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Moria zones

I want to talk about the Moria zones in Lotro.  I don’t want to get into all the things the expansion changed, but just the zones themselves.  Personally, I think Moria is too safe.  When the fellowship ran through the place in the book and movie, it was filled with armies of goblins.  When my character first entered Moria, I immediately talked to the stable master inside and saw I could ride a goat to the next “town” of Dolvien View.

I understand why they want towns inside Moria.  The outside world is built with quest-hubs in mind, but it doesn’t work in Moria.  Instead, they should have styled Moria after Goblin Town.  Goblin Town requires you to pull and kill goblins each step of the way to get anywhere.  There are some quest-giving NPCs in the prison, but it never feels like the prision is a “town” where you’re safe.  You fight your way in, talk to them, and fight your way out.  Goblin Town feels like a goblin-infested adventure behind enemy lines.  Moria doesn’t.

Nerf the Runekeeper

Nobody likes to be nerfed.  That’s a given.  Part of the joy in playing these games is watching your character get stronger and stronger.  You kill bigger and bigger things until you’re able to solo the gods themselves.  But when the nerf-bat hits you, you can’t solo the gods anymore, and you get the opposite of the joy you felt at leveling up.

But sometimes, nerfing is a good thing.  In Lotro, I’m playing this Runekeeper.  This chick heals great, deals the best damage in the game, can restore her own mana, and has a number of stunning abilities as well.  I find this character to be so strong that I’m actually looking forward to the nerf.  It’s silly for both hunter DPS and minstrel healing to be secondary to the same class.

The big question I keep wondering is, “Which will they nerf?”  The healing or the DPS?

Lotro’s Legendary Item Grind

The whole time I’ve been leveling up, I kept hearing about what a grind the legendary item system was.  People complained about it and I said, “Do you really HAVE to have the best weapon in the game and does it have to be max level”  Now that I’ve spent a couple weeks working on my legendary weapons, and it’s time to reflect.

Yes… the legendary item system is a grind.  I’m beginning to wonder if running Helegrod 300 times while hoping for a super-rare drop is actually a superior system.  Let me explain why my feelings have changed a bit.

The task of getting  a super-rare drop is running an instance.  You’re hanging with friends, you’re killing big monsters, and you’re watching the loot pop up like a slot-machine.  One of my kin-mates put it like this, “The rarer the drop, the bigger the rush when you get it”.  The only drawback is being forced to wait for a group who wants to do it.

For my legendary weapons, I’ve been doing solo instances over and over again.  Even if I want to hang out with a friend to do the instance, I can’t.  I need to just be all by my lonesome the whole time.  The instances are not particularly challenging either.  I notice when I play these solo instances, I usually become quiet on my guild’s teamspeak server.  I just sit there playing the instance in silence.  At it’s core, the solo instances are not fun.

Do I have to do all this grinding to be capable of tackling the content?  No, no I don’t.  Yet that is my perception alone.  I’ve already been refused admission to a turtle raid because of my equipment.  Psychologically, that makes me want to be as close to the cap as possible so that I feel sure I am an asset, not a burden, to a group.  So I grind my little weapon away… trying to get better relics, trying to get higher level weapons, and trying to get higher deeds.

Core Gameplay

MMOs have you running on a treadmill to reach a carrot dangling in front of you.  We talk a lot about that carrot.  Is it big enough for the effort required?  Is there any carrots to chase after you max your character’s level?  One thing hardcore grinders like me can forget to ask is, “What about the treadmil itself?  How inherently fun is the activity you spend most of your time doing?”

When I ask someone what the core-gameplay of something is, they might say it’s killing stuff like IG-88 from Star Wars.  But that’s not what I mean.  That’s the theme they paint on top of it.  At it’s core, you have some kind of challenge like lining your crosshairs up to shoot a droid in a shooter like Shadows of the Empire on the Nintendo 64, or trying to decide which cards to play as you do in the SWG online card game, or spamming specials to try and hold agro for the group as you would do as a tank in the IG-88 heroic instance in SWG.  The actual core gameplay is vastly different in all of these games.

