Archive for the ‘wow’ Category

On WoW and MMO Questing Paradigm

Monday, November 17th, 2008

Hey, have you heard about that world. That world of war and craft? Yeah, I’m sick of that world. I’m getting out. I seriously haven’t launched WoW in probably over a month now and I feel no urge to. I think my adventure with that game is over. Damn it, I’m an antisocial beast. I have no clue what made me think I could play a game populated by millions of other human beings and not wish they would all die and rot in hell, and get the fuck of my game. I mean there were times I had fun teaming up with other people but usually I was just hoping that all these friendly people just fuck off.

Often if someone wanted to talk to me I would pretend that I didn’t speak Orkish and just type stuff in the Troll language, then use the /confused emote when they responded, wave, bow and run off to do my thing. I’m being social at work, then I come home and I’m being social with my family, and then I sit down at my desk to be social with some random assholes in WoW? I think not. My brain gets totally pissed off if it doesn’t get it’s daily quota of sweet solitude. It was plain to see that I was not getting all out of WoW because my general dislike of chatty online strangers who want to team up and run instances all the time. If you take the social aspect out of WoW the game essentially turns into a Diablo like running game that involves running around and killing things. There are some plesant diversions such as collectibles, minigames, achievements and etc. But in the end, your daily grind usually boils down too running from one area to the other and killing X of Y. There is nothing wrong with that, but I have been spoiled by RPG games with real depth to them.

You know, games which will actually allow you to play a thief and level up by stealing, fencing and trading, without really needing to commit any bloodshed. I’m talking about Morrowind of course – that one game that keeps drawing me back in over and over again due to it’s immense replay value. The great thing about Morrowind is the sheer variety of quests you will get just by doing side missions unrelated to the main storyline. One day you are spying on someone, next day you are stealing secret documents, later you are sent to negotiate trade agreement and etc.. You can easily level up and advance your character without ever needing to kill anything.

Yes, you can play a pacifist in WoW too but it is not easy. It is actually quite difficult, if not impossible to achieve without serious commitment to the cause. If you are doing it, you might as well start a blog about it and people will read it because it is such an unusual (and strangely awesome) thing to do. In games such as Morrowind and Oblivion, a semi-pacifistic life style can simply a logical outcome of you choosing your character class. If you rolled a thief or a rogue you will be doing missions that require stealth, good speechcraft and security skills (stealing, extortion, burglary, pick pocketing) rather than the heavily combat oriented stuff. And there is nothing unusual or blog-worthy in that. It’s just how that game works.

Part of it is of course the fact that Morrowind and Oblivion have fairly complex system of rules that allow you to train in pick-pocketing, or lock picking and then use these skills in the game. This complex system of attributes, skills, racial/class feats and special abilities is the legacy of the western single player RPG tradition. Computer RPG games inherited it from pen and paper games like D&D which (out of necessity) had to include rules for all this non combat stuff.

Funny thing is that MMO’s break with this tradition. If you are a gamer you know that this is true. And yet someone looking from the outside would be surprised. D&D is social affair isn’t it? You get together with bunch of friends, you drink a gallon of Mountain Dew, eat a bag of Doritos an tell inappropriate jokes while the GM is trying to build tension or whatever. You could almost say that D&D is a multi-player game, could you not? WoW is a multi-player game too. Massively! Sounds like a match too me. But it’s not. Playing WoW is probably as far from playing an actual pen & paper game as you can get. In WoW your stats are limited to bare bones minimum that is required for calculating how hard your character can hit stuff. When you level up, you get almost no choice as to how you can upgrade your character. The skills you learn are mostly special attacks of varying range and/or damage output. You can’t learn lock picking in this game because there are no locks to pick. You can’t use your superior charisma or speachcraft skill to talk your way out of sticky situations because you never actually talk to anyone in this game. Your interaction with NPC’s is limited to taking or turning in quests and not much more.

WoW does have a limited crafting system but you can’t just play a craftsman. In order to excel at your craft (be it smiting, engineering or leather working) you need to go out and kill large quantities of “things” to gain the necessary levels and XP. The crafting system is meant to be a diversion you engage in between missions. The kill X of Y thing seems to be a MMO thing rather than a WoW thing though. It is like a MMO questing paradigm that almost defines the genre.

