I’ve seen it all before

I must admit, between 2 WoW accounts, The Secret World, Star Wars: The Old Republic, Rift, Guild Wars 2, and the sneaking possibility of Wildstar, I’ve been feeling a bit blase about MMOs. To the point where my ‘been there, done that’ attitude had turned into a brick I was carrying around whenever I logged in. It got kinda heavy, and playing wasn’t fun anymore.

When I was a youngster, I devoured Sci-fi and fantasy books at a very large rate. I imagine that many of the people who are likely to read this did so too. I read LOTR when I was about 7 or 8, and followed it up with the Silmarillion not long after. I read Game of Thrones when I was about 12 or 13. I remember this because I recall my reaction to Daenerys’ predicament, and the revelation that she was my age.

My Dad, who is the awesome geek who is responsible for raising me on a steady diet of David Bowie, Jethro Tull, classic Scifi, LOTR and Red Dwarf, used to look upon my discovery of old authors with a benign sort of amusement. The amusement lasted until I made him read something. His reaction came in two flavours.

“I forgot I read this”

This particular one happened with alarming frequency. Or at least it was alarming to him. I was possibly highly entertained. At the time I couldn’t understand how anyone could forget these amazing reader experiences. There are moments when I wish I could read that scene in Game of Thrones, as though it were the first time. Times when I wish I could absorb THAT moment in Fledgling again. But forget? Nah.

Except that has started to happen to me now. I come across books, and start to read them because the names and synopsis are so completely unfamiliar to me and then I get a moment of ‘Uh, oh. It’s that book!’ I get very disappointed when this happens. Books don’t last me long, as consumable entertainment, so I feel cheated when my memory actually goes to the effort to the point that I know I’ve read a particular book before.

Other times I won’t remember until the last couple of pages of the book, in which case all is well. But hey, even I get old.

Playing older games is a bit like this. I know I played Duke Nuke’m, Secrets of Monkey Island. I know I played an Alien game on something that was probably an Amstrad. I know I played Chucky Egg, and Myst. Do I remember any specifics? No. But I remember that I loved them. It’s becoming much the same way with my early WoW experiences. There is no way to get those times back, tied up as they were in a different phase of my life when WoW was my escape.

“Oh, it’s another one of those”

This second response from my Dad, on the topic of books I’ve recommended to him, is more frustrating to me because it represents a moment where my judgement has fallen short. My judgement often falls short when recommending reading material to my Dad (and my friend @minus_caffeine, for that matter) because the man has had time to read and absorb a hell of a lot more storytelling than I have. He also values new experiences, as well as quality. Getting that balance right is hard at the best of times. For instance, I’m not certain I’d bother recommending that Brandon Sanderson series to him. It’s exactly the sort of book that he’d find tiresome because it tries to do new things, and falls somewhat short when it comes to actual execution. And not actually being that new.

That is not a critique of those particular books, but just an indication that it is extremely hard for creators to do something properly fresh in an established genre. Many authors I absolutely love have fallen at the hurdle of ‘Dad is bored with this now’. I’m now getting to an age where many ‘new’ books coming out don’t feel especially fresh or revolutionary to me, even when other rave about them. I really have to dig to find an author that steps outside the standard milieu. But that’s okay – that’s what happens when  one combines memory, pattern recognition, and experience. I suspect most readers will experience similar phases of malaise with their favourite genres, and will similarly find a new way to consume and enjoy the sort of books they’ve historically loved.

What has this got to do with games?

Coming back to the virtual spaces that we’ve all be inhabiting since MUDs opened their doors, the issue is this. Firstly is that narrative and characters need to grow, and evolve. Secondly that the gaming/MMO industry is having to mature at a very rapid rate, as evidenced by the ongoing ‘games as art’ and ‘games and feminism’ and ‘games and other ‘isms’ discussions, and the emergence of credible research communities and programmes in the field of game studies.

We have access to an ever expanding number of games, old and new, through digital downloads and multiple mobile platforms. Mediums like Tablets/iPads are bringing board games to videogaming. We have games like Dear Esther that prompt discussions about agency and narrative.

