Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Thursday, 9 February 2012

How I Got Started In All Of This

It is a reoccurring thought; how did I get here? Unlike most who lived through its inception in 1974, perhaps grew up in and around gaming stores or were maybe ushered in by a friend or family member; how did I come to implicate myself in what is very much niche hobby, particularly one enshrouded in such secrecy? This post will be the symbolic nail in the coffin of my subsequent shift in gamer identity and the subsequent mass deliberation of how to spend my 'me' time. Apologies for the length.

As a teenager I was never exposed to D&D. I never found myself within a games store more than a handful of times, the RPG section of which are often obscured from vision by curtains or hidden in the basement. Given the fact that the role-playing section is hidden away like the 'porn' department of a DVD shop, I find it easy to forgive my own adolescent ignorance. I had several run ins with Games Workshop stores and products, but they never seemed to hold my interest or translated in appropriate terms, my wallet. Going in to a GW always felt more like being fleeced by salesman than having a fun day out and this was when I was 13 or 14 years old.

My young life in respects to gaming took form in online virtual worlds, most notably Sosaria and Ultima Online. Not since my ten or so years of Ultima had I been able to rekindle the accessibilty or availability of a tangible fantasy world. As limited or empty as it may be as a standalone game and social tool, it remains one of the best. Given my relative successes and addiction to UO, taking myself as a gamer heavily implicated in the MMORPG genre I accordingly fancied myself as largely involved in that particular movement and followed it through a wealth of titles to it's fruition in Blizzard's World of Warcraft. WoW's launch and the subsequent months would rival the best there may ever be in online gaming and were exciting times, but short lived. The dawning of a weak yet growing maturity did far from kill gaming for me, but simply reiterated my reason d'etre for participating in online video games and made it clear to me that those goals had long been absent from anything I had been involved in.

The years which followed may be dubbed the 'grumpy' years, years in which I came to loathe many things within the genre for no other reason than misunderstanding my own disenfranchisement from it. This being the case and to use a poor analogy, if you keep digging, soon enough you'll find yourself digging up and out the other side to pastures new. As if through relentlessly seeking and questioning my own objectivity, I came to start second guessing my own thought processes as if becoming a target of my own twisted bitterness and loathing; what did I discover?

I don't like massively multiplayer online roleplaying games. Not at all.

Spending a large chunk of your youth, energy and passion in a single hobby was to me quite literally a ball and chain on my own progressive thinking. It were as if admitting this new found reality had to be avoided at all costs should I wish to avoid a cataclysmic collapse of identity. It may sound silly to speak of gaming this way, but say you have been an artist for many years and one day realise that you've just grown to hate it? It's a slap in the face of your own inner self image; you were internally wrong about something as personal as your own hobby, an activity of self pleasure, a facet and integral feature of your very existence. Shame on you.

The upside of this is of course both obvious and refreshingly limitless; what to do? I began to look back and extract elements of gaming which I truly enjoyed and sought to find a new activity which shared these features. I began going back to older singleplayer games, RPGs specifically, with a fresh perspective and attention to detail I'd never before applied. Mynameisnotlilly's YouTube channel was a real inspiriation for this and I strongly recommend you check out his videos. I think I've previously said, Let's Play videos are a pet hate of mine, but the creative process in making them, paired with the potential for narrative and storytelling, a great deal is offered in producing a new and exciting perspective for gaming. I intend to put out some Lets Play videos of myself playing Baldur's Gate, incorporating fore mentioned aspects of role-play to which I will keep you all informed as to when and where these will surface.

This new angle was the catalyst to a strong revival in past interest in fantasy fiction (Gemmell, Tolkien, Wolfe) and was coincidentally followed with a timely introduction to a show called I Hit It With My Axe. Zak's show had a profound effect of bursting my 'only social misfits play roleplaying games' bubble. In hindsight, I never really thought that of RPG players, yet given a life time total of perhaps 5 seconds of consideration to the hobby, that preconception is a common assumption of those who never posed themselves the question. I also find it somewhat ironic that Zak's show would have the effect of making me consider the reality that normal people play D&D, when in fact his show is about playing D&D with perhaps the least likely group; strippers & porn stars. Following Zak's series and his unique take on playing old school Dungeons & Dragons (I highly recommend his city running kit Vornheim), I dived head first into the blogging community, more specifically those involved in the Old School Renaissance (revival of original or 1st edition Dungeons & Dragons). I learnt very quickly that D&D was not another dislocated wargame or odd hobby, it was many wonderful things.