Is it always like that though? Are there MMO games out there that do not follow this pattern and offer you alternate ways to advance? I know of two counter examples. One of them is Eve Online which I have tried and got bored with pretty quickly. But then again I wouldn’t really call Eve a conventional MMO. I’d probably classify it as a hybrid between Microsoft Excel and Progress Quest – the only other game I can think of, that rewards you for not playing it. But that’s just my opinion and you have to keep in mind that I’m a people hating introvert and when I play MMO’s I actually run away from people that want to team up with me more often than not. If you are a social person, Eve like any other MMO offers you tons of entertainment in the form of guilds (or corporations) and player driven drama.

The other game that used an approach that was closer to single-player games (and thus the pen & paper roots) was Star Wars Galaxies where you used to be able to pick a merchant or an exotic dancer as a class. I never played that game, but I heard both good and bad things about it. All I know is that at some point they decided to overhaul the whole game engine and nerfed it down to the point where it became almost a WoW clone.

Everything else seems to follow the WoW lead, simplifying the stats and game mechanics to the bare bones minimum, and reducing the game play down to a controlled genocide. I can see why this is happening. The “kill X of Y” type missions are easy to write, script and deploy (so you can make them in bulk). Players can easily team up and accomplish these missions together as a team, and the missions are easily repeatable (ie. large mobs do not deplete easily, so players are not sitting around waiting for them to re-spawn all the time). But I can’t help to think that the MMO genre would be richer and deeper if it went back to it’s roots, and added bit more complexity to it’s system in order to allow for some more variety. But that’s me.

WoW Considered Boring

Tuesday, October 7th, 2008

I just wanted to say that I’m officially bored with WoW. I predicted that this will happen, but it took a bit longer than I expected. Remember all these posts I made in which I said how the game continues being interesting despite repetitive game play? Yeah, I’m over that now. Repetition has just became tedious. At this point I’m seriously considering canceling my account. I’m having second thoughts of course. I mean I leveled up this character up to 40 so I don’t really want to just toss him. Blizzard says it will probably save my character for all eternity when I cancel, but they don’t guarantee it. So it’s different from a normal single player RPG game where I can just abandon it for 6 months and as long as I don’t lose my saved game files I can come back to it with no problems. My “saved game” is on Blizzard’s server, and as soon as I stop paying them they don’t really have any incentives to keep it around. I know they usually don’t purge cancelled accounts and their characters because there is always a chance that a former subscriber will come back when a new expansion rolls out. But again, I can’t really bank on that.

Don’t get me wrong – I think that WoW is probably still the best MMO on the market right now. It is definitely the best one that I played. I tried Guild Wars, Eve Online, and Anarchy Online and WoW is the only one that actually made me fork over the money for the monthly fee. The game is immense, it runs great on my crappy old computer, and the art direction gives it a unique look and feel that sets it apart from everything else out there. The world is immense and the level of detail put into the design of each location is breathtaking. If you never played an MMO and you want to check one out, WoW is the way to go. That said, I’m bored with it. Here is my post mortem report on what probably killed the fun for me in the end. I will make it a point to log into the game few more times before I hit that cancel button and see if I can locate the fun again but I’m not very optimistic.

Repetitive Game Play

I have said it before, but I’ll repeat it here once again. 99% of WoW missions are a variation of the classic RPG staple known as “kill 10 rats”. They mix it up a bit of course. It’s not always rats. In fact, when I say rats, I really mean a generic monster or humanoid mob that spawns in an area. But it’s all the same – your task is always to exterminate them. Like rats. It’s not always killing exactly 10 rats either. Sometimes you have to kill 15, 20 or just 5 of them. But every mission involves you going somewhere and killing things. Even when the quest doesn’t mention killing of any rats, you can safely assume that it will end up being an implicit requirement. For example, if a quest require you to to find 15 shiny doodads you can bet your sweet ass that these doodads will be either dropped by some sort of rats (or other creatures) at a very low rate, or will be located in an area that spawns new rat mobs every few minutes.

No matter what you do and where you go, you will eventually end up killing rats (or some other sort of local vermin). You are a hunter? Great, go hunt some rats! You are a rogue? Go assassinate me some rats. You’re a spell casting class? Go exterminate some rats with magic! There is very little variation. Once in a blue moon you will stumble upon a currier mission which requires you to take an item to a distant point on the map but those are rare, and far between. Invariably each of these currier runs starts a chain of missions which sooner or later culminate in killing some rats.

