us!

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Adam’s Links: Epic Slant PressThe Books
Chris’ Links: Game By NightHooked GamersVagary.TV

Please, Don’t Buy The War Z

 

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I don’t usually do this but I’m going to plead with you, please do not buy The War Z. All of the terrible things you’ve heard are true.

I previewed the game a while back for Hooked Gamers when it was still in “alpha state.” I was pretty kind to it. You look at things differently when a game isn’t even in beta state.  Since that time I’ve followed the game, participated in surveys, and posted on the beta forums. I am actually a little conflicted in sharing this conclusion because I like to assume the best about game development companies. I’d like to believe they will patch in and fix the issues people are raging about across the internet. Case and point, I have read through Massively’s recent articles and the criticisms thrown out in the comments are almost spot-on factually accurate. When contentious stuff comes out, it’s not uncommon to see the rabble rise and some unfounded accusations pop up. Not here. Your game has to be pretty offensive to make so many random gamers factually accurate in their anger.

Well… now that the game has launched, let me make no bones about it:  The War Z is the most shameless, amateurish cash grab I’ve ever played. There is simply no defending this game. I tried in my preview. I pointed out highlights, like owning a gun or the tension in approaching a town. My job in that article wasn’t to review so much as shed light on an in-development vision. I had no idea that what I was shedding light on was what they would eventually try to shill from the street corners as a competitor to Day Z — a game I’ve never played. I have no stakes in this fight other than I think it’s trash when a game company so blatantly rips off people who might be fans. It could be good, could be, but it won’t in any reasonable time frame. This game is no more than “hot fix” different from the preview build I played in October.

Let me give you some specific examples of Hammerpoint trying to pull the wool over your eyes. Or just embarrassing itself.

  • They only decided to make their Steam listing accurate after the Internet exploded. The original listing included player skills, a 400km map, and private servers. None of those things exist in the game.
  • They adamantly call it the “first zombie MMO” and that it’s the start of a “new generation of MMO”.  It’s not an MMO. At all. There is no massively. There is no persistence. There is no progression beyond hording all the crap you find. Nothing. This is a “new generation of MMO” for back in the MUD days and even then we would have called them full of it.
  • You’re not allowed to criticize the game on their forums. Seriously. If you post at all about why you’re not playing the game anymore they will delete the thread as a breach of their ToS.

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  • Oh yeah, they cribbed the ToS from League of Legends. They must not have lawyers over at Hammerpoint.

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  • The lead developer called PvP players “faggots” on the official forums. Yeah, the lack of lawyers is looking more and more likely.
  • They say it was in development before Day Z. Nowhere like you see it today. It was intended to be a  full blown, pre-fail MMO. And it couldn’t have been that far along in development. Most assets, including character and weapon models and audio bytes, are only very slight re-skins of their previous title, War Inc. They developed some new environmental art and made a few zombie models. The only thing even MMO-like is the character select and inventory screens. My suspicion is that “we were in development before Day Z” might actually mean “we just started on a new project and then jammed Day Z concepts into our shooter engine.”
  • The game hasn’t advanced beyond alpha state. The patches they’ve added have been small and largely based on unlocking things they didn’t want us to see experience before other players. Most patches they released were to fix some game breaking bug that somehow QA missed. Is there QA? Because for a long time zombies couldn’t even move. They would hardly ever react to you. It took them more than a week to even try to send out a fix. Beta was purely promotional as they lead up to “release foundation.”
  • There is literally no point to the game. The only useful items in the game are food, water, guns, and bandages. Your sole purpose in the game is to wander around. That’s it. And then they wonder why it becomes a hotbed of ganking and frustration. There are no skills to use, nothing to progress your character, no useful way to team up with up people, no way to hold or country territory (and no point to doing so). Most of the game is woods and woods are totally devoid of anything. You will spend your entire game existence sneaking up to a town, trying to find something good, and hoping you don’t die — not so much by a zombie as another player who has made torturing new players his sole reason for being. Your progression in the game will be: get to town, find lots of water, die and repeat, until about the fourth time when you find a gun and maybe become the hunter yourself. Like I said in my preview, that changes things, but it also makes you part of the problem-corner Hammerpoint has designed you into.
  • The game is incredibly unbalanced and there is no design to circumvent this. If you’re a new player, stay away from any kind of big town. What’s that? You need to go into town to get things? I sure hope the people with machine guns and sniper rifles and nothing at all better to do don’t create an incredible barrier to entry. Weapons are the endgame and you will quickly find that people with them make a merciless target out of people like you. That works in Day Z where there is more depth. That is The War Z in its entirety and has been since alpha.
  • Most “screenshots” are staged and won’t actually happen in-game. Have a look at these.

