Apathy for the new MMO (or why the blogger hype cycle is a misleading beast)

I really hope this doesn’t come off as too curmudgeonly, but I’m finding it really difficult to get excited for The Secret World. Compounding that “jaded vet” feeling is that the game actually looks pretty neat. Where then blooms the apathy? Could it be, dare I say… the fans?

See, this is where I sit. Every time a new MMO comes out we collectively blog about it until the unwary or uninitiated decides that, hell yes, this game has legs; or more realistically, this may well be the next six-month stay of execution before the next big release. I’ve been there on both sides. Look through the archives and you’ll see lots of enthusiasm for distant shores and real “potential.” You’ll see me gush about the things I’ve enjoyed and encourage you, the reader, to join me. There is nothing wrong with that and, in fact, that very cycle of excitement is one of the things that makes gaming such a fun field to follow. Trace the blogosphere for a while and you’ll see just how much of a crowd mentality this is; we love games so we write about them, each and every time.

Except if we follow that path a bit longer the cycle turns the curve. They honeymoon ends. Some people continue to gush and these lucky few may have found their long-term stay. The rest, however, simply game-fade and short weeks later have either stopped posting about the game entirely, have become critics rather than fans, or have already boarded the next train for MMO Hope 3,048 to begin the process anew.

Journalistic reviews of MMOs mean even less than blogger consensus. The nature of games reviewing is to be hot on the press. MMOs deny that by design; where a 50 hour console game might take a reviewer days to complete an MMO demands weeks: leveling, class experience, endgame, and sustainability. As a result, any “week of release” review is close on meaningless.

So for TSW, I say that six weeks will tell the real story. Are people still writing? Are they still enjoying? That will be the real signal to buy in or check out.

And in either case there’s always F2P, which no one should be surprised to hear Funcom discussing in the next six months. Unless they shock us and pull a Trion, there is little chance of the game sustaining itself on a monthly fee. SWTOR can’t do it and TSW has $100 million less of a chance. To point, as more and more games adopt the free to play model, the expectations on sub-based games get higher. To date, Trion is the only studio that, sticking to their guns, has been able to justify charging monthly… Because that’s about how often they release major patches. Does Funcom have that in them? I hope so but it’s doubtful. (I’m looking at you, Age of Conan).

So despite the neatness of the title, I’m holding off on following my fellow gamers into another $50 foray of 90 days max. I’ll eventually try it but, well, that’s what Steam is for.

Blizzard: Money drunk and sense dry

Tell me what’s wrong with this picture. You go to a digital store-front to buy a game. You put in your credit card number and are promptly charged $60. Six hours later your game is downloaded, installed, and ready to go. It’s a dungeon crawler, so you crawl some dungeons, level up a bit and – WHAM. You’re hit with an error message thanking you for playing the starter edition of the game. The message helpfully apologizes for the inconvenience but due to a 72-hour approval process, you’re no longer allowed to level. Oh, and that gear you collected to sell to other players? Sorry, the auction house is off limits. Well hell, you may as well try some multiplayer. Except not: Starter edition.

Sound crappy? Welcome to Blizzard Land, your one stop shop for complete and total detachment from consumer expectations.

This is a real thing. Blizzard announced this week that all digital buyers of Diablo 3 will be subject to a 72 hour vetting process before being allowed to access the full game. There are so many things wrong with this it’s not even eye-roll worthy but well into “what the hell are they thinking” territory. In essence, despite shelling out $60 for the game — money which they receive almost immediately while you’re stuck waiting — every digital buyer will be treated as if they’re on a trial account until Blizzard deems them worthy of playing the full thing. Here are the limits:

  • Act I up to the Skeleton King is available
  • Level 13 cap
  • Unverified digital purchasers cannot trade items or drop items for other players to receive
  • Unverified digital purchasers are not able to chat in any public or game channels
  • Unverified digital purchasers cannot attach a custom message to friend requests, but they can send/accept friend requests, and play with their friends
  • Matchmaking available only with other Starter Edition players
  • No Auction House access (Real Money or Gold)
  • Global Play is not available.

It’s pretty evident that this is being done to stem the tide of gold spam (worthless in this game anyway). It’s also pretty evident that Blizzard does not give two damns what you think of DRM or why you think it. Don’t misunderstand, this limit isn’t DRM, but the mistake Blizzard is making here is of exactly in that wheelhouse: Punish legitimate players to get at the “bad guys.”

