Amateur hour

The kids, they grow up so fast.

Shadow’s post before the one linked above was his original (even weaker) attempt, and while it’s pretty fail at a FBW starter, it does (slightly) manage to raise one question: if you’re a carebear solo-hero WoWbie, and you are burned out on themeparks, do you leave the MMO genre or do you actually move on to something with a bit more meat to it like EVE or Darkfall?

I would suspect that most take a break and go play My Little Pony or whatever WoWbies were playing before WoW, but maybe some do grow up and learn to play a real MMO? And if so, has Blizzard finally done something to actually help the MMO genre by releasing Cata and speed-burning so many on themeparks?

Because even if just 10% of WoWbie burnouts stay within the genre and try something better, that’s a crapload of people. And sure, most of them will die once, lose some gear, ragequit on the forums, and go back to playing Candyland with their little sister, but again, if just some of them man up and stay, that’s a win for everyone who supports good MMOs.

Or maybe not, because WoWbies being WoWbies, they will likely hit the forums and demand safezones, BoE gear, and 1-to-cap progression to be measured in hours rather than months. So on second though, no, don’t switch. Go play with your kid sister or Hello Kitty (one glance at the Rift forums and you can clearly see this already happening, with requests for gearscores, recount, cross server everything, etc. Hats off to Trion for actually REMOVING the contribution indicator for rifts; huge step in the right (not WoW) direction).

Posted in Blogroll, Darkfall Online, EVE Online, PvP, Rant, Rift, World of Warcraft | 22 Comments

One hit wonder blogging

As readers here might remember from my yearly blog review posts, the busiest day for this blog was way back on September 6th, 2007, thanks to the BBC’s tech site link-quoting one of my posts. As with most of these random occurrences, the post quoted was not anything I would consider outstanding or particularly special, and most if not all of that traffic was one-and-done style, rather than actually attracting readers who stuck around.

My joke Rift review, currently the #2 search result in Google for “Rift review”, and one that was #1 for some time, has generated a lot of traffic. To put things in perspective, the second most common search term for the blog all time is the blog’s title, Hardcore Casual, at just over 9000. Rift review, after just a few weeks, sits at 38,000 and counting. Overall site traffic since the Google ranking has also close to doubled, and had tripled around the week of Rift’s release.

Unlike the BBC event years back, I think the Rift post has increased overall readership and participation, though this goes hand and hand with my more recent Rift-related posts. That’s a nice plus, as comments often spark ideas which lead to more content. On the other hand, getting swarmed by people looking to “link share” or pay a tiny amount to place a link is rather annoying. The extra comment spam, although handled well by WordPress for the most part, is also a negative I could do without.

Also interesting is that those who have come here via Google searching for a Rift review click the Darkfall community publishing link a good amount, yet don’t purchase often. Normally, when I post more about Darkfall, the click-to-buy rate is decently high, and when I don’t post, both stats (click and buy) drop. Seems those looking for a Rift review are also open to other MMOs, just not Darkfall. No huge surprise there.

All of this shows how little correlation exists between total traffic and blog community size (as defined by the total number of repeat readers who also occasionally comment). The “one hit wonder” posts make for some cute spikes in your stat page, but really they do little for the things I really enjoy; interacting and sharing amongst like-minded gamers. To achieve that, you truly have to be consistent with your writing quality, its frequency, and how often you bash WoWbies.

Oh, and a good blog war never hurt either.

Posted in Blogroll, Rift, Site update | 10 Comments

Bring back the server queue

Last Sunday night I logged into Rift and waited in a three or four minute queue. In vent I joked about how this is totally unacceptable, but in a way it validated the fact that I was on a populated server with a ton of player activity. That activity level is critical to some of the better aspects of the game (rifts, invasions, world PvP), and without it the very same content would simply be less enjoyable.

MMOs have a tough challenge in keeping servers this busy. Between the tourist flood at release and the sometimes back-and-worth jumping of other users, things can change quickly, ultimately to the detriment of the most important players; those actively playing now. Even when a game is successful and growing, you still end up with sub-optimal servers in terms of player levels, and it’s surprising that more is not done to combat this problem.