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Doesn’t happen like this. Too many zombies.

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Doesn’t happen.

  • The lead developer loves to spin and put the blame on the user.
    • “I’m sure there’ll be people who will look into small details and will say ‘no I was mislead’ where in fact they imagined something to themselves without checking details first.”
      • Translated: It’s your fault for reading the entirely false statements on our product page and trusting that they were true!
    • “There’s no such thing as ‘fully released’ for online game. As far as I’m concerned The War Z is in a stage when we’re ready to stop calling it Beta.”
      • I wonder where it crossed the point from being an under-developed mass of systems into ready for release.
    • YESTERDAY: “As you all know we launched the game on Steam yesterday. Okay—we’re number one top grossing game on Steam right now—thank you guys for your support.”
      • Sounds pretty sure of his release doesn’t he?
    • TODAY, after it was pulled from Steam: “We’re making sure that our Store page is 100% correct this is why. Bottom line – our end goal is to have satisfied and not angry customers, so this is more important for us than everything else.”
      • And here he makes it sound like it was Hammerpoint’s decision to pull things down. Unfortunately, Valve made it pretty clear to Kotaku (where these quotes are collected) that the game even being made live was a serious mistake that they, not Hammerpoint, corrected. Sergey Titov, after all, thinks the game is release ready. What does Valve know about release games?
    • And this doozy…
    • “I don’t see ‘LIE’ in saying ‘up to 100 players per sever’ and having the current limit at 50 players. We’ve just lowered the number of players per map down from 70 based on requests and votes from our players.”
      • For those paying attention, he just totally ignored that they promised 100 players and starts talking about how they dropped it from 70 to 50. That’s not a lie, when you never had 100 in the first place? That’s like me saying that I have a 300-person house because you can stack them on top of each other.
  • The game is 1/10th of its advertised size. They claim it’s 100 square kilometers. Only if you use game logic which also means our WoW characters run at 12MPH and whole continues are 60km. The game is actually 10 square km.
  • What the hell, why NOT pay for respawns
  • Their hacking prevention “program” is just placing tempting items where normal people can’t get them. Pick them up and you’re banned. It works but if you have more than three brain cells you can probably continue hacking. Did I mention the game is over run with hackers?
  • They shamelessly ask their fans to skew Metacritic ratings.  And I quote…
    • “19 ppl think game is shit, 3 think that game is good.  Plese go and vote – tell us what do YOU think ! [–] Sergey Titov, Executive Producer, The War Z” 
    • I do actually feel bad for not correcting his poor grammar.  English is his second language after all, and I’m certainly not bi-lingual, but I tend to think that when you’re the face of a company you should probably not talk like you’re texting or in an MMO battleground.
  • Update: Found this on Reddit. Apparently the art team did some wholesale ripping from AMC’s The Walking Dead for their artwork.

Zombies

The War Z is one of those games that has a lot of potential. I recall thinking that it could top Day Z just by virtue of the engine. Unfortunately, they have so bungled this, and proven themselves so deaf and immobile to player suggestions, that I don’t see it happening any time soon. Plus, Sergey Titov’s track record doesn’t sparkle with games like Big Rigs, one of the worst games ever released, is a bullet point. I truly wish them the best, but it’s time to start seeing serious changes in development and how they do business if they want support.

Please, for the sake of game development and our standards as gamers, don’t support The War Z in its current statement. It sends a message that we will pay for unfinished products, the prospect means more than delivery, and that, in general, we’ll buy first and question later. We deserve better.

Mists of Pandaria: Playing the Hotbar Game

Over the last week, I’ve spent a decent amount time in Mists of Pandaria plugging along at my 88 Death Knight and 12 Monk. I’ve been having good, if not particularly surprising, fun. I love the painterly quality of Pandaland, hate how Disney playing the starter zone feels, and love how efficient questing is. It’s like mainlining XP straight to the vein. (To note, I don’t think I would like the “three quests 100 feet from the giver” model in most other MMOs. WoW gets away with it because the world is openly a means to an end). While many aspects of the game have evolved, the fact that combat hasn’t stands out.