There are different modes of game play of course. For example there are instances, where you team up with a group of people and enter specific enclosed area to kill things. The area is instanced, which means that each group of players that enters it gets their own unique copy all for themselves. The enemies are harder and, and the loot is better. They can be an interesting experience if you can find a good group of people to play with. Unfortunately it is not that easy. See my next point about the social aspect of the game. I had one awesome Scarlett Monastery run in which we were all lv. 30-40 and had to work together not to wipe. People had their assigned responsibilities, the leader marked the targets for aggro, and for crowd control and we were hacking away like a well oiled machine. It was great experience, and one that I was never able to replicate again in any of the medium level instances with a rag-tag groups of random players.

Typical approach to running instances such as Scarlett Monastery is to bring a lv 70 alt with you who will plow through the enemies while the rest of the group runs up as swipes the loot from the fallen bodies (always voting need for everything of course). This is not much fun, since all you do is to follow the high level character and bicker over the drops with other players. Supposedly this issue goes away in the end game (since by that time everyone is level 70 and you just have to work together to survive), but I’m nowhere even near that point yet and I’m already sick of these type of instance runs.

There is always PVP but it doesn’t really do anything for me. I guess I’m just not that interested in pwning other players or anything even remotely related to that. Every duel, and PVP brawl I have fought ended with me being raped by a higher level close combat oriented player who could avoid my ice trap ignore the concussion shot, close in, and then end me with less than 4 close combat attacks. I do understand that people love this aspect of the game, but I never really was big into PvP in MMO setting. I can’t imagine playing on a PvP server where ganking n00bs is just a part of the experience.

Social Aspect of WoW

I know that many people play this game because all their IRL friends do, and they get to hang out and do things together in a virtual world. My WoW experience was a lonely one. I basically only know the following 5 kinds of people:

  1. People who don’t play MMO’s and/or video games in general
  2. People who don’t play WoW (at all/anymore)
  3. People who do play WoW but on a different server (usually a PVP one)
  4. People who do play WoW but are hard core alliance players and don’t want to create Horde character
  5. People who do Play WoW but are never online when I am

The fact that the WoW world is so fractured into servers, and that you actually have to pay for server transfer does not really help. It means that if you pick the wrong server you either have to pay, or start a new character if you want to join up with a friend who is on another one. Mostly though it is scheduling – I play at odd irregular hours and my style is very much touch and go. I pop in for an hour, do few quests and sign off. I usually have clear objectives in my mind when I log in (finish quests A and B, go to a town, unload, visit trainer, see if I can level, etc..) and I rarely actually have time to “hang out” and chat.

So without close friends to hang out with in the game world, and no work/school/online buddies with similar schedules or preferences I was left to play with complete strangers. This is not the end of the world, but it is sometimes hard to find decent people in this game. And by that I mean people who do not fall into one of the two extremes: immature wow-tards, and hardcre wow-tards. The line between the two is fuzzy but it usually boils down to this: and immature wow-tard will call you a “fag” for tanking without a shield. A hard-core wow-tard will kick you out of the guild for it.

That is not to say there are no nice people in the game. There are, but they come and go and I’m not the most social person when I’m playing. As I said, I’m on a schedule and I want to accomplish certain things before I sign off. So while I may meet some kind and helpful stranger every once in a I usually don’t hang around long enough to “get to know them”. Sometimes you luck out and you hook up with a really great group of people. Most of the time you run around with bunch of idiots or assholes trying to convince you that they totally “need” every single item drop.

Running solo missions gets boring after a while for the reasons I stated above. Grouping up with complete strangers can get annoying unless you luck out and find some decent folks. Obvious answer to this problem is to join a guild but once again, not all guilds are created equal. I need a slacker guild which consists of people like me – casual players who are just looking for non-idiots to play with at weird hours. I really don’t want to have a schedule, I do not want responsibilities and another job. I don’t want a hard core riding guild!

At some point I actually did join a loosely organized guild like that but it did not deliver what I hoped for – a sense of community. Out of 60+ members I never see more than 4-5 online at the same time. The guild message board is a ghost town, and the guild chat is silent 80% of the time. This seems to be a common problem for small, non-riding guilds. Folks like me join up hoping to meet new people and form alliances but without responsibilities, common goals, perks, strong leadership and organization everyone just drifts apart and keeps doing whatever they were doing before. I don’t really know anyone from my guild. A lv 70 guild mate once ran me through the Scarlett Monastery and sent me some low level loot that was sitting in their bank for months which was nice. We never really met in-game after that.