Server mergers are a known sign of a game struggling, but in some cases this is more of a perception issue than a fact. WoW could (should?) have merged some low-pop servers back in 2006, even though it was still growing overall back then. Those who played on servers with a low pop simply had a lesser experience than those on high-pop servers (unless you like playing an MMO hermit I guess). While the exact method would be best determined by each company (one to one full merger, giving players a choice of destinations off a low-pop server, etc), creating a better gaming environment for your current players can only lead to longer retention and more positive buzz.

A related issue, and one that might affect Rift more than say WoW, is keeping all aspects of the game active. Currently many are still leveling to 50, but at some point soon the greatest concentration of players will be at 50, and while that means lots of similar players for 50s to interact with, it means low population in earlier zones. That’s just an inherent flaw with any level-based game, and while some deep design changes could be done to fix it, better server management would also do the trick.

Pick the lowest population server for each game type (PvE, PvP, RP-PvP) and designate them as new player servers. Anyone who is new to the game will initially only see those three servers, with a not-so-obvious way to exit out and pick whatever server you want for those looking to play with friends or an established guild. Switch which servers are tagged as new player servers whenever population levels are deemed expectable. While this won’t recreate the full experience of playing at launch, it will at least get more new players together and create mini-waves of player population moving through the content.

Take things one step further and combine the two methods. Take two mid-pop servers with high veteran concentrations and merge them to create one high-pop server of basically all 50s. Give non-50s the option to transfer to a new player server (ultimately shutting down the original server), or keep them there and wait for fresh players to come in thanks to the new player tag. Done aggressively enough and you should be able to create very active servers with players either mostly all at 50, or mostly all on their way to 50.

PR issue aside (which could be countered by either releasing actual subscriber data, or at least some trending metrics to show that things are going well overall), server community and related issues would need to be handled well. Issues like everyone keeping their character and guild name (give transfers a prefix or something), making the actual process itself painless, and communicating the changes well in advance would all fall on the company’s community team.

At the end of the day however, if you manage the process well you provide all of your players with optimal playing conditions, which is a win/win for players and the devs alike, and makes joining late less of an issue while keeping lower level group content usable in its intended state (rather than nerfing it down to solo stuff 6 months in and losing it’s real value).

Posted in MMO design, Rift | 6 Comments

Souls > Trinity

If everyone can be a tank/healer/dps, do you still have a holy trinity?

Games with skill systems, rather than class systems, don’t have the holy trinity problem. You don’t stop a fleet action in EVE because your tank is afk, and you don’t call off a siege in Darkfall because your main healer is offline. In UO you never went looking for more DPS to fill out a dungeon group.

That is an advantage to a skill based system, yet players do enjoy playing a set role. There is something familiar and enjoyable about playing a tank if that’s what you like, and you simply can’t do that in most skill-based systems. I can play a bit more ‘tanky’ in Darkfall, but it’s not nearly the same thing.

Rift’s soul system presents the best of both worlds. I still get a character that plays and feels genuinely tanky, yet if a group already has a tank I’m not excluded. If all three of our top healers are online, rather than running a sub-optimal group, one or more of them can quickly switch over and we are good to go with one tank, one healer, three dps (if that’s what’s needed).

The advantages go much deeper than that however.

If you design a raid encounter to require 15 DPS and 5 healers (or even 20 straight DPS. Say a boss that deals no damage until a certain time, at which point he insta-gibs everyone), in a traditional class-based game that encounter will be flagged as a guild-breaker. Your tanks (usually the key players) sit on the sideline, your guild composition gets all out of whack, and the fight itself is tagged more as a gimmick than an interesting challenge. In Rift that encounter can easily exist (and hopefully will if it does not already), because every tank can also be a DPS, and DPS can switch to a healer role.