Dodging and movement have become qualities people have trouble living without. Once you have experienced them, it feels odd and off-putting to go back to a game without. Mists of Pandaria has done its best to circumvent this problem by building reactionary elements into the leveling process. This, in fairness, is great training for heroics and raiding but can’t compete with games designed with movement in mind. WoW might reasonably be called a “classic MMORPG” at this point. Its art holds up but its gameplay is quickly becoming something current developers are avoiding.

When movement means so little, ability selection and timing are elevated beyond all else. Optimizing your class comes down to mastering rotation and priority, hitting this flashing ability in the fewest milliseconds possible. What is interesting is that it’s not a deal breaker for me, and given enough time, I actually come to enjoy the groove. I get a sense of tunnel vision towards my hotbars that is anathema to raiding but quite spellbinding for leveling. Of course, it happens that from time to time you look up to see your rapidly depleting health, but hey, that’s why your screen flashes red.

I’m being facetious but it’s true. Most of WoW is a hotbar game. Raiding comes down to doing it with your eyes closed. Leveling is the training session, but ironically, memorizing the steps comes down to doing exactly what you shouldn’t do in raids. Pandaren zones aren’t enough to overcomes all of Cataclysm, all of Wrath, and all of Burning Crusade. Sorry raid leaders.

The fact that this hasn’t turned out to be a deal breaker further solidifies my idea that there is no fundamental problem with the “core attributes” of MMORPGs. Players have just segmented into different audiences. Some people want new systems. GW2 delivered, and that game is so fundamentally different that it doesn’t even feel like the same type of game. Unless you outright hate classic MMO gameplay, Guild Wars 2 will likely fail as any type of “replacement.”

That’s why I believe action- and hotbar combat have to co-exist or, more likely, a blend of the two will arise and trump them both. I don’t find players to be quite so polarized as the Internet would make believe. Most, I think, are probably a little tired of the old but would prefer something “familiarly new.” It will be fun to see where MMOs are two years from now when all of our speculations begin surfacing in actual design.

You know what the new design of WoW really does show? Blizzard must have thought we were pretty inept before now. That a difficulty spike of “occasionally move over here” is worth noting is a pretty telling design attribute.

[GW2] Horizontal Endgame or a Purposeless, Grind-Centric Existence?

I’ve been reading other people’s blogs more than writing on my own recently and one of those posts is about GW2’s horizontal progression over at Professor Beej. He makes a good case for providing progressing out vs progressing up and it leads me to wonder if I’m just not the intended demographic for such a game. I own Guild Wars 2 and like it well enough, but I didn’t find it nearly as sticky as other games even in the leveling up process. So when he and other bloggers cite things like,

There is no “endgame” because the endgame is just the game itself.

I am tempted to reword that into

There is no “endgame”

Now, I don’t mean to pick on Mr. Beej here because he is hardly to first to draw attention to this fact. ArenaNet has actually done so on several occasions. Likewise, a lot of players have shared similar sentiments since August. But the thing is, even pre-launch I expressed concerns at how valid this actually is. If your model for keeping players engaged after 80 levels of leveling is “go back and do it again,” your thinking is inherently flawed. WoW has always given extra gold and reputation for completing old quests but the number of players with 100% completion is minimal. I firmly believe that people do not like to re-tread old ground unless they are forced to and why daily quests are a stop gap for slower development cycles.

Guild Wars 2 is a bit different because of the event system and karma currency. Neither of these do much to encourage me to return to old zones if there is something even remotely interesting at my own level. It is an odd psychological trait, I suppose, that I would rather stay in new zones for hours on end rather than return to others that I haven’t seen in a while, but I am hardly alone. There is a sense of having earned that end-level content, a feeling that it should be the best and most rewarding (a conclusion which is supported by the game in a number of ways) because it’s taken so much effort along the way. Step 2 trumps Step 1 and Step 3 trumps them both.

will  return, especially to help friends, and the event system is really a boon. I would, any day, rather return to Queensdale in GW2 than Silverwood in RIFT or the Barrens in WoW. No question about it, Guild Wars 2 holds up better. But going back to a zone whose main purpose was leveling when you’re all leveled up really begs the question of what’s the point.

