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Questing by Random Death, and the Players Who Love It

This is an interesting comedy of errors. The original poster did not realize that a maze quest instance comes with a list of riddles (inventory item). Solve the riddle at each fork and make it through safely. If you answer wrong, that path leads to an insta-kill trap, with an invisible wall beyond it in case you avoided the trap. To the player not noticing the riddle list, this looked like Trial and Error Gameplay: random, unavoidable death as an intentional design element.

A few pages into the thread, someone mentions the riddle list, but here is what interests me: until then (and after, for those who did not read the thread), at least half the posts were about how much a whiner the original poster was, how this is a good thing because the game has too much easy mode, etc. If you do not suffer, you suck: the litany of the hardcore. But these are people who really think, and will publicly avow, that trial-by-error gameplay is a good thing, especially when “error” is punished by insta-death. (One can only imagine that it would be better with perma-death.) This is odd to me. By what concept is “guess, die, guess, die, pass by process of elimination” fun gameplay?

Note: I am not criticizing the quest in question, which seems to do it right: give the player the needed information to get through without experimental suicide. I am wondering at the population that thinks clearing a minefield by random walks is a good time. On the other hand, recognizing that population, I wonder a lot less about how games end up like that so often (see the link above). There is apparently demand for it. We deserve the games we get, it seems.

: Zubon

Remind me someday to track down the various flash adventure and puzzle games that effectively say, “Welcome to the next-to-last level! Here is a new tool or mechanic: learn to master it in the next ten seconds with no instructions. If you fail, don’t worry! We will put a save or continue mechanic in our next version.”

The Languor Of A Long Distance Runner

When I’m not playing MMOs, I’m taking part in MMOs – Mountain Marathons Outdoors. (Okay, I admit it, that was poor. I was trying to be clever – something my wife repeatedly tells me to stop doing as it never ends happily.) I love running but after getting bored of the usual 5km and 10km road races, decided to find some events that would push me that much further. Mountain Marathons are a two day endurance event where you and a team-mate pack all the stuff you’ll need for a weekend (compass, food, tent, clothes etc) and race across mountains. (UK readers may recall some news items at the end of October about runners getting “lost” in the Lake District during some bad storms – that was one of these events).

Anyway, the point of all this self aggrandisement is a chance to share some photos. Oh, and also to tell you about the last time I logged into LOTRO.

I haven’t played LOTRO in a while now, despite the fact that I’ve got a lifetime subscription and despite the fact that, on the whole, I quite like the game and think that Turbine have done a very good job with recreating Middle Earth and the experience of actually being there. They paid attention to every last detail that was put on paper by Prof. Tolkien.

Right on down to the endless running.
Continue reading The Languor Of A Long Distance Runner

The Eregion Chapters

I am really digging the Mines of Moria expansion for Lord of the Rings Online, and I have barely scratched the surface.  I started as a level 48 Captain, which got me a little worried.  Turbine seemed to sense the need for more intermediate content and created Eregion (level 48-53).  This got Ravric, Foe of Night up to level 51 with a crit-monster legendary halberd, Meticulous Owl.  The quest design in the first Mines of Moria region is absolutely fantastic, and it truly shows how masterful Turbine can be. Continue reading The Eregion Chapters

Reading – The Lost Art

First off, I’d like to say I blame WoW for this. As a player who played it for three years, I know what I’m talking about. WoW caters to entry-level players, and not reading quest text in WoW was par for the course – in fact, there’s an option to make it display instantly so you can close it right away, and most did. There’s one quest that even mocks this trend, by saying in the quest text “Blah blah you’re not even reading this anyway”. As an Old School(tm) Quester, back in the days of Everquest, you had to read the text carefully. Those devs were devious in their writing, and the hint for the quest was likely buried deep in the words spewed by the NPC. (They relished in this, they told me several times) This said, I miss the days when people would at least try to figure things out for themselves. I took the week off last week and got a good bit of playtime in on the Lord of the Rings expansion. The quests are well written, simple, and literally lead you around the land, telling a story, with multiple quests usually having you kill in the exact same area. There was only one item in days of questing I couldn’t find from reading the text (which was a paragraph or two at most). From the advice channel, you’d think you needed Indiana Jones to find the target. And even worse, you’d see the same question mere seconds after the last one was asked, and you know that person had to be in the zone at the time.