On a smaller but equally important scale, the soul system makes putting together a 5-man PUG much easier, as almost anyone can play any role (warriors can’t heal, mages can’t tank, otherwise everyone can do everything). If you are a priest (normally healer) and see a group needing one more DPS, it’s up to you if you want to switch over to a DPS soul spec and join in. In a traditional themepark, no matter how badly that priest wanted to run that instance, he simply could not fill in the DPS role. There is also something to be said about players adapting to the needs of the group, and what kind of community something like that tends to foster. Rift is free of the ‘huntard’ stuff that plagues other games, simply because if that kind of spec is an issue, it can quickly and easily be switched out.

Another major issue in older class-based systems is what to do with hybrids. If you make a hybrid just as good at all roles as those classes who can only do one, you gimp the focused-role class. If you make the hybrid slightly weaker, the optimal setup is to leave all the hybrids at home. If the hybrid is stronger in one of their roles, they are forced into just that one role, ruining the whole point of the hybrid in the first place. Not only that, but each balance change might ‘force’ a role change for the hybrid, so someone who enjoyed healing and was doing just fine might now find themselves forced to either dps/tank or sit on the sideline. MMO history is packed with guild drama stemming from such issues.

In Rift, since everyone is a hybrid, you don’t need to worry about the specialized class. If a warrior’s DPS is just as good as a rogues/mages, that’s fine. If a rogue can tank at a warriors level, again, no issue. A priest won’t get bumped from a raid in Rift because a mage can healer. Of course individual souls still require balance, but the tough act of ensuring hybrids do something without doing everything is off the table, and this not only makes for an inherently more balanced game, but one that can allow different souls to perform certain specific tasks better, so long as other classes either have something similar or complimentary.

It’s because of these meta-reasons that I believe Rift’s soul system is the game-changing feature, even more so than the rift system. Rifts add a great deal in terms of content and zone activity, but the soul system not only solves some very core MMO issues, it makes playing the game itself far more enjoyable. Instead of constantly rerolling alts and re-grinding to experience all facets of the game, Rift allows me to switch things up on the fly, and while a warrior does play differently than a priest, I’m not excluded from experiencing group play as a tank, melee dps, ranged dps, or support just because I picked a character who wears plate armor.

Hell, if I want to stop tanking halfway through an instance and just DPS, I can do that, and our group won’t need to reform or put out the call for another tank. The content-design possibilities are mind-blowing when you consider that, and Trion can (should) get very, very creative going forward.

One can hope that, with the trinity solved, perhaps we can progress beyond “don’t stand in the fire” and Dance Dance Revolution raid design. I’m looking forward to it, and hopefully Trion is as well.

Posted in Combat Systems, Darkfall Online, EVE Online, MMO design, Rift, Ultima Online, World of Warcraft | 21 Comments

The real Rift review

I did not want to do a formal review of Rift until I hit 50, but seeing as this continues to get more and more out of hand, a character at 42 will have to do. So this review is of the pre-50 game only, and I’m sure I’ll have plenty to say about the end-game content when I reach it.

The first thing to understand about Rift is it’s not looking to reinvent the wheel or shock you with a radical twist on the MMORPG genre. It’s a themepark in the tradition of 2004 WoW, but with well-applied lessons learned over the last seven years. If you deep down hate themepark MMOs, or are completely burned out on them as a whole, Rift won’t help you. If, however, you like the basic concept of a themepark, but find the games you have tried up to this point lacking in one area or another, it’s likely Rift has fixed or smoothed out that issue.

Rift is a good looking game that runs well on lots of hardware (last night a guild mate ran it on his laptop that has less processing power than my soundcard). If you have high-end stuff, Rift offers a lot of fancy effects that really make it a great looking game. If you don’t, Rift will scale down appropriately and still let you experience most of the basic visuals, minus the really fancy lighting or texture tricks. In other words, Rift does not turn into a SNES-looking game at low settings, nor does it allow those with high-end hardware to see important game-affecting details that those without don’t.