And don’t say “because it’s fun”. Not only is that a parroting of pre-release hype but also because I don’t much think it holds water in this case. Saying the point of retreading old ground is “because it’s fun” ignores the whole context of this MMORPG. In GW2 combat can be mastered in 1/8th of the leveling process and even the dynamic events boil down to reskins of reskins. “Because it’s fun” may be re-worded as “because the combat is fun” in which case visiting old zones is for the change of scenery. That’s simply not enough to support an endgame.

“The whole game is endgame!” also highlights what I believe is one of the biggest misconceptions there is about Guild Wars 2. The game is incredibly grindy. The is horizontal progression with essentially no point. There is vertical progression with little point and incredible effort. If you want to do something meaningful with your max level character, you had better be prepared for one of the worst grinds in years. High level karma gears costs hours upon hours upon hours of  event grinding and an arm and a leg in virtual currency. If you want a legendary weapon, there is no option to acquire it socially. You will do social things along the way, for sure, but what you’re left with is a laundry list a hundred hours long landing squarely on the shoulders of the player. Even getting dungeon sets require dozens of run-throughs before that’s even a possibility.

Guild Wars 2’s gear game is so incredibly grindy it’s nauseating. In a time when there are so many good titles to choose from, MMO or no, why would I ever bother to grind so much for so little? And the fact that no one talks about this is a little troubling. If only LotRO could have gotten the same treatment with its deed grinds.

Critics of this viewpoint are quick to point out that you can easily buy exotics on the auction house. This is true and will allow you to participate in high-level events and dungeons. I would also highlight that you just chopped off the most meaningful progression left for your character. Mini-pets and cosmetics await because map completion, jumping puzzles, and events… well, I’ll put it this way, if you’re still worried about karma gear when the stat boost to your character is so minimal, that item must look really good.

All of this reinforces that ArenaNet really doesn’t expect players to stick around once they’ve hit the level cap and poked a thing or two. Their model is about the ebb and flow, luring players back with holiday events and zone unlocks. For what it’s worth, that’s actually a pretty good model. I enjoy when games update often; it makes me a satisfied customer. As a player, though, it’s a bit disappointing that 2004’s World of Warcraft has proven much more successful at keeping players interested once the leveling is complete.

Appreciating My Fellow Bloggers

Today, I’d like to change things up a little bit and express my gratitude towards fellow bloggers that I read regularly. They consistently produce content that is enjoyable to read and from positions of experience, maturity, or at the very least, humor and intrigue. I don’t comment a lot (I read on my iPhone) but these writers have provided me with countless hours of entertainment. Thank you all for enriching my day! I will include a link to their latest post so you can see what they’re writing on recently. (I was going to write a brief blurb about each of them, but I realized this post would become much too long).

If you find anyone below that you haven’t read before, stop over and give them a shot; they’re worth the time. I will be reviewing my blogroll over this week to make sure everyone below is on there. Hopefully I’ll find my way onto all of theirs at some point, but that’s the thing with blogrolls: they’re easy to forget about! If you have a website that’s not included here and you think it should be, let me know in a comment or email. I’m always looking for good reading material!

Without further ado, here is my List of Great Bloggers:

