Category Archives: The Secret World

[TSW] Narrative Silence

The year of story MMOs: 2012. The three big MMOs that year all had story as a big bulletpoint. Star Wars The Old Republic had a fully voiced monstrosity.  Guild Wars 2 parsed theirs out with the Personal Story. And The Secret World, kind of mentioned it as part of missions and things. Surprisingly, I think The Secret World won as far as narrative delivery of story and lore.

I enjoy the way all three games deliver story content. There are flaws in all three. I don’t like how heavy The Old Republic can feel. I don’t like how disjointed all the arcs and “personal” narration fees in Guild Wars 2. And, I don’t like how the cut scene for a mission in The Secret World can have the barest relation to the forthcoming content at hand. Continue reading

[TSW] Stunned Soliloquies

It doesn’t take long to realize that virtually all missions in The Secret World begin with the NPC mission giver talking to… someone. These are not dialogues where the character is involved. My character, still a noob to this shadow world, just watches in stunned silence. I like the “art” of these NPC soliloquies brushing the canvas of the mission to come. It is the poetry of horror. I like it better that my character (somewhat looking like me, much to my daughters’ delight) seems to have the mixed emotion of “what the flock?” and “tell me more!”

TheSecretWhat

Keep it coming, Funcom.

–Ravious

MMO Skill Levels

I’ve been re-introducing myself to The Secret World since their Issue 6 update. I have been burning through the Savage Coast with righteous fury following some build I didn’t understand. Understanding builds are critical in The Secret World because the game is difficult enough that it will punish players with slapdash loadouts.

I personally hate making builds in any game. I don’t mind tweaking them, but I am just not of the build-making mentality. So after feeling that I liked blood magic in the pick-a-weapon area, I found what I thought was a decent build for that based on affliction/penetration. It sucks. It doesn’t feel right, and I did more digging and… Continue reading

[TSW] Good Business in Cairo

The Secret World is my backburner MMO. When I need a refreshing change of pace in MMOs, it’s where I head. I’ll be honest; it took me by surprise that I became really excited for their newest update: The Last Train to Cairo. I haven’t even been to Egypt yet in the game. But, I really hope Funcom continues to be able to drop updates this way.

The buy-the-box / buy-the-content model is just so good. Funcom presents their episodic updates available for purchase perfectly. Members get early access, a bunch of free stuff, and hey enough free points to buy the entire Issue. I think this is a great move. Players can go the bargain route and carefully apportion out their points, or go the easy route and become a member for the month. I like that. It’s smart. I like when MMO devs offer smart options on ways for me to give them money. Continue reading

The Mayans Invaded and All I Got Was This Lousy Bug

I had a long post written as an intro to The Secret World, which I picked up as a gaming present for myself this past December (and because Amazon had it marked down to $15), but since that was covered already, I figured I’d write about the recent event TSW had. Considering the impact on the game, it’s well worth a post.

As you may be aware, assuming you have spoken to at least other upright mammal in the past month, the Mayan calendar recently finished a cycle. This cycle lasted nearly 6000 years. Of course, any logical person would point out that due to the many changes to both calendar and timekeeping methods over the years, pinning an exact date out on a 6000 year old calendar would be inaccurate, as well as pointing out that every other cycle on the Mayan calendar repeats, but why get in the way of a good panic? In any case, a rather poor movie and any number of disaster speculations have been made about the end of the world that was supposed to happen in December of 2012. If you’re still reading this, it didn’t happen. However, TSW is a game allegedly set in the shadows of our own world – almost a “what went wrong” version, if you will. If any game out currently had a perfect real-world setup for an in-game event, this is it. And the folks at Funcom knew it. Unfortunately, Casey was at the bat.
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[TSW] First Impressions

The Secret World is my first MMO I bought intending to play the game as a “play to finish” MMO. Unlike even Wizard 101, which I did intend in the beginning to lightly play forever, The Secret World is the first MMO I’ve bought fully intending to be a tourist. And, I feel elated. The game might even be better, in my view, for it.

There are two parts to my impressions: content and systems. They are like twin serpents winding up a staff in The Secret World. Sometimes they intertwine perfectly. In other places they wreathe and gnash at one another. Either way I have found the game to be very entertaining. Buying The Secret World was totally worth it. Continue reading

Yearly Contemplations and Prognostications

2012 was a good gaming year for me. There were some nice surprises. I am looking forward to what 2013 has to bring. Here’s what I thunk and think as we cross the yearly threshold.

Play to Finish MMO Paradigm

With all credit to this term going to SynCaine, this simple concept has been in my rock tumbler since it opened my eyes. It is also very pertinent because arguably my favorite MMO relies on the concept. A “play-to-finish” MMO is one where players get to some end of their choosing, such as a storyline, max level, or something clearly designed as an end point. Then the bulk of the experience has been played. Players that do stick around do so in a fashion similar to single-player gamers doing game achievement unlocks. This is an oversimplification, but this is where I want most MMOs to head. Continue reading

I Buy Bad* Games

Julian wrote yesterday about The Secret World’s switch to a buy-to-play model with episodic content not being the only issue for The Secret World. At the outset, I have not played The Secret World, and it was for one reason. I did not try it out because it had a subscription fee. I had followed The Secret World prior to the announcement, and I felt that it would have been a great game to follow an episodic buy-to-play model. Yet FunCom decided that a forced episodic model relying on subscriptions to advance the content would be the better way to go.