I wonder if they drive around town shouting out of the window “Hey, where is the Taco Bell?” to passers-by.

Losing Sight of the Carrot

One of the problems I have with quest-driven leveling in modern games, is that I end up depending on the carrot to lead me around way too much. Eventually, I lose sight of the carrot altogether and then I stop playing. I know it’s kind of a silly metaphor, but it happened to me in both World of Warcraft at level 40 and in Lord of the Rings Online at level 32.

What seems to occur is that I will end up with a group of quests that are too hard to do solo, or else a bunch of quests designed specifically for groups. Since I seem to have some sort of mental block around finding groups, I usually log on a few times and log back off. Finally I cancel the game.

However, since I have a lifetime account for LotRO, I didn’t cancel and continued to pop in once and a while to see what’s new. One day a few weeks ago (with my hunter that was stuck at level 32) I decided to get on my horse and ride to Rivendell. I had not been there yet and I realized I did have one quest asking me to talk to someone there so off I went.

Continue reading Losing Sight of the Carrot

Mines of Moria

I may get it in a few months, after a price drop. Right now:

  1. I don’t like the level cap boost.
  2. The Runekeeper has been handled poorly. Not only is it out of place in Tolkien, the developers have mocked the players for caring. Because they are free to do so when the people who care about lore purity already have lifetime accounts: you cannot take your monthly fee and leave, and you either buy the expansion or stay stuck and alone at 50. (At least the graphics on the Runekeeper have been turned down from “Sith Lord” to “gunslinger with no guns.”)
  3. My gaming rig is in the shop.

: Zubon

Vicariously Expanding

Some time ago I bought the pre-order expansion for LOTRO, filled with great excitement at seeing the first expansion for a game. This tends to really set the tone of the growth of the game in an MMORPG world. Look at EQ – Kunark was probably the most solid overall expansion ever for an MMORPG game. It had not only 10 new levels, it had a new playable race, great lore, and experience content for every level out at the time. I knew a lot of the beta testers and they well knew the sheer envy I had for them and a burning desire to know things they took to their virtual NDA-encased graves (those of us who did serious beta testing for Sony have everlasting NDA’s…there’s a great many things I can never every talk about, sadly). Later expansions were good and bad, but the first one…magic. Move up to WoW – an expansion that was very much like a fireworks display in that it was very flashy but unfortunately faded out quickly. Not that it hurt them, as they continued to slowly keep content dribbling in, but not all we’d hoped for. For my friends still in WoW, I hope WotLK is everything you wanted.

All that said, I await the launch of the first expansion for LoTRO in a mere 5 days. While I sit in my hotel room, a bit over 100 miles away from my gaming computer. For the next week and a half. Are we having fun yet?

Cut Scene Stun

In preparation for the Lord of the Rings Online expansion, I have been trying to pump through the epic quests.  The other night I completed Book 5 with the help of my guild.  The last instance of Book 5 is a mission to stop a Gaunt Lord and Nazgul from resurrecting a dead, frozen dragon in the Misty Mountains.  Once we got to the actual site of the resurrection the whole party was stunned while the scene played out.  It was a really cool scene with the Gaunt Lord sacrificing fell souls and basically trying to zap the dragon back alive.  It was not so cool to see 6 people standing there for a minute wobbling like drunks when we should’ve been Nazgul-bashing. Continue reading Cut Scene Stun

MMO Mirror World – Storytelling

William Gibson wrote in his book Pattern Recognition about the concept of a Mirror World.  The Wikipedia masses define the newly-coined term “to acknowledge a locational-specific distinction in a manufactured object that emerged from a parallel development process, for example opposite-side driving or varied electrical outlets.”  I think the excellent term does not need to be so constrained, and it may be as broad as “fundamentally the same, but elementally different.”  This happens for better or worse all the time with MMOs.  Take, for instance, the way an MMO tells its story: Continue reading MMO Mirror World – Storytelling