2 Fat NerdsIs It New Year’s Already? No? Well Here Are a Few Training Programs to Check Out!
Anjin in ExileThe Resurrection of TSR?
Ardwulf’s LairWell, That Only Took Five Years
Ark’s ArkEQ2: A New Way to Pay. Krono Go Live.
Bio BreakThe Secret World: To Hell and Back
Blue KaeDishonored
Contains Moderate Peril (and podcast!) – Bree Graphical Update
Dragonchasers Planetside 2 Launch Day
Dub’s DiatribeCh-Ch-Ch-Changes
ECTmmoRIFT: Housing and Levels
Elder GamePre-Alpha 3’s Death Penalties
Hardcore CasualOccupy Endgame
Heartless Gamer2012 Black Friday Gaming Deals
Hunter’s InsightThe Pros and Cons of One Time Only
HypercriticismGet Your Gameplay Out of My Story!
I Have Touched The SkyAnother NaNoWriMo, Another Year Without a Book Written
Inventory FullBattle Plans: GW2
Keen and GraevGW2 Ascended Gear, a Step In The Right Direction
Kill Ten RatsEmphasis and Reviews and [GW2] Happy Dragon Hour
LevelCapped Greed Monger: An Update
MMO Gamer ChickHow Do You Feel About One-Time-Only Events?
MMOQuestsWhat Else Is There to Do? #WurmOnline
Nil’s BlogIf Money Doesn’t Make You Happy…
No Prisoners, No Mercy (and podcast!) – Release the Karkans!
Player Versus DeveloperIs the SWTOR Credit Cap Killing Unlock Resales?
Professor Beej10 of The Most Moving Moments in Gaming History
Psychochild’s Blog A Look At Guild Wars 2
Raging Monkeys [GW2] Of Lost Shores and Found Hopes
Scary Worlds#ESO: A Look at Elder Scrolls Online Bullshit
SoulriftAfter a Week In The Legion
Stabbed Up EVE: Why Players Can’t Fix Null Sec
Starseeker’s SanctuaryRIFT: My Home Within a Home
Stylish CorpseA Little Light Reading
The Ancient Gaming NoobEverquest Forecast – Today Rain of Fear, Tomorrow Cloudy?
The Brainy Gamer The Wreckage and The Way Out
The Nosy GamerHolding Pattern
The Psychology of Video GamesThe Walking Dead, Mirror Neurons, and Empathy
Tish Tosh Tesh More Music
Tobold’s MMORPG BlogWhat Exactly Did You Give That Money For?
We Fly SpitfiresIs MMO Combat Really That Bad?
Welcome to SpinksvilleKickstarter, Older Games, and The Packaging Up of Gaming Nostalgia
West KaranaEQ2: A Wish For Wings That Work

Why You Should Try Darkfall: Unholy Wars

Darkfall is the kind of game that scares new players away, but with the upcoming launch of Unholy Wars, I want to encourage you all to give it a shot. Now I know, I haven’t always been kind to the game, but Darkfall is something I truly feel all players – PvE and PvP alike – can have fun with and, with a good clan, is one of the best MMO experiences available today.

The fact is, a lot of what you’ve heard is probably half-truth or based on assumption and fear of how “hardcore” the game is. Yes, the game is full loot. Travel takes a while and means something. Anyone can attack anyone and griefing happens. What doesn’t get the coverage in those criticisms is that they come together to make a game that feels more like a true MMO — you know, when we aspired to virtual worlds rather than quest rides — than any other game out there than maybe, I hear, EVE.  But believe it or not, Darkfall is a far more accessible and much more action-driven game than EVE ever was. Get yourself used to the idea of playing with other people again and it can provide some of the most memorable, fun, and MMO-like experiences you’ve had since EQ or Ultima.

And to be clear, I’m not a hardcore PvPer, I’m not a big grouper, and I don’t like games that punish the crap out of me. I’m probably like a lot of players — and yet I sit here saying, “play Darkfall.” Here’s why:

Full Loot is Nowhere Near as Bad as You Think It Is

This is my biggest gripe with naysayers. If someone has told you that losing your gear when you die is a big deal, let me be clear, they weren’t actually playing the game. First off, it’s based on skills. You can die, get a basic weapon from a vendor, and still be strong enough to go back out and get on your feet. That’s number one. Number two, you’ll collect enough basic gear just playing that you’ll be re-outfitted within minutes, even if you never play with another person. Number three, there is no epic gear to be lost here (though there is some good stuff), so it’s not like you’re losing weeks of investment. Here’s a rule: Bank the gear you find. Do that and you’ll never have to worry about FFA PvP in the same way again.

This is also where clans come in. Any clan worth its salt — even most clans that aren’t — will have a bank full of basic gear for you. If they don’t it’s because they’re inactive and you should probably leave.

Full loot isn’t something to be scared of because the impact is minimal. Bank your stuff. Be happy. Once you get in that habit, it becomes second nature. Dying is disappointing, especially if you were carrying a lot, but it also makes your choices meaningful. If you stay out in the world with a treasure trove of stuff and you die, it’s because you pushed it. This is the kind of tension that makes things exciting. If it becomes stressful, change up how you do things. Carry less you’re unwilling to lose. Learning how to survive in Darkfall is in experience unlike most MMOs out there.