Yet these huge, massive MMOs that promise us so much, will always be battling against ‘Oh yes, I’ve played this before’ or ‘Oh man, this is so much like x Game.’ A while back I compared Rift and World of Warcraft to two different novels by Terry Pratchett, and the comparison was appropriate, but I think the Books/Games metaphor can be carried a little further. Yes, I know the player has a huge influence on how their MMO experience develops (through choice of in-game progression paths, character identity, guild choice, participation in group activities) and this isn’t something that is present in books, but a game is still a supposedly cohesive presentation of consumable and modifiable content, allowing a player to have an experience through a number of mechanics that will be somewhat familiar to them.

Still with me? I’m not sure I’m with me yet, so it is okay if you’re not!

Authors play with narrative devices, structures, grammatical rules. They break them and and follow them, and do all sorts of things with words in order to present us with the BOOK EXPERIENCE. The publisher adds to the BOOK EXPERIENCE throw marketing, covers, related images, editing and commissioning the rest of a series. The ebook revolution may be changing this formula slightly. Yet the regular reader will navigate the narrative of a book in much the same way every time, and we don’t get tired of the the overall format of ‘reading’.

With gaming, a similar thing holds true. A player of FPS games does not get grumpy because Half Life 24.546 includes a first person perspective and some shooting. And the point here isn’t that ‘fresh new story telling’ is needed to make a new FPS something special in terms of sales and a GAME EXPERIENCE. Nor even that MMOs do. MMOs do a particular job, and each next gen MMO re-iterates familiar formulas in the attempt to give us a newly compelling experience. All in the name of shareholders.

But I’ve had nearly 8 years in MMOs. As fondly as I look back on my first 2 years of roleplaying and regular raiding, it ain’t never going to be like that again. And I have to accept that with my experiences in games, and fantasy ones in particular, that I’m always going to have a sense of ‘oh, its this again.’ I’m rarely ever going to be alleviated of that brick, unless I play something I’ve truly never experienced before. I can’t expect the game developers to come and take that brick away for me – I need to find some way to carry it, or some way to put it down, while I go about my usual business of consuming games that otherwise bring me a large amount of fun and relaxation.

Excuse me, I think Guild Wars 2 has a stress test tomorrow, and I want to see if I can learn to play my Shadow Priest again in the time.

[MMOs] When is a digital world a soulless world?

I’ve used this phrase a couple of times. I’ve seen it used in others. Why does a particular MMO ‘feel’ soulless to a particular player? Casting an eye over my initial reaction to the game during release week, I seemed to feel positively about the world.

All the little elements I’ve mentioned – the lore that gets deeper as you look, the rifts themselves being connected to the zones, the ability to skip quests you really don’t like without losing the greater thread, the artifacts (what archaeology should have been) it builds up to a satisfying whole. The game has heart.

I’m not sure if I’d agree with that at this point, but both ‘games having heart’ and ‘soulless MMOs’ are very very odd ways to talk about games and gaming, at face value. Let’s take a look at a couple of quotes from bloggers who have used such phrases more recently.

Guild Wars 2 lacks soul, in my opinion. And, while I mean this affectionately, if I’m going to play a soulless MMO with a great development team then it’s going to be RIFT.
- Liore, Herding Cats

This is the quote that prompted me to asking “Why do I feel this game has a soul, and Liore doesn’t. Also what the hell is a digital construct doing having a soul?” Thus, an exploration of ‘soul’ in MMOs was born.

To me, SWTOR feels like another predictable and soulless experience. It’s akin to a slick Hollywood blockbuster movie with cardboard good guys and bad guys with copious amounts of explosions and special effects thrown in for good measure.
- Wolfshead, Wolfshead Online

Wolfshead can always be relied on to dislike a theme-park MMO. Although all the quotes I’ve included here focus on Rift, SWTOR and Guild Wars 2, I think we can assume that Wolfshead probably has the same criticism of the behemoth that is WoW.