Except this is worse. It is morally dubious for a company to take your money for a full product — as the $60 price point would imply — and then give you something less and limited. Screw the nice-speak: It’s friggin’ wrong and ass backwards. After all, it’s not like they could just red flag common spam names which are almost universally random conglomerations of letters. That would be too easy.

When people talk about Blizzard being up on their pedestal, this is what they’re talking about. They don’t care what you think. They don’t care how you feel. All they know is that they won your heart ten years ago and made a metric ton of money on their stolen IP MMO and that you will continue to pay no matter what they do. Kind of makes you wish you’d ripped off some ideas of your own, eh?

Aren’t we happy World of Warcraft was such a success? All it’s done is completely shatter whatever it was we once believed Blizzard to be. Now they’re just another arm of Activision sucking the consumer dry while plugging its ears and saying “I can’t hear you, la la la la la.” Elders know best, after all.

I’ll say it now: I hope their next MMO fails. I hope it crashes and burns and teaches these guys that their customers are more than sheep to be led to the slaughter. Blizzard make good games. A lot of other studios do too and none of them have their heads so far up their own backside. This is a big shift for me; I don’t want MMOs to fail, even ones I don’t play. But the fact is, this won’t change without something big to knock them out of their stupor — and stupor is the right word for a company so money drunk and sense dry as Blizzard has become.

Update: Apparently they’re backing off and calling this a glitch now. Except it wasn’t a glitch yesterday when their company line was “intended feature.”  They’re also saying that the delay is based upon card processing. No.  I worked in the field and 72-hour delays are not only non-standard but flat out unusual for most transactions. As a matter of fact, most typically, if you were able to get past checkout, the funds are already “promised” to Blizzard, even if it overdraws your account. But that’s all irrelevant. Just by looking at their responses in the forum thread linked by Destructoid, you can see how the Gamespy quote directly contradicts what they’ve posted on the official forums. Back-peddle much?

In answer to Pete @Dragonchasers, what TESO says about the state of MMOs

I was perusing my Google Reader list of “Must Read Blogs” recently and came across a post from Pete at Dragonchasers. In it, he asks succinctly: does the apathy surrounding The Elder Scrolls Online mean we’re just done with MMOs; are we getting tired of the whole concept. Interesting thought and one well worth considering.

To get right to it, I don’t think it’s anything of the sort. If anything, I think the interest level in MMOs as a concept is higher now than it has ever been. There is no shortage of well-to-do titles coming down the pipeline and even more available right now; and like I’ve mentioned in the past, I think the idea of massively connected gaming has been a foregone conclusion since mainstream consoles first went online. As more PS3 and 360 games do their best to connect thousands and millions of players into synchronous and asynchronous networks, and as PC games scale back their aspirations into MOBAs and lobbies and Diablo multiplayer, I believe we’re arriving at a point where even if the expectation isn’t for World of Warcraft levels of shared inhabitance, we’re certainly entering into a time when players expect to connect with their friends anytime and anywhere.

But I digress. MMOs. Like him, my immediate follow-up is to Guild Wars 2. Interest level is high and expectations are even higher, perhaps cripplingly so. Yet fundamentally, and I mean the real brass tacks of MMO tropes here, it’s not a whole lot different than what TESO seeks to offer. Action bars? Check. Levels? Check. Shared world with dungeons and monsters? Check. Yet Guild Wars is leaps and bounds ahead of Elder Scrolls on any metric of hype meter.

The reason, I think, is that Zenimax has epitomized what it means to show up late to the party. Even though Stephen Totilo posits that it’s not as much like World of Warcraft as we might assume, it’s also firmly inside a box filled with the collective sighs of millions of MMO fans tired of more of the same. Their main contributions to the MMO genre consist of real-time blocking, a stamina bar, three faction PVP, and open world dungeons. While each of those might be fun in their own right, they do next to nothing to excite gamers. We’ve seen it before. All of it. Every single thing they’ve shown us is a rehash of an idea we’ve already played with a thin layer of Elder Scrolls lacquered on top.

And I mean thin. The only definitive way to know you’re playing an Elder Scrolls game is to stumble into an iconic area or monster. They’ve dropped the first-person perspective for third. They’ve dropped the world influence to make everyone a hero. They’ve dropped the character building for leveled spells. They’ve dropped player freedom for leveled zones. They’ve dropped everything that makes an Elder Scrolls game an Elder Scrolls game. And they wonder why interest is low? Simple. TESO is a potentially fun, yet defeated out of the gate, fantasy game of the most generic sort. And let’s face it, Elder Scrolls has never been original. It was never the draw, never a feature worth noting, and never, it seems, sought after since the series first appeared. It was always the gameplay and TESO has axed it.