Exit D&D prejudices, enter uncontrollable excitement. I guess I should explain what the game means to me as, much like my uninformed self, I failed to grasp precisely what D&D and roleplaying games were about. I enjoy fantasy fiction, enormously. Literature, film and video games offers large windows into these worlds and are widely accepted as the delivery systems for this genre of entertainment. Role-playing games simply offer a medium to which one may apply their imagination to tangibly interact with these worlds, including the potential to engage in the creative process of designing, crafting and giving life to such settings. A close friend recently made fun of me asking if I wanted to be a wizard (a mage irl? where did he get that idea!); the question warranted no answer, but were I to answer I would say "of course not"...but do I want to be engaged in a shared creative process of developing an original story in a rich fantasy setting which blows our collective mind? Peter Jackson's Lord of The Rings was epic, I just want more. That is the core of 'my' hobby and that is failing to mention the quality of the written fiction, art and aesthetically stunning books available, not to mention all the other toys and shineys.

In hindsight I still look back and think 'How the hell did I become a role-player?'. The information above offers quite clear indicators that I might enjoy the hobby, yet it still strikes me as odd as I found myself gorging myself on publications and relevant blogs, perhaps before I even knew what it was I was exactly getting into. It simply appealed to me on so many levels that I'd made the jump before I had even seen where I was going to land. The online community for the hobby, be it YouTube, forums, blogs or indie writers/publishers, is phenomenal. I have been welcomed in many circles to what strikes me as a warm and welcoming community of gamers and it certainly feels a lot like home.

I've ticked a box on my personal check-list of 'Things I Should Know About Me', lets hope I was right this time!

Sunday, 22 January 2012

The &^%*$%^ Rogue!

It's late, you're running instances in World of Warcraft on a 'this is definitely the last one' basis and you're tired. You're a few minutes into your supposed 'last run' and you passingly realise that your group is terrible and you are progressing erratically. If you have the misfortune of being the healer, you realise this fact almost immediately and you have already begun typing:

Healer: Guys be more careful, I can't be bothered wiping.
Rogue: This shit is easy! Pull more tank, l2p healer.
Healer: *Sigh*, okay well whatever. Hold up. Mana break.

Rogue pulls a large group of trash mobs with his bow...


The Warrior died.
The Warlock died.
The Mage died.
You die.
The Rogue vanishes.

Everyone has left the party.

This has happened to you if you have played WoW or perhaps one of its kind. This is not a rage post surrounding the idiocy of the given situation, but more a statement surrounding the evolution of social interaction in gaming. We have hit a junction where computer games could not be more firmly routed into the multiplayer or massively multiplayer realm. Diablo 3 and SWTOR are warnings that the singleplayer game is losing its relevance as both the offline and the online can be one and the same.

The title of this post summarises my thoughts on this. 'The &^%*$%^ Rogue' is something which during my time in World of Warcraft, was said by everyone in intervals of 10-30 minutes. The very mechanisms presented to encourage group play such as random group finders, through their design, destroy social interaction. Living marketplaces are replaced with automated auction houses, the option of a player guild is resdesigned as a requirement unless you prefer to level solo at a disadvantage to your rate of experience gain (never understood that). The game programs you to adopt your fellow player as an assumed hireling to which their inability to play is to be expected and the living and breathing person behind the keyboard an irrelevance. Once at raid level, you are ironically enforced to suddenly become part of a functional community of gamers in which to share countless hours with; is it hardly surprising that given the past 85 levels of indoctrinating players into that of a sociopath, raid guilds now embody the living breathing test-tube of sociopathy they are today?

Elements of the above can be identified across a range of MMO or online games, even back to the earliest online games; one thing stands out in my mind which is truly troublesome and lies at the core of my departure from present and future massively multiplayer games. Healthy player interaction and thriving communities are designed out of games, or at the very least not remotely made welcome. Aslong as the game works as intended and a player can get from A to B to C, content is largely responsible for player retention. Feature genuine human interaction as a driving factor and player retention becomes that much less controllable. Players may quit World of Warcraft, Rift, SWTOR or any number of leading titles for a wealth of reasons, but I guarantee that a wafer thin margin would come as close as to claim it was because of something that a player or group of players influenced within the game itself. Eve Online would represent one of few holding the torch in respects to maintaining anything organic in terms of virtual worlds, although I feel almost ashamed to hold that as the only living example. I highly recommend it, if you enjoy a Kafkaesque learning curve (can I say that? why not).