Rift’s core gameplay is the very familiar solo-quest method, but spiced up in a number of ways. Not all quests are solo, and while many are kill/collect X, you will find enough quests that mix things up to keep things interesting. The writing is solid, as is the lore. There are more than enough quests per zone to get you to 50, and zones are laid out in such a way that you often return to previous hubs more than once as you progress. This keeps each zone feeling active, as you see different level players criss-crossing areas, and you never ‘finish and forget’ a section. Like most things in Rift, the questing has all the features you would expect; easy sharing, the ability to see who in your group has the same quests, sharing of quest drops/kills in a group, quest locations marked on your map, customizable quest trackers, etc. If a current MMO has a feature, odds are good Rift has it built-in.

Questing however is the basic content of Rift. It’s good at what it does, but for me it’s more a compliment to everything else than the real meat of my gameplay. Completing quests, for me, is the filler between all other activities, and Rift has plenty of those.

The biggest, and in many ways most subtle, is the rift system itself. Rifts will randomly open up across a zone, with major (group) or minor (solo/small group) flavors, and closing them is not only a source of solid XP, but reputation and a sub-currency as well. Ignored rifts will send out mobs to attack quest hubs, and the longer a rift stays open, the more mobs it pumps out. If the mobs are not dealt with, they can and will overrun a quest hub and ‘convert’ it to their own faction (fire, water, air, earth, life, death). This is never a permanent change, but does create a reason to group up and react to what the zone is doing. From my experience this works well, and players are very willing to fight back and reclaim a hub or close a rift. The easy and smooth public grouping feature really shines here as well.

When enough rifts have been closed, a zone event gets triggered. Events are large invasions, were numerous rifts open up and the mobs make a concentrated effort to attack the player hubs. These start simple in the beginning areas, but different twists get incorporated as you advance to higher zones. If you are questing, it’s difficult (but possible) to ignore such an event, especially because the rewards are very worthwhile and they make for a great excuse to stop what you are doing and join in.

These events also make for great pre-made (guild or otherwise) group content, as a focused effort by a group can not only be extremely rewarding, but can lead to an event being successfully completed. The beauty of the system is that if your guild has the players online to attempt such an event, you can ‘force’ it by running around and closing rifts whenever they pop up (which they do frequently). I’ve already spent many hours simply “rift chasing” with my guild, and its great fun. Minor rifts we can close quickly and efficiently, while major rifts are almost always a race for our five to see if we can reach the bonus stages. Same goes for the invasions, our group has been getting better and better at holding down key points or objectives, and our success rate reflects this.

As we play on a PvP server, rifts and invasions also affect this aspect. Normally when you see an enemy player out in the world it’s 50/50 whether a fight breaks. If you have a group closing a rift, and an enemy group shows up, a fight could break out as neither side needs the others help, while clearing out the current group means you get more access/contribution to said rift. If you only have 3-4 people working on a major rift, and an enemy shows up, you might (should) allow them to help out in order to reach the bonus stages, benefiting everyone. The factions can communicate with each other, so you can always tell that lone enemy to help out and that you won’t kill him. Whether you do or not after is up to you. The same happens after an invasion event; right after the boss is defeated, a large brawl usually breaks out. It’s quick, meaningless PvP fun for a minute or so for those who want it, and again, just adds one more short activity to mix things up.

More could certainly be done to make world PvP better in Rift, but what is there now is ‘good enough’, and very similar to the early days of WoW world PvP where players fight at various points just for the sake of fighting.

On all servers you have warfronts, which are queue-up instances PvP areas with objectives. These are well refined in terms of length (10-15 minutes), they balance well (neither side will have more players than the other, and the player cap will slowly be reached rather than one side filling up to fight half a team), and have their own reputation/currency systems. A new map opens up at 10 (kill the carrier), 20 (capture/hold objectives), 30 (capture the flag), and 50 (have yet to see it), while you never lose access to a previous map. The rewards are comparable to dungeon-quality loot (blues before 50, purple at 50), and the XP is significant enough that you could gain a considerable amount (or all) of each level just from warfronts.

Rift is certainly a PvE-first MMO, but its PvP feels like more than an after thought, and is quite enjoyable for what it is. If you queue up with a group, you are rewarded for good play and can make a very significant difference, which to me shows that things are well balanced and reward individual and group skill rather than simply coming down to who brings the better gear. The excellent soul system (more on that shortly) factors in heavily here, and not only allows you to specialize your role, but construct a well-complimenting group.