I hate Rift as a game. The content that was around when I left was soulless (get it), dumbed down, and just not what I wanted out of an MMO. What was an interesting evolution of the themepark model in beta ended up being a 2011 version of current themepark design at launch.
- Syncaine, Hardcore Casual

Syncaine is another critic of theme-park MMOs. I’m not sure what changed between beta and launch to prompt such hate for Rift, but at least there was a pun involved. In any case, from the above three quotes it is possible to see that there is this conception that games need to have ‘soul’ in order to be an attractive proposition for a player. I doubt most of us would articulate this need in such a way, so I’m going to say that I think for a game to have soul, the player needs to be able to forge an emotional connection with either the virtual space, or the characters and other players within the game. At least for the purposes of this rambling article.

What makes a game soulless?

How can a digital construct that doesn’t even lay claim to imitating personhood be talked of in terms of a soul? Strictly, it can’t, but like most people I could easily talk about the soul of an old house. The old house has character and all the cracks and bumps and bruises contribute to that, the marks of humans living out their lives within the walls of the house. It’s a way of feeling connected to a building. Alternatively, a city centre tower block will often be seen as a soulless construct, despite the thousand of people living out their lives within it’s offices and public spaces. An ancient church in the middle of rolling english fields is romanticised due to generations of focus on the community rituals and experiences shared within, yet now it lies empty due to the secluarisation of the country and it can still be said to have soul.

What does a game share with a building? It’s a construct, though digital, created by many hands. The NPCs and animations are figuratively created and moved by the will of the animators and designers, the feel and function and mechanics of the construct are created by massive collaborative effort for the consumption of thousands of customers. A building is created through the artistic vision of the architect, and then modified by the owners, the project managers, engineers and the thousands of workers that make the initial plan a reality.

So is it this plurality of creators that renders a virtual world ‘soulless’? Videogames, with their narrative elements, are more often compared to films as the ‘other narrative popular medium’. Now, the videogame industry exceeds the film industry in terms of revenue these days, but films have a greater tradition of popular criticism. Film industry traditionalists  criticise the new technology of CGI for being ‘soulless’, so the completely computer generated gaming industry is already fighting a rear-guard action when it comes to the percieved authenticity and emotional heart of a game.

Creating emotional heart

This post came about mainly because of Liore describing Guild Wars 2 as soulless, and then going onto describe RIFT the same way. No piece of digital media can hope to please everyone, and her comment got me examining my own perceptions of Guild Wars 2 (having played the beta) and Rift.

To take a closer look at Guild Wars 2 – the art work and lighting is absolutely stunning. The game is beyond beautiful without trying to be photo-realistic. One of the original trailers for Guild Wars 2 had one of the developers talking about how the game should feel ‘hand-crafted’. In terms of having an emotional centre, that feeling of lovingly created environments is a very good start. Every time I pan the camera around, there are beautiful vistas almost every angle feels like a natural world. The game is huge, and the snatches of conversation I hear as my character wanders around, the way the wind moves through the grass, it feels like a wonderful MMO.

But didn’t I say similar things about Rift? Well, yes, but by the time I got to the end of the levelling curve I was tired of  desert, and the lack of social interaction. After the visual clarity of WoW, I started to find the pretty graphics of Rift inaccessible. The more disconnected from the game I felt, the less heart and charm the game seemed to have. To give a game heart, players need to feel an emotional connection to the world. To say that a film, whether big budget or indie, has charm is to say that the film has succeeded in charming the viewer. To say that a game has heart is to say that it makes the player’s heart (or emotional swell) respond.

The emotional heart of a game comes in part from the central vision of the game, the themes explored by over-arching plots and the atmosphere crafted by the game creators. Diablo 3 is an incredibly monetized game, with emotional connections forged by players who have been waiting for 15 years, yet the emotional heart of the game comes not from the rather simplistic story, but from the atmosphere, music, and the attention to detail displayed in the character animations and the addictive gameplay.