In short, TESO is the perfect example of why it sucks to be an MMO designer: By the time you’ve accomplished your design goals the industry has moved on. If you’re lucky, you adapted during development. If you’re not, you’re TESO.

All that out there, the game reminds me of Vanguard, a game which never got its due despite some really excellent world and atmosphere. TESO could be a lot of fun. Really it could. They just have a whole lot to prove if they want to overcome the distinction of being the most underwhelming MMO of 2012 (and probably ’13).

The Justice Scale of Our Demise [Non-MMO]

This is a non-MMO post, so forgive me, but I have to vent.

I am incredibly tired of the way this country, our US-of-A, is run. Who the hell decided corporate America was anything other than an abomination, eh? I know that offends a lot of you but hear me out. I worked for Washington Mutual for three years, up until 2009 when our “We Ensure Slaves” progenitors bought us out. That’s Chase Bank Incorporated, by the way, the same company who has been repeatedly nailed for foreclosing on the homes of active duty veterans. Literally, one time wasn’t enough. Not to mention credit card exploitation. Don’t misunderstand, Washington Mutual was pretty terrible in its own way, dutifully ripping off its loyal customers with unethical posting practices — what, you mean deliberately posting charges in an order which maximizes $30 overdraft fees is bad, despite the actual order in which items were purchased? — and purposeless services charges which offer and require no actual service for $20+ a month. (Really, we did nothing on those accounts. Nothing. If you’re paying them, stop. It’s a fool’s errand.)

I am tired of working for Board of Directors, CEOs, project managers, and site overseers whose only job is to ask other people if they’ve done their job. This gets us nowhere. You know who makes America? Me and you. The people on the ground floor doing the work that makes these people their incredibly large paychecks. Our swear gets their mansions and our undersized houses. Hell, most of them don’t even answer their own email.

Let me give you an example. In the last three months of Washington Mutual’s life, over 5,000 people were laid off. Stock prices dropped immensely – two years made for an 85% drop in stock, from $45 to $3 per share. Our CEO earned a final quarter bonus of $15 million dollars. For three months. You and I lost our jobs. Kerry Killinger destroyed an American institution. He got millions upon millions while we got a spot in the unemployment line. Trickle down economics is working well, am I right?

Who are Boards? Faceless entities that give two shits about the people who are their company – because make no mistake, if you have ever talked to a customer, you mean more than any tight-wad suit ever did. They just earn off of our sweat. You get the anger and, on occasion, their kudos. It’s nice when it happens, really nice; makes you feel good as a person. Still, there is no millions to back up that satisfaction and probably not even a solid hundred. Maybe it’s because they had a family member in the business. Maybe they just worked their ass off. Both are possible. It doesn’t change the fact that it takes a heartless bastard to cast a blind eye to the people who make them their fortune and then fire huge swatches of them to match the bottom line. It’s self-serving. It’s un-Christian. And it’s damnably unkind despite the necessities of business. Moreover, it goes against the American spirit of Rising Up and Doing Well. That died with Nixon.

And on that token, let me give credence where credence is due. People need to be fired sometimes. I’m not some bleeding heart. In any industry, hard decisions need to be made and people will be hurt regardless. My issue is in pay differential. My issue is in social class differential. It is in the assholes collecting massive bonuses while simultaneously firing the people who made those bonuses possible. It is in the poor, the needy, and the weatherworn. It’s in the people that represent the companies who most of us probably have come to hate. Why? Because despite healthcare, despite the regularity of a paycheck, despite somewhere to go during the day – all great and admirable attributes we should all aspire to – that we’ve let our nation reward those who work the least.

Your damn board, your CEO, your store manager and power-hungry CSM, they all mean nothing. You know what pisses me off most? The deluded store manager who laces his emails with exclamation points hoping some douchebag manager sees it in hopes to get ahead. Make no mistake, a two year degree gives no asshole a right to talk down to you. And no, that’s not my case, but it is that of a friend — a well educated and highly experienced friend who has spent years upon years doing highly technical work for the Air Force. Work in corporate America a while and you’ll see. It’s not about how you can manage, it’s about how hard you can crack a whip. Why? Because we’re expendable, you and I. Forgive me for this, because I’m a Christian man, but it’s simply because they don’t give a fuck about us. We’re a means to an end. We on the ground floor and the managers in the store we work in. Except our managers have been fed a temptation of hope.