Speaking of group content, Rift is not lacking when it comes to dungeons, and the ones I have seen have all been above-average to great. Again the situation here is more “everything works, well” than mind-blowing newness, so if you hate 5-man group dungeons now, Rift won’t change that. If you do enjoy them, especially with a bit of a challenge (when you run them at-level), Rift delivers. The ones I have seen (all of them up to level 42) have all been 45 minutes to just over an hour in length, depending on your level and how carefully/slowly you need to execute pulls and recover from wipes. If you are 2-3 levels above, you most likely can steamroll the place and more or less ignore boss tactics, but at-level or slightly below the tuning of the encounters really shines and you will be nicely rewarded for solid group play. Each dungeon has also had an interesting and zone-appropriate theme, along with story-driving elements contained within.

In a “we are not in 2004 anymore” move, Rift launched with all dungeons have two different difficult levels at 50, and this includes more than just increased mob/boss stats. As we are running these dungeons pre-50, we are seeing portions of the map (Rift has built-in dungeon maps) blocked off, making us wonder what we will see when we come back for round two. End-game content also includes raid rifts and raiding instances, but again, I’ve yet to personally experience any of this. From talking to a few guild members who have hit 50, they have had good things to say about that part of the game, so I am excited to experience it myself. The one thing I do know is Rift is not lacking in options at 50, even at launch, and Trion (the devs) have already stated that they will be adding content aggressively in the months to come.

Crafting is decent, as it contains some nice twists (extra items to boost an item’s stats, daily quests to build up currency to buy additional patterns) and feels like less of a grind than in other games. The progression curve is also smooth, meaning you won’t breeze through the first tier only to have a massive grind to finish it off. The items you can craft are useful if you keep up with it and don’t min/max at all times, but depending on what you have been doing (lots of dungeons or just questing), you might to through spans where you don’t use anything you make.

Soul system. To me this is what really brings everything in Rift together, and what will no doubt be remembered as the thing Rift did best. At first glance it seems like a slightly more flexible talent tree system, but the more you take advantage of it, the more you realize just how important and fun it can be. The four base classes (warrior, priest, rogue, mage) are little more than guidelines to a character (how squishy you are, where you will likely stand in a fight, how your armor looks), as each class can fill a number of different roles based on their soul combination, and switching between those roles is fast and easy.

The flexibility and ease-of-use is what really shines about the system, as you can not only experiment with different combos until you find something to fit your style, but you also never have to worry about filling only one role for group content. The warrior class can, for instance, tank, support, or dps, and can do all three well. I’ve yet to see a group turn down a dps warrior because they would prefer a rogue, and this does not even get into what dps soul combo that warrior is running. Mages and rogues can heal, a priest can dps, a rogue can tank, etc. The system is flexible enough that you can have people switch up roles right after you have entered a dungeon, and you won’t be crippled by a second priest switching to dps.

I play a warrior currently, as does a fellow guild member I play with often. We run different dps combos, different tank combos, and different PvP combos. I’ve at least tried all of the souls, and even though they do share some similarities (most have a taunt, a combo-dump ability, a charge), the differences are significant enough that they feel like playing a totally different character. This is not a 2-3 abilities difference here, like it has been in other MMOs. Add in that the second and third souls can be different combos, and that you can put different point amounts into the different souls, and there are a lot of possibilities here. I can’t speak for end-game, but up to 42 I’ve had many very viable combos, and I’ve yet to play one that felt significantly more powerful than another (and I’m a min/maxer at heart). Perhaps at the world-first raiding level, there will be an ‘ideal’ setup for the toughest 20 man raid, but maybe not (League of Legend, for instance, is min/maxed to hell and back, yet even at the highest level people still debate different builds for different champions, so it’s not a guarantee that there has to be one ‘best’ build; good balance can lead to more options).