Now, the reason I did not buy The Secret World is gone. Will I buy it now? It is likely, but I must say that the momentum of launch is also gone. Syp and Bhagpuss seem to enjoy it, and their MMO playstyles are very similar to my own. I think it will go on my Steam Wishlist to be considered next time I want to buy a game. Continue reading

[TSW] Barking at the wrong tree

As you might have heard, The Secret World today announced its move to a Buy-2-Play model, essentially identical to Guild Wars 2. Or, if you wanna get ornate, just like it used to be back in the day when we owned the games we bought. Subscriptions are gone with the wind. You buy the client and you get (le gasp!) unlimited access to the whole game.

What surprises about the move is not that it came to pass. Many people would have rightfully argued it was coming. The surprise is in how it comes just less than six months after launch. I hope lifetimers are having a wonderful day. Personally I find myself having zero beefs with Funcom for doing this. If the game needs a shot in the arm, then it needs a shot in the arm and that’s basically the end of it. You gotta do what you gotta do.

I am, however, curiously reading some rumblings here and there about how this is exactly what the game needed and now… ha ha! -Now- you will all see how you were all wrong all this time, and everyone will get to see just how great the game is. Today, buy to play. Tomorrow, the world a critical mass of players and so on.

I say hang on a second. I say hold your stinking horses.

Excuse me if I differ, but I seem to be getting the feeling of this vague, generalized idea out there that TSW tanked because it had a sub attached and that was basically the only thing that was holding it back and now that the subs are gone it’s Return of the King time, Aragorn returning to Gondor with a brace of fine Haradrim honeys on each arm and it’s gonna be a rave at the White Tree.

I’m not so optimistic simply because the fundamentals of the game haven’t really changed. TSW is still the beast it is (for good and bad) and having or not having a sub does not change that. I’m sure there will be an uptick in sales. There has to be. And that’s only good news. But I doubt the retention rates, and by extension the amount of active players, would change much if you were to sample pre and post B2P. I think the fact that the game just didn’t click for a lot of people was a much stronger factor in the equation than the sub ever was. No matter how much you charge people at the door, or how expensive your drinks are, if people don’t really like the music all you’ll ever end up with are the people who really don’t care about the music. Which might be good for business, but that’s just about all that such a thing is good for.

TL;DR: The sub was not the only thing that drove people off TSW. And in a sort of ying-yang way, the lack of sub might bring some back, but it won’t be the only thing that will make them stay. And if you don’t believe me ask around Bellevue.

Exception handling

To friends, acquaintances and IM stragglers: I take exception (a lot of exception, actually) to being told that if I don’t like The Secret World is because I “don’t get it” or just want “more of the same”.

Leaving personal tastes aside, it’s perfectly possible that the game just isn’t that good. I mean, you have to be open to that possibility. That much maligned Metacritic score in the 70s? To be honest, if I was still a reviewer and someone handed me TSW, since I would inevitably have to give it a final score, it wouldn’t be too far from that. I am not commenting on the issue of Metacritic financially affecting the game (or the company). That’s grain from another sack and I personally find it ridiculous and contemptible, yet a sign of our times. I’m just talking brass tacks. That’s what I would give it if I had to distill my appreciation into a number.

I do get it. It’s not a game that’s hard to get, no matter how much and how hard forum critters throw around game complications as a badge of pride. The much touted parts of the game which apparently require a superior intellect are… what… 2% of it? The rest is straight forward. You don’t need a Master’s Degree in Gameology to interpret the skill wheel, you just need to read. It’s up to you whether you embrace those who for whatever reason are struggling with it, or drive them away in a storm of elitism. Judging by recent performance, we can guess which one was the popular option. Achievement unlocked, I suppose. Kudos.

And “wanting more of the same”? No. I don’t want more of the same. And I applaud Funcom for designing something which at least attempts to stray off the beaten path, sometimes a little, sometimes a lot. But here’s the thing, and what seems to be ancient sumerian for some people: It’s not enough to just try something new, it also has to be good and engaging. If it’s not, then it’s a beautiful effort to try and shoot a different target that unfortunately missed the mark. I applaud the effort, but I’m not gonna lie and say it hit the target when I can see it didn’t (for me). I’m too old to be that political with these things. How you interpret this that I just wrote as “wanting more of the same” completely eludes me. Your reality distortion field clearly shows.

“The game isn’t that good, but support it anyway”? I’ll do that if a game costs $50, I only have $30 and they still let me buy it. I’ll meet them half way. I wanna be supported for trying too.