Forget your impoverished working-man and you doom yourself to Rome and the rest of our world’s fallen nations. Make no mistake: America, Europe, and all the world are one big Justice Scale. Let it lean too far in one direction and everything we work for gets pissed away in one great lean.

There is no hope to be found in this post, despite how much I hope their were. The only thing I offer is awareness. Don’t buy in to the utter bullshit that they can be you. Maybe in another life. And maybe you can build that. I hope you can. For most of us, our lives levy on the whim of people we’ll never meet and to whom are families are dots on a bottom line. Is that who you want to support? If you ask who else, I have no answer. Our nation is well and truly down the rabbit hole and we have no recourse. Occupy all you like but it would have best happened 100 years past. Today, all I can say is scrape with all your will. I wish you the best.

Not that this, or anything we might say, makes a differences. We’re not CEOs after all.

Six reasons to avoid TERA like the plague

TERA had its open beta this weekend and I didn’t even consider taking part. Why? Because the game is doomed before it’s even launched. I know there are enough doom callers and naysayers in this community but hear me out.

The first indicator this game was in trouble: Development Director leaves the company shortly after its Korean launch. That is never a good sign, especially when it’s a direct result of how the game was received by its main audience. And don’t mind the rumor tag on the article. It’s confirmed, just old and un-updated.

Second sign: Easterners don’t like this distinctly Eastern game. All signs point towards TERA being a grindfest, which oddly enough is a trait they like over there. So when the first audience leaves en masse before the first six months has even passed, my magic eight ball says that something is majorly lacking in the design and execution department.

Third sign: They’ve taken months NOT westernizing their game… During the “westernization process.” If you read any of the beta reports recently you’ll see a common complaint is the distinctly eastern design. Kill and collect, rinse and repeat. Although they did change the upskirts to panties instead of thongs. It begs the question, what have they been doing all these months? My theory: the main development team is in Korea desperately trying to salvage things there while F2P is already underway for the states and EU.

Sign four: Sex appeal is not a feature. Cartoon ass is not sexy. Moreover the majority of teens and twenty somethings think people who get off on video game art are weird. TERA may as well be TnA Online, which screams of over compensation more than a 50 year old in a Beamer.

Sign five: They don’t understand us in the slightest. If they think MMOFO which some douche-bro representative is what will get through to us they’re completely oblivious. Not to mention, the uninspired “westernization” shows they pretty much don’t get any of the changes in the last five years of games or our expectations. More importantly, they don’t get what we now find fun.

And finally: They’re liars. TERA is not even close to being the first true action MMO nor is it even original in how it does it. TERA’s combat is a mediocre attempt at emulating what consoles and other games have already done far better. They just think you won’t notice that they’re feeding you a pile of crap and calling it fine cuisine. This is a disturbing trend in gaming, companies making patently false claims (biggest content update in history, Call of Duty… really? The Witcher 2 and dozens of other games beg to differ).

So there you have it. Signs from above that TERA not launching F2P is just to cash in on their most dedicated and soon to be ex-fans. I’ll pass.

Will it take the decline of WoW to bring back the virtual world?

An interesting thought entered my head this morning as I bought a month’s subscription to World of Warcraft. Has it taken WoW’s decline to finally get them focus on the  virtual world again? I mean, beyond the set-piece stuff we need to quest. WoW has done a lot for the industry, but one of the things it has undone is the pursuit of a true virtual world. Who would have that that something as innocuous as quests would dismantle what was the foundation of our outlook.

Yet, now that WoW has seen a consistent decline in subscribers, we see a marketing shift away from endgame. While yes, they have acknowledged how important raiders are and plan to accommodate them in large fashion, their marketing has followed a much more casual air, highlighting Pokemon battles and pandas.

Pandas which while might seem ridiculous, strike me like a breath of relief. For years, we’ve seen Blizzard present “big bad” after “big bad” with a seriousness that is both too much and not enough over what the adul-cartoon art style leads you expect. After all, it has gracefully stolen the middle ground between playfully safe and cartoonishly serious. They have repeatedly denied that Pandarians would ever be part of the game yet here we are with an entire expansion devoted to them.