A few other quick notes (this is going to end soon, I promise): Rift’s systems and complexity unfold as the game goes. How you play at level 1 is different than how you play at 25, and at 50. The same goes for the difficulty. If you find everything too easy, it’s possible and a fun challenge (rather than feeling like smashing your head into a wall just to do it) to attempt content at just a slightly higher level. The game does not hard-punish you for doing so, and will reward you.

The artifact collection system is a small but fun addition, and keeps you spinning your camera and checking behind crates or rocks. I’ve spent more time than I’d like to admit climbing up a tree or on to a strange ledge just to grab that little glowing ball. The various world puzzles and treasure spots are also fun to track down and solve (not to mention being very rewarding), although a few of the puzzles could use a little more instruction/clarification. The game has achievements, world first server notifications, and other little touches to show not only a highly polished product, but one with a lot of different systems all expertly put together to form something much greater than any one of it’s parts.

If you enjoy themepark MMOs, Rift as a whole is the best one yet. Not for any one reason, but for all of them.

Posted in Combat Systems, crafting, Inquisition Clan, MMO design, PvP, Rift | 31 Comments

The anti-WAR/AoC/Aion factor

Somewhat following up on my previous post about Rift and the different perceptions of the game between current players and those on the outside glancing in, I think the game’s momentum will continue in the months to come due to the anti-WAR/AoC/Aion effect.

Those three games, WAR, AoC, and Aion, all arrived with a ton of hype and hidden flaws. WAR was a blast in beta and shortly after, AoC had Tortuga, and Aion, well I don’t understand why people got excited for Aion other than to fulfill their flying fairy fantasies, but some did. And for most, disappointment set in shortly after release, and many felt burned for buying into the “next great MMO” hype. And not only are many burned on tuning into the hype, they are also cautious when hearing about a ‘great game’ in its first month. They experienced/heard the same thing before.

Now assuming Rift does not implode at 50 (even this early, we heard grumblings from WAR/AoC/Aion players), those who are cautious now might decide to jump in when they still see their guildmates happily playing in month two, three, and beyond. Add in that Trion knows it needs to deliver solid updates in rapid fashion ala 2004 WoW, and what is happening in Rift right now is very different to what was happening to the above three at their one month checkpoint.

Credit to Bhagpuss for sparking this post.

Posted in Age of Conan, Aion, Rift, Warhammer Online | 8 Comments

PAX thoughts: Future of MMOs panel

My favorite panel from PAX was a MMORPG.com-hosted discussion attended by a number of high-profile MMO devs (Massively has the breakdown). It was a good, open talk on various MMO topics, and while some PR-speak was uttered, overall the devs were upfront and had interesting insight.

One amusing part of the whole panel was all of the love Scott Hartsman was getting for Rift. The applause was loudest when he was introduced, and time and time again other devs would answer a question by, in part, referring to something that Rift has done well or that they hope their launch is similar to Rift’s. Scott handled the love-fest well, and you could see the pride he had for what Trion had delivered. The timing of PAX East worked out well here, as Rift had just launched and I think everyone, players and devs alike, were and still are surprised at just how well Rift is doing. I would not be at all surprised if currently some upcoming MMOs are making Rift-based adjustments to their game.

Something very noticeable right away was how varied the opinions were, and what people considered the ‘best path’ for success. Even without a SW:sRPG t-shirt on, you could clearly hear James Ohlen’s belief that story and individually-focused content delivery were his goals, while others talked about virtual worlds, dynamic content, or mixing action combat into the MMO formula. Although I was not a fan to begin with, the panel pretty much cemented my belief that SW is going to be a (hopefully) solid sRPG, but a terribly MMO. Unfortunately I don’t think that’s going to work out well for EA financially, but at least we will get a fun game to play for a month or so.

Outside of the solo-MMO fans, the buzz word for the panel was ‘dynamic content’, yet even here everyone had a slightly different take on what that means, and ultimately no one went as far as what EVE or other sandbox games do in terms of impact. It’s funny that the genre seems to be taking baby steps back to what Ultima Online did so well back in 97, but at least we are (mostly) moving back in the right direction.

