Tuesday, November 24, 2009

Minor reflections

The last post was about a week ago, and due to real life (work) commitments I just haven't been able to either blog nor play.

However, due to my INTJ/INTP Briggs Myers-personality, I have had a lot of time to think and ponder the game and my approach on it. And my current situation and interest in it. As a side notion, I find it somewhat strange to be also ESAK in Bartle, which would suggest some clear extrovert trait, too...

The recent post has created a quite active chain of responses and responses. The overall notion of the responses is though that the game is as it is and shouldn't be changed in any way. Whatever the discourse of the comment is, I got quite fast the impression that there are really no instances people run for fun in WoW: only the glint of new loot -or loot which helps to move along- is the reason to commit to the group activity of an instance run. So instead of running the instances as they are meant to be ran at certain level ranges, people solo through the game to the cap and only then 'solo' the lower level instances, too, for the achievements. If they bother.

The mere mention of the approach that the instances are passed this way points out the flaw in their design to me: they are not fun as themselves. Maraudon is passed because it's not fun (it's too big, too winding and too messy to be fun), Blackrock is too long/big and so on to be fun and at the end game the Oculus is generally passed because it sucks. Which is the short version that it's not fun because it takes too much time to run through and the resulting loot is not equal to the time spent.

Wanted or not, all but one comment point this fact out. And the idea of having the instances scale up to the party entering, giving them the appropriate challenge is met with similar fervor.

I understand that the time has passed on the older content: new content voids the older one. But why is it so? Instead of growing the game within the confines of the world created, the designers have taken the easy route and created new areas for each expansion. Easy route in that sense that they haven't had to accommodate the new quests and scripts to the old content, and perhaps even change the old content to accommodate the new one.

Thus bringing on the Cataclysm, which wipes off the design flaws and faulty design of the original content. Only to be replaced with what? More of the same?

Anyhow, that's pointless as it's based on opinions and not facts.

My reflections on the game has been quite much on the same level with the earlier ponderings. Am I having fun when I play? If not, why is it so? What do I feel about the gearing, dailies, content now?

And to be honest, I am confused in a way.

I love to login. I hate the fact that all I have to do is cooking and fishing dailies, and if I'm lucky, the odd heroic daily. For anything else I do not have time to allocate. I don't have time, nor interest, to sit in the LFG or Dalaran calling for group for anything, because it always takes time from my actual playing to get something running. Because I do not do this or sign to the guild raids (which is another thing covered later) I do not get exercise and practise to be good enough to pass my own scrutiny. Also due to this I do not sign into to the guild runs, because I do not want to ruin the other players fun by being the inadequate tank or poor dps (which I hate to do anyhow).

Add to this the fact that I find the whole concept of gearing up for the instances outside the instances completely folly and stupid concept, and you have a mess.

I want to play the game, but I cannot find a reasonable way to enjoy it the way it's supposed to be enjoyed. Does that make any sense?

It seems that I have to sign the view my brother stated sometime ago: the journey is more important than the destination in an adventure game. In WoW there is no adventure in the destination for me.

One thing that bothers me with the whole end game concept is the fact that the game doesn't 'guide' the players at all. If you do not have the luxury of having time to plunge through the guides and lists within the internet, you are completely out of the game. The game doesn't state that you need to have 540 def to be able to tank in the Heroic instances, nor any other stat which is currently thought to be essential information to be able to advance into the raid instances.

I have said it before and will state it again: I love the game, the overall concept of the MMORPG which is executed perfectly in WoW. This ranting may sound the contrary, but it really isn't: I see flaws in there which bother me, but do not prevent me from finding that nugget of enjoyment every now and then. As it happens, raiding isn't the thing for me with my schedule even though that is what I would love to try at one point or another. However, I see it the way that the game is not designed for a role player or casual player to advance to the point where they can meet and vanquish the Lich King. That's only because the required information of gear, stats and theorycrafting just isn't supported within the game for those who are less fortunate with their internet time.

Quite another point is the fact that to advance within the game you need to be extremely selfish and/or be a member of an excellent guild. That selfishness comes up in both loot situations and in the participation in groups with whatever gear you are in. To enter an instance group or raid without properly preparing ruins the fun for the rest of the group, and IMO that is extremely selfish conduct: me first, nevermind the rest. In guild runs you can expect some tolerance with poor gear, as it is commonly understood that your situation is what it is. But then again, in guild runs you are not participating the 'important runs' and thus are not ruining the possibly first time experience of anyone else.

To sum this up, I urge you all to listen to Veneretio's latest podcast called "That's the game you are tanking". His next post, however, has a valid point, stated much better than I can ever put it.

That it is a people's game. How easy that is to forget when you solo up, gear up solo and live at the cap.

Solo.

Till we meet again next week.

(Disclaimer: Of course major part of this rant is due to the fact that I do not have enough time to play at the level I desire. Then again, if the philosophy Blizz is trying to instil is "bring the player, not the class", then the game should be made so that you do not have to plough through various theorycrafting sites to overcome the class/player hurdle.)