No Levels:

If you want to get better at something, use it. This is something MMO players have been clamoring for since Ultima fell out and Darkfall still has one of the best implementations out there. In vanilla DF, there were issues of players macroing and cheating to build up certain skills, and there was a wall that built up over time where new players felt disadvantaged. That’s said to be fixed in Unholy Wars. If that’s the case, this will be the single best skill system in any modern MMO out there.

From DF1.0, this will likely be different in UW

Non-Linear Gameplay:

There are quests in the game but don’t expect a quest hub tour of Agon. Your gameplay is determined by your own goals and those of your guild. Some people look at this and scoff but those people either a) didn’t give it enough time, b) tried to be solo cowboys, or c) never tried it at all. In this game, you have personal goals and social goals, from your clan or your friends, and they intermingle. What you do depends on where you want to go — even if that’s just a direction on the map. Some of the best experiences I’ve had have been based on grabbing a buddy and heading out to see what we can find.

Here’s the thing, other games push you through quest hubs because the world can’t hold up on its own. Darkfall’s does. Just finding a new spawn area or, even better, a new dungeon is an adventure that tends to top most dev-content. Honestly. Combat is truly action based and not simply dodge-distance-directional. And the possibility that at any point another player could come along and totally change the dynamic — for better or worse — adds a layer or dynamicism other games don’t touch.

Exploration is Fun, Rewarding, and Pretty Much the Best Out There:

Like I said, mobs drop things you need. You might come across a den of skeletons that stock you up on basic armor to re-gear with if you die. Or maybe you’ll find a cave where the monsters drop “epic” gear (there is no epic) that makes you look and defend like a king. To get good gear in this game, it’s not about grinding a dungeon 50 times. It’s about finding the right spot in the world and figuring out a way to take down your enemies.

Other things support exploration, too. Chaos chests spawn all over the world and can drop great and valuable things. Maybe you find a new, fast mount. Maybe a deed to a home. Maybe you find a player village to pillage. Maybe you come across an unsuspecting player and make a new friend… or kill him outright just to make sure he doesn’t move on you first. Maybe you find a dungeon or a dragon’s lair. How about a floating island with excellent spawns for all your magic ingredients. I’ll say it again, this is as close to a virtual world as modern MMOs get. Darkfall does it well. If you are into the idea of a lush, breathing, deep, and engrossing game world, you should try this game.

Combat is Active, Action-Based, and Better Than Hotbar Games

I like Guild Wars 2, I do, but Darkfall just beats it. It’s not dodge based but that’s pretty much a gimmick anyway. Darkfall combat is about positioning, and reach, attacking and defending, aiming and choosing the right ability for the situation. It is deeper and much more impactful than Guild Wars or TERA even hint at. When you get with a clan, large scale warfare akin to WvWvW takes place but carries much more weight. You are literally fighting for control of the game world, literally making your own history to be posted on YouTube and debated on the forums.

Cooperation is Key and a Ton of Fun:

If there is one thing that keeps Darkfall from attracting new players apart from the PvP, it’s that it’s at its best when people play together. This really isn’t so bad, honestly, and neither is scheduling. I am an extremely busy guy these days. I don’t raid for just that reason. But in DFO, this is answered simply by joining a large clan. Because cooperation is intrinsic to the best game experience, if there is another person online, the chances are they’ll be open to teaming up with you.

So much of the game is built to be experienced with other players that when you do get the chance to do something with a full group, it is an absolute blast. Even if you walk away having been summarily defeated, the experience of waging your own mini war on player or NPC is memorable. If you want dynamic content, look no further. It doesn’t get better than simply stepping outside yourself and joining up with another player in Darkfall Online.

Naval Combat:

This one is worth ending on because it’s just plain cool. You can sail the seas on your own ship and wage naval warfare. You can be a pirate, pillaging the shoreline. You can also be eaten by a kraken. True story, check it out:

Overall, Darkfall isn’t for everybody in the same way that WoW isn’t. It is for a lot of people who simply won’t give it a chance. That’s a crying shame because in a lot of ways DF is the exact game players have been asking for for a long time. Give it a try. What have you got to lose?

First Steps Into Storm Legion

Over the last few days, I’ve had the opportunity to dive head first into RIFT’s Storm Legion expansion. Getting in was smooth as butter and the new world is fantastic. We can criticize and commentate all we want but at the end of the day, I love the expansion model. It brings such an influx of excitement and activity that it’s hard not to get swept up in it. Storm Legion is no different and my server, Greybriar, has just been popping. Everywhere you go, there are people enjoying themselves. And there are a lot of new things to enjoy! I’ve really only scratched the surface but I am very optimistic for what’s to come.