The core gameplay isn’t just one thing though.  It’s not just killing.  It’s getting ready for fights too.  Whether that means deciding which materia pieces to put in your sword in FFVII or which cards to put in your deck in a card game, or which traits you want to equip in Lotro, or waiting for a buff from an entertainer in SWG.

What keeps an MMO from being a grind is all about the core gameplay being fun.  Crafting is one of the worst offenders when it comes to core-gameplay.  In SWG  the whole system is just a bunch of menus and boring click-fests.  I literally used a mouse recording program to do the clicking and dragging for me when I used to make +35 powerbits because I found it so boring.  If I didn’t use such a program, my hand would cramp up and hurt after the first couple hours of crafting.

SWG of course has a great crafting system overall.  Searching for the best resources and the rarest junk-loots has the same treasure-hunt style core-gameplay that you have in real life when you visit a flea market.  All of the good gameplay in crafting is in the finding of resources when it comes to SWG.

But this is true for most MMOs.  Lotro actually lets you automate the process when it comes to actually crafting so that you can walk away from your computer while making iron bars for xp.  In EQ2, they realized the core-gameplay of combat was more fun than crafting so they tried to copy combat over to crafting.  You could actually die to a forge if you messed up too much.  The gameplay centered around trying to simon-says match the skill shown on the forge with the appropriate skill and also spamming other specials inbetween simon-says events.

Then we have Free Realms.  In Free Realms there are twitch-based crafting games that have you do things like trying to pour just the right amount of water into a pot.  There’s also a clock so that you can see what your best time is.  Some of the actions are a real pain in the wrist, but it shows a lot of promise as a concept.

This has me wondering tonight… what do MMOs need to do in order to have core-gameplay as fun as single player games?

Side-kicks, Companions, and Crews

One of the  features in the upcoming Star Trek Online is the built-in crews that every player has on their ship.  Like EVE you’ll have a ship, but you’ll also have your own Spock and McCoy to hang out with after you land on the surface.  And who knows?  Maybe you’ll also walk around inside your ship and interact with your different NPC group-mates.

This feature doesn’t promise to stay unique for long, as Star Wars The Old Republic is also reportedly going to have companions like they did in their single player games to hang out with.  Knowing how this played out in KOTOR, you’ll probably gather potential artifical-group-mates by doing quests like the RPG Suikoden and then swap them in and out depending on the upcoming quest.

In LOTRO, it has been confirmed that the next book-update will include “customizable soldiers that you can train and bring into skirmishes.”  What does that mean?  Well it sounds pretty similar to the above.

Are NPC friends in MMOs the future?  And is that future a good thing or to the detriment of the multiplayer aspect of MMOs?

Niche MMOs

Your favorite MMO is becoming WOW.  Little by little, gameplay mechanics and design philosophy from WOW are being copied and pasted into your world with a thin coat of paint on top.  The question is… do you like it?

No producer can ignore WOW.  It’s the only MMO which can measure it’s subscribers in the millions.  So producers think, “What can we copy in order to get millions of subscriptions?” and “What do we need to have in order for a few million WOW subscribers to feel comfortable making the switch?”

Blizzard does a lot of things right with WOW.  So it’s kind of nice to have concepts that work transported to your favorite game.  But there is a very large and very real draw back to WOWification.  The individual uniqueness of each MMO is being washed away.  WOW is the McDonalds of MMOs.  If McDonalds has a dollar menu, every other chain will have one soon.  Every place you go has basically the same stuff to offer, just wrapped in different packaging.

It’s the niche titles that really suffer the worst.  When you have a game which is distinctly not WOW, a title which does things so different that it couldn’t exist in a quest-driven level-based world like WOW, the very thing which made the game extreamly appealing to a small market is erased in favor of being just another watered down version of McWOW.

Darkfall Team ignores conventional wisdom

Lets be honest, Aventurine have not been ones to heed conventional wisdom when it comes to Darkfall.  Lets look at how they differ.

1.  If a bad review comes out, don’t post about it on your forums.  The added attention will just get people who are already on your forums to read a review that says your game sucks.  The more responses from the developers, the longer the controversy is dragged out.