Here is a request – if you are a regular/casual reader, you play Horde on Kirin Tor and you are happy with your guild let me know! I want in!

Anyway, let me know what draws you in? What makes you keep playing this game? At this point I’m a bit bored. I’m not sure if I’ll ever reach lv. 60. I will probably never get to 70 and venture into Outland because why should I invest in a game that already bores me. Is there a lot of interesting stuff to look forward to in the expansion and the endgame? Did I reach some sort of boring plateau that happens between levels 40 and 60? Let me know if I will miss out of some great fun if I cancel right now, but keep in mind the comments above.

In the meantime I think I might take a break and fire up Morrowind once again.

The Familly Life of Orcs

Monday, August 18th, 2008

Recently I realized that traditionally evil races such as Orcs, Goblins, Kobolds and etc. in RPG games rarely have fleshed out social backgrounds, or detailed descriptions of daily lives. It’s as if every member of each respective evil race was a male warrior, whose only desire in life is to wander around in the wilderness hoping to bump into a party of adventurers he could fight. The have no other ambitions, goals, dreams – they do not form families, they do not raise children, hunt or grow crops. All they ever do is raiding human villages, looting, pillaging and raping innocent women (I mean, that’s where you get all these Half-Orcs, no?).

I touched upon this subject before when I talked about my experiences playing Horde character in World of Warcraft. As I said in that post, both Horde and the Alliance are good guys in this game. They are enemies because of their history, and their beliefs. Orcs are not some feral beasts in this game – just tribal people with a war-like culture. As you run around Kalimdor however you will see that war is not all they are about. In several places you can see Orcish kids running around and playing. Somewhere there is a house and inside there is an Orc woman preparing a meal for her husband and son. There is a dude in Crossroads who hires adventurers to search for his lost wife. You quickly get the picture that these green skinned creatures are not some bloodthirsty monsters – they form families, they love, they hate, they play with their kids and etc.

In that aspect WoW portrays Orcs in much more detail and in much kinder light than most RPG’s out there, including the pen and paper ones. Apparently I’m not the only person who noticed this. Go check out David’s post Orcs are not just Orcs at the Verbing Noun blog. He makes some excellent suggestions for fleshing out the traditional antagonist races in your RPG campaigns, and how to subtly subvert your traditional “go kill all the Orcs in the Orc camp” quest into something entirely different. Instead of a simple hack and slash, your company is faced with a moral conundrum.

The PC’s know that if they do nothing Orcs will continue raiding nearby villages. But can a good aligned company justify a preemptive raid on an Orc camp/village full of women, children and elderly non-combatants? How will a lawful good paladin feel about looting Orc war-chief’s body for that +2 Awesome Mace of Awesomeness if his an Orc woman is crying and pleading to take her husbands body and give him a proper burial?

Perhaps if the players stopped, and looked at how the Orcs live they would realize they are not just some barbaric, evil monsters. They are a race with it’s own culture, traditions, oral history, and a deeply rooted morality system which may seem alien to us because it is based on a different alignment.

It is a deliciously insidious idea – to start with a very traditional setup, and then flip it around and make the PC’s realize that perhaps they can’t become heroes without becoming monsters. They can feel the same way Robert Neville felt in Mathesons’ I am Legend (the short story not the movie). Humans will hail them as heroes, and saviors but amongst Orcs and their allies they will be despised and known known as ruthless butchers – a living proof of human cruelty and destructive drive that is causing the conflict between the two races.

In fact, if you think about it this seemingly random, one-off encounter may be spun into a lengthy campaign in which the PC’s must deal with the fallout and repercussions of their reckless raid. For example their legendary cruelty was a catalyst that helps to unite local tribes under one banner and an all out war is about to break out? How can they prevent it? Will they negotiate? Will they try to assassinate the leaders and instigators driving the Orc war machine? Will they be willing to give themselves up and accept punishment for their deeds in the name of peace? It could be interesting stuff.

Thanks to WoW and David’s article I will never look at evil humanoids such as Orcs, Goblins, Kobolds and the like the same way again. I will now always wonder what are their reasons for doing what they do. What are their daily lives like. How are their families structured. What values are important to them. And how can I make the PC’s feel like shit for killing them. ;)

Of course there is the opposite approach. If you don’t want to deal with these moral quandaries, you can simply say that Orcs, Goblins and the like are inhuman, supernatural beasts who do not reproduce, do not form families and exists solely to participate in random encounters.