Posted in Guild Wars, Mass Media, MMO design, Rift, SW:TOR, Ultima Online, World of Warcraft | 4 Comments

Wishing Coin Lock had gone live a few hours earlier… (Updated)

In a funny (but not ha ha funny) twist, my Rift account was hacked last night, just hours before the Coin Lock went into effect. While the hacker did a good job of selling all my gear and items, they left 23 gold behind. Sloppy. I also have to wonder why the moved me to Gloamwood. And has anyone else noticed how odd human male feet look? Like the rest of the character is fairly well proportioned, and then you just have giant feet. These are the things you wonder about when there is nothing for you to do…

I opened a ticket and sent support an email, but I’ve yet to hear back on either. I waited around in-game for a few hours (iPhone ftw, new RPG Ash is solid old-school fun), but other than getting strange looks from people passing by and seeing me standing around in my underwear, nothing. Hopefully some good news comes today, would be a shame to lose a weekend of gaming to hackers.

Edit: Blog working it’s magic.

Just got an email from Trion support that they are looking into my account and will give me the option to either revert to an older saved copy (hopefully not too old), or return my gold once they have investigated things. More updates as they roll in.

Edit2: Account restored. Full timeline.

Hacked at 6am or so March 17th

Notified GM in-game and emailed support at 6pm March 17th.

First email from Trion received at 10:30am March 18th.

(Played the “I’m kind of a big deal” card around 10pm March 18th)

Second email (account restored) received at 2:40am March 19th.

Total gaming time lost: Thursday and Friday night.

Posted in Rift | 19 Comments

I sense a Rift in your guild

It seems the self-sacrifice that EuroGamer made for the good of our community is being forgotten, and it’s getting embarrassing. It’s been just over two years since the infamous “5 minute MMO review”, and yet here we are today, with people passing judgment and making sweeping statements about an MMO based on limited experience, and doing so without a smirk or heavy use of sarcasm. It’s kinda sad really.

In addition to misguided ‘opinions’, there are other factors at work here. In MMO releases past, the tourist population was always thriving, and so it was a guarantee that whatever your numbers in the first month, the second month they would be drastically lower. It helped that most of those MMOs were also flawed in one way or another, but the true tourist would have returned home regardless. Many of those players today are not looking like tourists though, and we mostly have WoW’s Cata to thank for that (EVE tourists would be the most rampant if EVE had 12m subs, as almost all EVE players eventually return home, but with 350k or so subs they are not that noticeable. That they are also not as obnoxious as WoW players helps too).

Back when WAR was released, WoW was ready with WotLK, and many who went over to WAR knew they were coming back. WoW itself was also not in the shape it’s in now, as things had not begun to seriously deteriorate during the BC era. The C team that ‘updates’ WoW now has done a fine job setting the stage for Rift. Why, it’s almost 2004 EQ2-like in nature. Who would have ever imagined Blizzard would ‘borrow’ that strategy from SOE.

And much like WoW’s original perfect-storm release, outside factors have shaped up nicely for Rift. WoW has never been lower, the response to Rift is to re-released more rehashed content ‘soon’ (and not even originally excellent content like Nax), and any potential AAA contenders (GW2, SW:sRPG) are a ways off. Factor in that everyone else in the themepark genre is either spinning in circles or playing in the F2P minors, and it might as well be 2004 all over again, with the crown sitting on a pedestal begging someone to put it on.

Then there is the product itself, so familiar yet clearly able to confuse those who just quickly glanced. Take, for instance, invasions. To the EG review crowd, they are simplistic events that require nothing more than showing up to collect some loot, and this is very much the case in the first zone. Because, well, it’s the first zone and it’s just an intro to the game. If that was all invasions were for 50 levels that would be pretty weak. If that’s all they are for the newbie zone, yea, that’s pretty understandable (and you would not want lvl 35 complexity invasions beating up on level 10 players anyway) WoW conditioning has, unfortunately, taught many that what you do at level one is what you will be doing until you hit the cap and start the ‘real’ game. Fixing that terrible design decision is seemingly incomprehensible to many, yet that’s exactly what Rift has done.