Tuesday, November 17, 2009

Instance re playability

Had a quick visit in Zul'Gurub to see if the mounts would have dropped. In fact there were four of us, all from the guild, and for me this was the first visit in the instance ever. It was kind of interesting and sad to hear the explanations about the instance from others as we plunged straight to the mount dropping bosses, like this was hard due to that and this fight was interesting because of this and so on. The instance is beautiful and I remember back in the day when I was starting my first real toon in WoW that this was one of the culmination points of the raid progression.

Now it's an empty shell, pretty but neglected. With no re playability what so ever.

As it happens, I was listening to Van Hemlock Podcast (episode #77) this morning and Tim mentioned something that struck a chord with the Zul'Gurub experience. That in Guild Wars there are instances which they know by heart by now, but run just because they are fun. And he made the reference that in Borderlands there are similar instances, too, which you really do not need for the story to progress (after the first run) but which you run for the heck of it only because they are fun.

There are no such instances in WoW. You run them once to get past the content and then you are -at the cap- forced to run the daily heroics time and again, not for the fun factor (as it happens the least fun instances get neglected after a few runs, anyway) but because they are dailies and reward you with badges.

And because the instances are static in their challenge, the ones you pass in levelling are forgotten -and I bet in some cases the newer players do not even know about some of them- just for the sake of getting to the top level.

Cataclysm comes, and changes the world. The instances which have been forgotten from the old vanilla content are getting revamped and changed, and will be no more. Instead of shaking the crust of the Azeroth the instances could have been scaling from the beginning. I'm not putting my head on the platter that the instances of Azeroth will get a scaling challenge levels after the Cataclysm, but I can hope for that.

Because there are no such instances which you would run for fun anymore. Without the glint of a new badge gear or a new achievement in your eye, only for the fun factor of the instance being interesting, beautiful or just pure fun run.

Or are there?

Wednesday, November 11, 2009

Separation anxiety

Life takes it's toll. That's something I've noticed as of late to be more than accurate description of the current global situation. The more pressure there is to save, the more pressure there is to do your work properly. And beyond.

But that is not enough for a parent with family obligations. Same kind of pressure comes down from the school through the kids performance -or lack of it- and the pressure to keep the family unit going is something you have to experience. Add to that the typical issues with which a home owner (with loads of debt) has, and you have the 'normal' life I'm living in.

Which in turn has resulted that my in game time has dropped down severely lately. I thought it might be refreshing to come back to the game after a few days 'off' of my dose of the crack. But now as those few days have become few more, I'm starting to feel a some sort of anxiety over one thing.

What if my expectations are too high and I'm disappointed -yet again- on the elements I'm missing so much?

I know -in the conscious level- that the game or the community doesn't chance overnight. I also recognise the fact that people tend to forget the unpleasant and irritating things very fast and the 'good' gets the bigger part in the memories. Even in such a short time I think this may be the case.

So how can I avoid the probable disappointment in the repetitive game mechanics, poorly behaving community outside the guild and the incapability of myself to commit to longer term pursuit in the game (thus making me feel like a failure in the guild/community I belong)?

Any ideas?

((note: this is exaggeration and mostly in sarcastic tone))

Monday, November 9, 2009

Genuine emotion

I've been guilty of putting my focus around me and looking for how the game is screwing the newcomer, guildless, homeless player who has the aspiration to become the hero the story in WoW tells about. And -contrary to my beliefs- I haven't been alone.

I know a certain goblin character just got a sore itch in his backside, but I full agree with Guntroll's post. That's how I see the game should be. But as long as the social tools and effect of player/character behaviour is not hardcoded into the game's core, the sociopath will rule the game and the single player aspect will rule the levelling game, making it harder every day to compete at the cap without the social contacts.

Maybe this is the reason why Cataclysm is going to destroy the original content, and bring in new requirements for grouping and levelling? We really do not know enough to even speculate with the Cataclysmic changes about to happen in the gameplay, but I'm hoping the expansion brings something to the social side, too. Like making it worth while to level in a group or to stick with a party for a bit more than just through an instance.

Then again, the changes in 3.3 seem to hint completely different approach: LFG/LFR takes away the possibility of social stigmata of being a jerk on a server -a very slight chance on a server level, even, but still. Instead of making the grouping more profitable to all, the group leader gets the benefits. Sure, a party needs a leader, but what happens when everyone wants to be a leader and there are no one to lead? It's like a certain superhero game: when everyone is a superhero, then no one is super anymore.

Anyhow, from time to time I give a netherweave bag to a complete stranger in WoW. Only once I haven't been thanked, once I got thank you again when I logged next time in with my toon, and mainly I have been thanked a lot. All I have told these lucky ones has been to pay it forward: I can only hope that they have remembered, that a little kindness goes a long way.

Sometimes all to the level cap.

A pet is a pet, a mount is a mount, but...

You can carry around tens of pets with you in WoW, and pull your huge mammoth mount out of your pocket, where you have dozens of other mounts with it -including drakes and such- but as a hunter you can have only one combat pet around you at any given time.

What?!