This is only my opinion and I am happy that the market for MMORPG games has become exponentially enormous, but I consider myself unplugged from the genre. Through the slowest and most painful realisation as I wasted both time and money, it hit me that I had not been 'plugged in' for a number of years, just increasing my 'number of people played with' tally into the hundreds of thousands (kudos to technology, that is still amazing) whilst coming to hate most of them.

For future reference, if anyone quizzes my obsession with 'all that is oldschool' in regards to both offline and online social gaming, this is where I shall send you.

Saturday, 21 January 2012

Why did you make my MMORPG so good?

A MMORPG player I am no longer.

Hours spent deep in their literature, news sites and reviews. Hours upon hours in free trials; whole evenings swimming in the oceans of game forums or in torrential arguments with friends concerning combat mechanics, end game content, risk versus reward, balance! I don't think I have truly played an MMO since leaving World of Warcraft a year after it's release. I emerged blind, disenfranchised and confused. I have been but a spectator to the industry since then, a commentator and I have certainly had my share of bitterness.

Unless you haven't already guessed, I have taken it upon myself to share my thoughts on where I stand with our little P2P homes away from home. I welcome you to my first post; my kick starter, and with that in mind I'll offer a wee briefing into my background.

I loved MMORPGs.

See to me the bold sums up a hell of a lot but I suppose I should elaborate. I love virtual worlds. Beginning in 1998 with Ultima Online, a game I still cannot put down for longer than a couple of months, I have traversed the length and breadth of the MMORPG landscape: Star Wars Galaxies, Dark Age of Camelot, Shadowbane, Lineage 2, Anarchy Online, World of Warcraft and Darkfall to name an important few. I'd struggle to find a title which has not experienced my presence in an open beta or trial.

Why do I play? I play MMORPGs to be part of something larger than the game itself; something the players bring to the world and take with them when they leave, something you can't programme. Lets call it the Social Immersion Factor; not through visuals, challenging game mechanics or material or cosmetic incentives, but through the players participation in social interaction which would both define and drive the experience. 10 years of Ultima Online, of which the sum of my character and item progression could be replicated in World of Warcraft in a matter of days. Ultima Online prescribed a brand of content, a quality of immersive social interaction which defined the genre.

Whats changed?

For me? Everything. The genre is, to me, unrecognizable. The state of flux is evident over at MMORPG.com as posters have tried and failed to reach a consensus on a scientific method of stratifying the genre beyond firing the term 'sandbox' and 'themepark' at each other with little to no uniformity in its definition, usage or purpose. MMORPGs have just become mouth dryingly simple, grotesquely polished and mind numbingly rich with content. Player roles are consolidated in all aspects; in purpose, activity and progression in pursuit of clear lines of progression and accomplishment. MMORPG has become SPOG (Single Player Online Game) and this is no more evident than the shift in player retention trends. Blizzard itself admits that 'There are more people that played World of Warcraft but no longer play World of Warcraft than currently play World of Warcraft'. World of Warcraft has 11 million subscribers; a number far exceeding 11 million people have quit World of Warcraft? WoW's steady gains in subscription numbers is a phenomena which can be perfectly encapsulated in a movie moment



MMORPGs did not simply come to the mass market, or expand their market; they changed phenomenally. The shift from long term subscribers to a constant influx of short/mid-term subscribers only denotes the shift in gameplay outcomes, and highlights the contrast from traditional MMORPGs and the core reason why new methods of stratification must me employed before such discussions surrounding these topics become so pointless that the interwebs implode.

Are traditional MMORPGs dead?

To consider that the MMORPG genre had, in its formation, broken away from such linear gameplay outcomes, embracing the presence of hundreds of thousands of participants in creating worlds void of content, but rich with potential for player creation, interaction and innovation. The internet represented an opportunity for players to come together from all over the world to build and enjoy MMORPGs to the full extent of the freedom offered by creativity and technology. Although a far stretch from the playability of the singleplayer titles of the era, such technological shortcomings and impossibilities placed a focus on longitivity, creativity and a reliance on establishing a virtual world of little or no purpose than the player could establish for himself.

In summation?

Why did you make my MMORPG so good? :(