Which is not to say you can’t faceroll your way to 50, solo, without interacting once with another player. That option exists, and while for an MMO fan it’s about as fun or interesting as punching yourself in the face, lots of WoW players love the abuse. It’s not entirely their fault either, they simply don’t know any better after having been in Azeroth for so long. But the option existing is very different from it being the optimal path, which it certainly is not. Later invasions require solid coordination, running instances at or slightly below level can be a very worthwhile challenge, and tackling rifts in a small group requires more than drooling on your keyboard as well. People who have reached 50 also report that in addition to being plentifully, the end-game content is a very solid challenge.

It’s almost like Trion build Rift knowing the common pitfalls of an MMO, and had the time/resources to figure them out, plus the talent to actually do it right. Kinda like, oh, in 2004 when WoW fixed many of EQ1’s shortfalls, delivered a game of an above-level quality for games at that time, and had the talent/resources to keep the momentum going.

Finally, one has to ask why Rift is causing so much angst for those who are not playing. When Darkfall gets hated on, it’s more understandable, as carebears have a natural fear of PvP MMOs and anytime one pops up they can’t help themselves. God forbid a sandbox gets popular enough to influence changes in themepark land; scary! But Rift is very much a non-threatening themepark, so why the hate?

My guess is that for many, they are seeing guild members log in to their old game less and less, perhaps only to show up for pre-planned events like raids. The rest of the time, they are playing Rift. While silly, that builds a certain animosity in those who are not yet ready to leave their current home, either because they can’t (weak hardware, no money, whatever), or their EG experience with Rift was not mind-blowing and they believe the game to be just another quick trip away from Azeroth. That Rift is not frontloaded like WAR or AoC is likely a factor, and like games of old, it takes more than a glance to see all of its depth and innovation (of which it has plenty, you just never saw it in beta). That’s tough for the one-month-and-done tourist crowd to grasp.

Plus, facts ruin so many good rants.

Posted in beta, Blogroll, EQ2, EVE Online, Guild Wars, Mass Media, MMO design, Rant, Rift, Warhammer Online, World of Warcraft | 26 Comments

I’m new here, want to hear my awesome idea?

I’m sure you have seen this a few times, a new blogger is all hyped up and ready to change the world, and they enthusiastically posts about things that have not only been covered hundreds of times, but items that have long been filed away as “nice on paper, terrible in-game”. You like that they are trying, you wished they had done some reading first, but it’s tough not to link a dozen posts from years past to show them, yea, that’s been covered, it’s not going to work.

EA/Bioware is that new blogger. With a small countries economy invested in those ideas.

You go and do your quests, but it feels more like doing a shopping list at times. [Our game] is more about talking to characters, learning what’s going on, investing in it, getting emotionally attached to it,” Gibeau says.

Raise your hand if you think you are going to get emotionally attached to the story in SW:TOR.

Raise your hand if you have heard a dozen devs from a dozen genres tell you that you are going to get emotionally attached.

Success rate of such claims? Yea, slim to none.

Now usually that’s not a major problem and it’s just marketing hype. Whether you thought Fear was scary or tame does not change the fact that it was a pretty solid shooter, with good physics and great graphics (at the time). EA/Bioware is banking, hard, on you getting emotionally attached, and when (err sorry, if…) that 4th pillar comes crumbling down the moment someone hits the cap two days in and starts ranting on the forums, there won’t be much to fall back on. Hell, even if you enjoy yourself through that hard-set story (SW:TOR is likely to be a great single player RPG for a month), what are you going to do month two, three, or four?

“Ignore the story and feel free to focus on X” is not part of the plan here. Lots of MMO players ignore the story. At least the one the devs write up. Player stories are what stick. Gonna be really tough to get great player stories going when the NPCs won’t shut up, and your gameplay options are limited to “enter this instance” and “log out”.

Hope they sell a ton of lifetime subs on the hype.

Posted in Mass Media, MMO design, Rant, SW:TOR | 16 Comments