Warcraft has the home advantage

As with many things, WoW has the advantage in that millions of players have already forged emotional connections with the game, the community, and the game world. After not logging for a while, the soaring music of Stormwind as one flies through the front gates still tugs at the heart strings. There’s a lot to be said for the emotional centre created by the veritable mountain of memories created by raid triumphs and failures, by RP moments, by silly guild events involving ogre suits and fireworks. Rift, Guild Wars 2 and The Secret World have to fight against 6 years of emotional highs and lows, of the rituals of WoW raiding and PvP (at least in my case.)

How do I forge a connection with a world that is completely new to me? Despite the gorgeous graphics, as an MMO veteran, a game world of a new MMO is always seen as a construct first, and a ‘digital world’ second. Despite the ratty graphics and legacy designs of Warcraft, the landscape of Azeroth has left an indelible mark my history as a gamer. For many others, previous and concurrent Blizzard games will mean that the emotional connection to Azeroth goes even further.

Questing to create a connection

And this is why the ‘questing’ and social aspects of new games really are the make or break features of a new MMO. Firstly there is building on and evolving a system that has bridged from game to game. Secondly there is the relaying of narrative that helps players connect to the stories of NPCs and to their own tales. Guild Wars 2 eschews the linear narrative approach in the way that players interact with the world. A renown heart, on it’s own, has very little story connected to it. Instead the Renown hearts, the continuing events, create the overall background of an area. I’d even go far as to say that every single zone is a quest, and how a player interacts with the Hearts determines how much or how little of the zone narrative you chose. For me it harks back to the early days of questing in WoW where there were some quest chains, but many individual quests that could go in any order.

Which is not the same thing as min-maxing travel time and XP.

The Hearts definitely appeal to the explorer, but they could appeal to the narrative junky if the player takes the time to talk to the zone scouts.

So emotional heart? Well Guild Wars 2 does that for me whenever it starts to tackle issues of gender and parenthood, because those are the issues that matter to me. Whenever I hear a female charr growling “Kitten’s got a sword too” in answer to a patronising male charr, I cheer inside. For me the game has heart because it’s clear that the developers and artists really believe in what they’re doing. The game feels designed with a gamer like me in mind, and I’m not even that much of a PvPer!

On the other foot, Star Wars: The Old Republic hinges it’s emotional connections on how well the storylines are written, and on the playerbase’s emotional connection to the Star Wars IP. Rift was always going to be battling against the lack of established IP, and the juvenile nature of it’s storylines let it down in the early days. My initial reaction on hearing about the dragons and planes was “Seriously? What happens when they run out of dragons?” Trion have managed to balance out a shallowness of concept by setting the gold standard in terms of content release and response to issues. Yet the dynamic content doesn’t really connect with players on an emotional level (at least not in my experience), and the questing is questing we all know and love. Players who love and enjoy the game, and it’s souls, will have found and made those emotional connection with other players  and the stories of the game. I still have fond memories of solving some of the various puzzles and discovering caches, and those moments of triumph helped  me to forge that connection with the game and start to see it as a game with soul.

What is ‘soul’ again?

I seem to have defined it here as ‘having an emotional centre’, but that is a very ambiguous phrase. Does a game have soul if it was crafted and created with love and passion, or because the designers created a stage suitable for the enactment of ritual, friendship, and emotional highs and lows? I suspect it’s a little of both. There is a tendency to see large companies as faceless entities, with games created by committee with revenue models in mind, and to forget about the passionate individuals that want to create games they want to play. Yet the biggest MMO of all probably has more soul in it, invested by millions of players and thousands of developers and contributors, than the smaller game that is attempting to evolve the MMO genre.

Hence the magic of social features. Rift remains quietly successful and has fabulous social features and connectivity, and many MMO bloggers continue to praise Trion, and I suspect I would find the game a much more emotionally charged experience if I were to start playing it again now. At the moment the personal story in Guild Wars 2 leaves much to be desired, and the emotional connection for me comes from discovering a more motion-based combat style, and hearing of the struggles of Charr females and Norn women. I have no clue if that will persist for me once the game goes live, or if I will find the launch day game lacking in emotional centre. Whether a game is Soulless or not is certainly not an objective thing, in my opinion.