Maybe they were talking to a different audience. Those old schoolers (5 years or so at this point, right?) have had it reinforced again and again that WoW is just a FOTM – a noteworthy point in an evolving personal history. Absolutely, that’s not how they think of it in private, but culturally, that’s the reason we’re seeing the changes of the 2011-2012 MMO. WoW, as it happens, is just a great tracking point. Look to Blizzard’s added feature list and then to the MMOs recently released, and you’ll get a pretty good picture of MMO history.

Those 5-plusers want the competitive seriousness of the endgame in the same way the most vocal Ultima players wanted open-world PvP and scripted everything. Three generations in so few years: First: EQ/Ultima/DAoC +; Second: WoW/EQ2/LotRO Pre-F2P; Third: Allods/RIFT/Aion/SWTOR.  (There are way more games but we both know that, so let’s move on, shall we?) Gen3 is the Facebook generation, the Farmville daily, and only caught on to WoW after the vets got done arguing about who should be able to enter a raid instance and became a memory of yesterday’s blogs.

Those vets don’t play WoW anymore, not in the same number. I’d say they’re probably off in RIFT or SWTOR and probably both eagerly awaiting GW2. Good for them.

My point?

Maybe now that the subscriptions are leveling out the developers are more free to build up parts of the game their corporate backers considered second-rate. What does a world matter when it’s all about retention? (A cash register rings in the background). Is it at all possible that Blizzard’s dev team really did give a shit about virtual worlds and all those other fundamentals they destroyed?

Or is pokemon and personal farms a sub-grab, noteably the first outside the MMO genre?

PS Vita comes out Wednesday and I will have it; Making Money in SWTOR

A new handheld hits the gaming market Wednesday and I’ll be picking it up. The system, I’m sure you already know, is the PS Vita.  It’s Sony’s last great effort to prove handhelds are viable. They’ve packed everything into this thing to make sure it sells: advanced HD graphics (early PS3 level), dual analog sticks, touch screens in the front and back, 3G and WiFi, motion sensitivity, AR — not to mention huge developer support. Still, it’s expensive. The wifi version is $250, the 3G fifty dollars more, plus the cost of a proprietary memory card that begins at $20. That’s a bit of a joke, though, because $20 gets you the smallest possible card (4GB). With PSN and downloadable content being a big push for Sony on the Vita, most users will want at least 8GB ($30) and possibly more. Factor in a couple games, a screen protector, and case, total investment jumps to around $375 for the most basic version. Thankfully, I have a bunch of stuff to trade — including my 3DS.

So why am I getting this thing? Because it’s effing cool, that’s why. Sony went all out to make sure it’s impressive and succeeded. The graphics, as shallow a consideration as that might seem, look great on that 5″ screen. The rear touch panel is an immediate win, too; though admittedly it sounds like a bit of a gimmick, but with the way you hold the Vita it feels incredibly natural to have that extra finger control.  Developers are already using it to great effect. Another nice thing about that rear touch screen is that sections can be mapped by game creators to simulate a traditional DualShock controller. More than anything, though, is that developers have really gotten behind this thing. When it “officially” launches on February 22nd, it will do so with the biggest launch line-up of any game-dedicated machine ever. There are some really cool things devs can do with this system and it really is like a console in your pocket.

I’ll wrap by sharing this amazing trailer for Gravity Daze. It’s a game coming out in May that looks really innovative and fun. This trailer, though, just like IGN says in their caption, is stunning.

(If you can’t tell from the trailer, turning the Vita alters the direction of gravity)

The second thing I wanted to mention is that I seem to have found a sweet spot making money in SWTOR. Everything in that game becomes ridiculously expensive as you get up in levels (anyone else notice this?), so I took up slicing early on.  Now, at level 34, I’m sitting on 350k in credits with another 36k in stuff for sale. I don’t know if that’s great or average or what, but I have a feeling that if I keep this up all the way to fifty I might be sitting on close to 700k or more even after my level 40 mount. This is a load off. I hate feeling like I’m perpetually broke, so having a steady income for once is pleasant.