Aventurine started 3 threads in 3 days in their “news” forum.

2. Make your forum big and flashy and often updated.  It’s the first thing potential new players see.

Aventurine’s web site is lack-luster and rarely updated.  Looking at darkfallonline.com, a user can’t immediately tell if the game has been released or if the game is in beta.

3. Let people buy your game.  If you need more servers, quickly put more up within the first couple days.

If you can find the link to the store, you’ll find it’s offline approximately 23 hours of the day.

4. Don’t create a system where people can lose all their stuff.  It’ll just cause them to quit when they can’t get their corpse or lose something special to them.

Aventurine’s design philosophy is designed around the exact opposite.

Darkfall Strikes Back!

For Darkfall fans, I’m probably not their favorite blogger.  Twice I’ve titled articles with the word “DarkFail” in it.  But grumblings about me are nothing compared to the whirlwind the Eurogamer review has created.  In the Darkfall general discussion forum today, 13 of the top 20 threads are about the Eurogamer review.  Creatively, players in the game created a block of spam-text all stating “so and so has declared WAR on Eurogamer.net”

Darkfall players Protest Eurogamer
Darkfall players Protest Eurogamer

Such passion for an MMO is uncommon.  Sure, people will insist the game they play is the best and call anyone who is biased towards a different game a “fanboy”, but for Darkfall fans it seems to go deeper.  An assault on Darkfall is an assault on the playerbase itself.
Maybe it’s because Darkfall is so unique?  No other MMO allows full player-killing and looting of their corpse anymore.  For fans of that kind of gameplay, Darkfall is their last hope.

Darkfail: Critic Response

The word “schadenfreude” referrs to the guilty pleasure of watching other people fail.   It’s like watching the Angry Video Game Nerd play Superman 64.

Today’s dose of schadenfreude comes from reading Eurogamer’s review of Darkfall.  Eurogamer isn’t known for being the harshest reviewers in the biz.  Dofus and and Conan both earned 8 out of 10 by their estimation.  Even Pirates of the Burning Sea, which they describe as “broken” and “disjointed”, can get by with six-thumbs-up out of 10.  So how did Darkfall Online fair?  It got just 2 out of 10.

Here’s some quotes from the review that had me laughing:

“Enemies’ AI boils down to running in circles, which is actually surprisingly effective, considering how slow and floaty the controls tend to be.”

“Not even old-school EverQuest – which was actually graphically superior- felt quite as stiflingly slow and ponderous in its levelling curve.”

“It doesn’t even have the basic features that make up even the most lackluster and dull cookie-cutter MMOs”

“Underneath the lack of originality, there’s a hole where the game should be: a loose, incongruous mess of bad controls, horrible user interface, and broken combat system.”

“Even if you were so inclined to take part in this painful experience, it’s rather difficult to actually buy it.”

“It’s the emperor’s new clothes of 2009: such a marvellous game that only an idiot wouldn’t realise the beauty of the gaping holes in its content, its wonky control system, and its seemingly decade-old engine”

Darkfail: The Community

When I’m at work, supposedly working, I often read the Darkfall forums.  I don’t play Darkfall, and I hope I never do, but I love their forums.  I have a kind of sick sense of humor.   I enjoy reading the cries of disappointed new players.  I love hearing how broken and empty a game Darkfall is despite having launched their website eight years ago.

Today, I want to show-case their player base.  This is a post on their forum:

Dirty[JOE]:

You are lucky I haven’t had the window to purchase this game. When I do, you will all be dead. griefed. raped. empty. soul and bag.

I came from darktide, when there was no rules. you entered a portal to farm levels, you died. over and over. my ua/melee/missle spec’ed tank ripped your ass up. over and over. you ran the field, you saw me, i raped you as you ran, pott’ed, didnt help, you knew you were dead. Tank Abbott gave you nightmares.

I love the amount of people here. Lots of farmers/EU’s/noobs. You are mine for the pillaging.

Be warned. All your everything belongs to me.

Dirty

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The responses to this post included such delightful comments as, “Go back to WoW” and “I raped your mom while you were in diapers”