I haven’t touched upon the ‘soul’ of expansions, or on The Secret World, Wildstar, or any number of new MMOs. Do you think my conception of a ‘soul’ for a game is the correct one? There are certainly other things that one could mean by it!

 

[Warcraft] Going off the rails post-Cataclysm

This is not a doom and gloom post. Aside from those 600 Blizzard employees who were laid off yesterday, for whom I have the utmost sympathy. No. I want to take a closer look at David Kosak’s Cataclysm Post-mortem, which was posted a few days ago over at the official US site.

The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there’s only one way to do it, and no way to skip around. That’s a lesson we’re going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.

Now, I find this an interesting comment to make because there has long been a tension between the Narrative and the way it is explored in World of Warcraft. Looking back at my beta-era posts; I absolutely adored the new max-level Cataclysm zones. Initially at least. The story unfolded beautifully in Vashj’jir and Mount Hyjal, and was interesting in later zones but a lot of the storylines felt hollow and unexplored when viewed as part of the bigger picture.

We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we’d like. You get widely different experiences in zones that aren’t geographically related to one another. That’s something important that we’re keeping in mind moving forward – World of Warcraft works best when there’s a sense of place. A connected world to explore.

I completely agree with David on that front. The scattered nature of the 80+ zones resulted in mostly self-contained zones, which caused issues when it came to furthering the story. I think this stems from viewing the story on a per-zone basis rather than a ‘world basis’. How does the Neptulon stuff really impact on Theramore? Not all that much, there’s a few things that are vaguely linked but much of the devastation caused by Deathwing, and the subsequent influx of beings taking advantage of the chaos, is curiously interlinked.

For me the epic moments of the expansion were seeing things that were connected. Seeing the marks that Deathwing had made during his stop over in Stormwind, and the way the troubles of Stormwind impacted on Westfall – that was intriguing and worrying. To make a global experience you need to design globally, things may have their local differences but they can’t stand alone without context.

Otherwise you end up with Harrison Jones.

I liked that zone, but there are times when comedy needs to take a back seat to slightly more adult implications – or those adult themes lose their impact – lose the epicness. Much of what made Wrath work as an expansion was the tragic personal tales we encountered that had us travelling all over the place (such as a certain Paladin in Icecrown.) Talking to Mathias was a much more emotional experience for me than following Thrall’s internal struggle around. Emotions are cool and meaningful, but in a cartoonish world it is hard to get across concepts of personal sacrifice and struggle, of the great cost of war, when players have been running around playing Indiana Jones for most of the zone.

Looking forward to Pandaria

I am mildly hopeful for the expansion. If I can become socially engaged in the game again I will have a lot of fun.

 Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That’s part of the reason we’re keeping you grounded (literally) in Pandaria, and why we’re focusing on a single continent.

I think that’s a pretty decent goal to have. Interactive spaces, exploration and great characters are certainly more of a draw for me these days than ‘cool encounters’. If they manage it, then they should give GW2 a run for their money until Titan makes an appearance. While I like a lot of things about Star Wars: The Old Republic, it does often feel like I am running around a stage – I can’t even select half the NPCs, and my character can’t sit in any chairs. Well, except for the one on the bridge of her ship. With zones on separate planets, it’s very difficult for Bioware to really get the exploration feel to the game (especially with liberal use of exhaustion zones and invisible walls on places like Tatooine) but with bonuses for Holocrons I’ve seen a lot of players talk about the fun they’ve had in hunting those bonuses down.

In Warcraft, the issue is not so much the open world, but that locations rarely flow naturally into each other. Verdant jungles sit next to icefloes, and deserts impinge on primordial craters. This is in part down to the mish-mash beginnings of the lore, and there is very little way out of these rather odd-environments. I’m hoping that Pandaria will give us the beautiful environments that we expect, with some of that story and environment flow that we’ve been promised. We want things to explore and we want grand tales. And fun combat. and Pokemon.