If you’re having money problems, this is what I do at 400 slicing: send multiple companions out to gather, but only on Bountiful and Rich yield missions. There’s a common misconception that slicing gets you rich out of the money lockboxes. In fairness, they’ll usually pay for the mission, but the real money is in the rare and legendary mission discoveries. Bountiful and Rich yield-types have a much better chance at including these in the reward. Underworld Trading, Treasure Hunting, and Slicing missions (340), all net around 15-18k each. I send another companion out on Bountiful/Rich yield augment missions. Augments have a huge range in sell value but sometimes you get lucky. I sold one a couple days ago for 85k.

Still, I don’t think it’s necessarily good design to make players grind gold just to get something as basic as a mount, especially in a game as large as SWTOR. But I digress.

In any event, I’m here and playing. Hope you’re all well.

Does anyone appreciate scale anymore?

Just a quick post to say the following: I love that SWTOR is so effing big. I love feeling like I’m part of a huge zone or inside a massive structure. A lot of people don’t. The cynics will tell you that it’s all an artificial way to keep you playing longer (because tedium = retention, right?). I read a comment from someone just yesterday saying, “you don’t have to look beyond the too-big space stations and empty hallways” to see that Bioware is milking you.

I have to ask, what is it exactly people want? We complain when things are too big; we complain when they’re too small. We complain when zones are too linear; we complain when there’s poor flow. We even complain that they’re not doing enough with the hallways. 

When I first started playing MMOs, what spellbound me was the idea of connecting to a virtual world. I have always, always felt that tiny zones, unenterable buildings, and the “look how big we seem to be but actually aren’t!” window-dressing did as much to destroy the virtual world as the quest progression system. So when it comes to TOR, it’s almost refreshing to see a game finally bring back the sense of scope we’ve optimized out these last few years. There are moments where you can’t help but to stop and appreciate how grandiose everything is. When you see a pyramid, it looks like a pyramid, rising high into the sky above you. When you enter a headquarters, there’s multiple floors, bunches of rooms, and lots of “extras” playing out all over the place. It’s atmospheric.

I find it so odd that people would want to strip that from the game. Isn’t Star Wars all about the infiniteness of space — being a part of a tapestry much larger than yourself or any other one player? Can you even approach that going small? I understand that running between objectives gets boring, but when that starts to get to me, I ask myself: would I change it even if I could? And the answer is no.

Scale is one of those things that might annoy players in the moment but that sparkles in the memory. It’s also a passive means of drawing you in and forcing you to appreciate the world you’re running through. Artificial slowing? Maybe. But then again, it’s like we tell our kids in school, it’s better to do too much than too little. Bioware opted to go big or go home. We received the many worlds and space stations of SWTOR a result. The other approach we’ve already seen. It’s the Cryptic model; release early, expand later. If that’s what people are asking for, to take a step down, then I suggest waiting here until something better comes along.

SWTOR makes a poor single-player game

I know what most of you are thinking, that SWTOR isn’t a single-player game, but hear me out. SWTOR does have a single-player component that you’ll spend hundreds of hours in. And during that time, you’ll find players rarely talk to one another. A world where those same players would rather kill steal and be generally obnoxious than to group up for the benefit of all. And when you’re done, you rush back to the quest giver only to find, disappointingly, this was just another “throwaway” story.  You know, though, deep inside that there are some really great stories just waiting to be found, so you keep on, and on, and on.

This might be why EA stock just dropped and and analysts rethinking their “churn assumptions.”

I see things a little differently than dedicated MMO-exclusive players in that my work requires me to play many non-MMO games over the year. So when I approach TOR, it’s with a particular eye to what Bioware is doing in terms of unifying their console and MMO experiences; what lessons have they learned, and finally in the online space, what is it they’re really trying to do with it. Comparisons to the Mass Effect series are inevitable, and with even the lowest level quests being fully voiced, I find it very hard not to feel like questing is that unifying attempt to bring the non-MMO player into the fold. Here, it says, you know this from our console titles… step in a little deeper.

And that’s really the part where it falls flat and why I think resub-rates rumoring low is probably pretty accurate. As all of these single player gamer’s sign up and take on the world without ever once grouping, they start to realize that damn, this is a really long game. At about 60 hours, it’s become, damn, I’m just skipping this other crap and listening to my class story. Fast forward to 100 hours and, damn… why am I even doing this anymore? I’m not even level 40… and this story is so SLOW.  The experience of playing through those hours varies from class to class, as does the scenery, but the repetitive nature of the side quests is static.  Compared to the $60, much more exciting console game, and the many hundreds of hours awaiting the final assent to 50, my only surprise is that players are closing the door quietly as they leave.