Vertical expansions are a lot about starting over, so I decided to dust off my cleric and give him a go. It’s been a long, long time since I’ve played him, so it was slow going at first and way different than playing my rogue. There is something about that class I really enjoy, though. Probably hitting things with maces. AH HIT STUFF GOOD HUR HUR. But really, the interplay of their souls makes them incredibly versatile if a bit more complex to jump back into after a year away. Thankfully the RIFT class forums now have a guide section, so I was able to get up and running quickly. It’s fitting, I think, tackling new lands and new adventures with the character I began it all with. Plus, being able to take on a small army of mobs and hardly losing any health is always fun.

After grabbing the quest, I headed to Cape Jule instead of Pelladane. It really wasn’t an informed decision because all I knew was that Dusken used a lot of purple and I’m not a fan. Cape Jule on the other hand is vibrant and lush with greenery. It’s a jungle with giant, spiky vines and mobs that aren’t just rehashes or old hat (mostly). I think I made the right choice because I want to explore.

Which, as it happens, really does pay off in Storm Legion. In my few hours of questing I’ve found at least a half dozen quests lying around. Usually they’re items you have to click on or imperiled citizens who didn’t realize they were actually terrible, terrible newbs. Between these, artifacts, achievements, and gathering nodes, there’s lots of reasons to go and get lost.

There are also more Carnage Quests than I really care to complete. Just about every mob-type I’ve killed so far starts one. I thought I would like these but the reality is they’re just grind trackers with rewards at the end. I’m hoping they really are optional and not an important part of leveling but experience gain is slower than I expected, so it’s a question to revisit down the line. On the plus side, the system is perfect for downtime because the adventurer’s currency can be exchanged for some great gear with awesome skins. The developers were honest (which is pretty normal with Trion – love those guys!), Carnage Quests are a way to reward plays for doing what they would be anyways, and all their progression systems tie in with it naturally. I look forward to seeing where else than can go with it.

I also go to try out a hunt rift. Intense would be an appropriate word. I didn’t know it was a new rift-type until afterwords, but playing through it meant facing wave after wave of invasion mobs on top of the normal wave spawns too. It was always “go, go, go” in a very good way. The way normal waves and the invasion-stoppers blended together made everything feel like it was on the edge and ready to fly out of control if I let up even a little. It straddled that red-line in just the right way and was a blast.

One thing I haven’t seen is dimensions. I know everyone was excited about this, and so was I, but I figured I’d take it naturally and wait for a quest or letter to come pointing me in that direction. As of yet, it hasn’t come so I’ll probably just head to Meridian to pick up my first one and play. I did get to visit the vendor in the first city. Prices for new items look cheap but I could see it becoming a big money sink for creative-types.

Another thing that I have to give Trion props for is the scope and beauty of their vision. The expansion is just VAST and everything is so BIG. I came to the first city in Pelladane and it’s literally bigger than all of Meridian and I would bet Sanctum. I keep my view distance cranked so I can stop and admire each vista as I come across it. Armors also seem to have taken a step up. I recall reading a Hartsman quote that pre-launch of v1.0, they couldn’t go out on armor and weapon models like they would have liked. I suspected that we’d see that rectified in their first expansion and I was right. Everything it much more elaborate, much more detailed, and not generic like many had feared. Kudos art team!

I know I’m gushing but that’s okay, I don’t mind. RIFT holds a special place with me. It’s the game that convinced me to start the RIFT Watchers podcast, the second ever to focus on the game. It allowed me to build a friendship with my co-hosts that still lasts today, to discover the ins and outs of editing and podcast “business,” to even have a role in forming a guild that would outlast its founders. (I killed a guy in conquest from that guild not long ago… I didn’t even know it was still around!). I even got prank called by Scott Hartsman from PAX (thanks to Jeremy!). It’s the only MMO other than WoW where I have multiple max level characters – I don’t do that! So even though I don my critic hat, I’m enjoying the simple act of enjoying this, and it’s easy to do.

As time goes on, I’m sure we’ll all discover things to have a critical discussion over. For now, ahem… GOOOOOOOOOOO STORM LEGION!

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