In the world of console games, forty hours is a harrowing experience; sixty is epic. TOR tries to offer you the same thing but asks for hundreds and hundreds of hours beyond that. It’s a recipe for burn out.

That said, TOR provides LOTS of grouping opportunities. Every planet has a handful of heroic instances for the leveler and there are dungeons (flashpoints) throughout. Great PvP, too, now that the bracket has gone in. So lots of opportunities to break from the monotony of quest grinding.

If TOR was released as a single player game, it would have gone down as one of the most long-winded and drear-failures in Bioware’s history. But it didn’t, so what does Bioware have to do to remind its players that it’s an MMO they’re playing in. From my seat, I offer a global LFG channel.  An easier way to jump in and out of other people’s groups. An easier and cheaper way to fast travel back to headquarters.

So this is my advice to help you prevent burnout: Step out of your comfort-zone and  invite people to groups yourself. Get in there and experience the group content. It will remind you that this is an MMO and that people who call the game an sRPG have only been telling half the story.

Class quests aside, I still haven’t decided if sRPG is made better or worse by how bad (read: pointless) it all seems.

 

The horror of dismissing in space [SWTOR]

It was on the way to an unknown planet that I, your host, killed my entire crew! I must confess a certain, softness in my trepidation before doing it, but then, I only meant to penalize the one for being so mopey. I would have freed you Khem Val, my ol’ buddy, if only you’d given me the option. But damned if he wasn’t a depressing kind of guy to hang around with.

I couldn’t help myself. Since you can’t summon them inside the ship, I targeted him with my selector and clicked. He always glowed a little when I did that. I opened the chat window and the characters rained down like hammer falls from Heaven itself. /__D__I__S__M__I__S__S__ . And with that keystroke he looked at his feet and disappeared.

I breathed a sigh of relief. It worked. All that was left was a red lightbulb were he had stood. Heading out into the hallway, I thought that Khem would meet us at our next stop, safe and sound. The light from the holoterminal bloomed in my eyes as I passed it. We’d be fine. In the meantime, the robot or our new-hire, some Tatooine pirate or some such, would take over responsibilities.

But there was no robot. R2-NV isn’t allowed to leave his charging point by my very orders, yet his receptacle stood empty. It looked downright eerie. The light from the red blub above gave the compartment a blood-slicked look.

This wasn’t good. Oh no, the pirate – the cockpit – manning the flight! I raced into the cockpit, tripping over the heavy metal. All three seats stood empty. Auto-pilot had been at some point engaged. I turned to where he most often stood, leaning against the rear wall.

Another red light.

Red is the color of blood and something I’ve done here is staining my ship with it. I had to get out.

I sat down at the captain’s chair and open the galaxy map to resume controls. I select ‘fleet’ where I had a room to think. The screen flashed red. I couldn’t afford the fuel cost. I ran to my room and checked my coffers and found them empty. It was then the alarm started to sound. LOW ON FUEL. LOW ON FUEL. Red warning lights flashed at me in rhythm. They were against me, the whole damn ship, it knew what I had done. Red is the color of blood and blood is the truest color of guilt.

There was no way we’d have enough fuel to make it to the next station. What was this? Did those Tattoine bastards not fully restock us?

And just like that, all the lights went out on the Fury. All of the buzzes and whirrs ceased entirely. Even the repetitious beeping of things requiring attention stopped. No more thrusters. No more ventilation. The only thing that remained was the feeling of drift as we floated through space.

I clawed my way to the cockpit and looked outside. A planet! Alderaan. Probably only a few light years away. The computer was unresponsive. I tried it, again and again, until I relented and began beating upon it in earnest. Close enough to see saving and yet too far to ever reach.

So now I sit in this empty, black shell that used to be a spacecraft and dwell. I have enough food to last me several months, and there is enough air that seeps in to prevent my suffocating. But there is very little to do in space and I fear I’ll lose my mind before rescue comes. Already, just so soon in, I feel the tendrils of darkness begin wiggle and burrow inside my mind.

Heed this message! And learn:  Don’t /Dismiss on your ships!

Seriously, it’s kinda creepy when a crew suddenly disappears mid-flight. I made Khemmy-poo sad and wanted to get rid of him. Dismissed! Then, I see the robots gone, except for a second where I could see his silhouette through the light of the holoterminal. The pirate left no trace since he just seems to be catching a ride. Reminded me of an old sci fi story by George R.R. Martin.

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