[Blizzard] Annual Passes – What Next?

Like Gazimoff I was sucked into the Annual Pass thing. I’ve had breaks from WoW before, but a new expansion generally draws me back in for a couple of tiers. When they released the Annual Pass, the shiny new pony and the opportunity of Mists of Pandaria beta AND a copy of Diablo 3 was just too good to pass up.

If I’m honest with myself, even though I’m not playing I probably would have been very lazy about cancelling my sub. I like having the option of logging in, and keeping my WoW install up to date ensures that coming back is significantly less painful than it would otherwise be. (It is so off-putting to have to reinstall 10GB+ of patches when you want to play NOW after a 3 month break.)

So here is my question: What will Blizzard Activision offer Annual Pass users if they sign up for a second year? The deal/commitment only really works because of the Diablo 3/MoP Beta and pretty horse triple threat, which is not something they’ll be able to continue doing after those two packages launch.

Luring in old players

Blizzard aren’t the only one doing this – but you’ve probably heard that they’re trying to tempt players with the promise of free server transfers, a free level 80 character in full 232 ilevel gear, and a few other perks. Including a free upgrade to Cataclysm. Yeah. The expansion that is so bad they’re just giving it away! (I kid, there’s a lot about Cataclysm to love, it’s just our hate tends to be more vocal.)

Back to the Annual Pass

Presumably they want to keep me on the Annual Pass. I imagine it will then be a Heart of the Swarm themed mount, and perhaps a free copy of Starcraft II, and a beta pass for Heart of the Swarm. Possibly? I have no clue. It’s almost as if this is turning into an Annual Blizzard Pass, giving me access to all my Blizz goodness at the LOW LOW cost of my subscription. Honestly? I wouldn’t mind that. I’d prefer it, almost, to chucking £50 at once on a game.

So, are you regretting your Annual Pass decision? What would make you sign up for a second year?

Surprise! (Or when did that last happen?)

One of the most awesome things about being in the game and in my particular guild is being surprised. I don’t tend to like surprises in my real life. I don’t deal with them well, either due to disappointment or stress. In game (and in my ‘fandom’ life in general) I get to have surprises without inevitable disappointment or stress. Aside from the occasional bit of guild drama.

I’ve been surprised by the WoW Community many times – when guildies clubbed together to buy me a Mammoth as a thank you for sorting out the guild website, when I get to hang out with a friend and introduce her to stuff I’ve always taken for granted. The proliferation of pie jokes in guild. A former raider going all out to support the roleplayers in the guild.

But when was the last time Warcraft the GAME truly surprised you?

The First Time I Got Bitten

I ‘knew’ it was going to happen. I’d read the tactics time and time again for Queen Lana’thel, and we had a snazzy addon that was supposed to reduce the randomness of who got bitten. Never mind that the Melee tended to ignore it! Blood Queen Lana’thel is a truly great fight for ranged DPS. You get to nuke and nuke your heart out, it was a fight where I (an Elemental Shaman) could go all out with very little silly bits of running. It was a caster zen for me, proving I was capable of being top 5 DPS, stoking my fragile self-confidence.

And then the bite. I knew it was coming. I’d see the whisper. I was not prepared for the heart thumping adhrenaline rush that I got. I don’t think my hands have shook that much since Illidari Council. It was all on ME now. If I fucked up, we didn’t have a 30% buff to carry us through. That attempt would have been over. And then with the fears and then with the ‘OH GOD WHERE THE HELL ARE YOU VIR’.

I learned quickly. The fight is not so interesting now, but at the time it was like a bucket of ice-cold water after relaxing soak in the steam room.

The Wrathgate Cinematic

Somehow I managed not even to know there was a Cinematic. The whole questline had me enthralled and surprised. So many moments of *loresquee*. Plus I ‘finally’ found how why people who got the ‘Wrathgate’ achievement were so mysteriously silent for such a long time. Seeing the moment of the Dragons arrival was reminiscent of “The Eagles are Coming!” from The Hobbit and Return of the King.

Betrayal and Mistrust, Death and Horror. Hope. I don’t know how I wasn’t spoilered for this, but it was an amazing moment for Wrath of the Lich King. As much as I am not a fan of every MMO being centred around a single player’s story, it was a great moment for me, personally.

Controlling a Geist

I didn’t know it was coming. I love the Geist model in WoW, one of the creepiest and fun creations of Wrath of the Lich King, this is one of those small models that does a lot of work in Warcraft now. Simple, but effective in how horrific they are, and their superb animation. Getting to control one was a real surprise. How fun it was to control their leaps and bounds was even more of one. This was a ‘vehicle’ quest done right.

Fucking Defile

Defile is something of an iconic mechanic now. The rallying cry of ‘Fucking Defile’ is near universal in it’s tones of frustration and hate, the blood sweat and tears, and the cause of so many a wipe since raiders first started tackling the Lich King. The oily mess that spawns at your feet is an obnoxious, hungry fire, clutching at the heels of every raider. As with being bitten by the Queen, you’d read about it and planned for it, but there is nothing like your first ‘SURPRISE DEFILE ON YOU’ moment. The panic, the lack of muscle memory helping you on your way. The times when you got over trigger happy and ran the wrong way. For many less serious raiders, even after the mechanics of Sindragosa, Defile ((I wrote  ’Deflail’ three times there, which shows my standard ability for dealing with surprises.)) is that bucket of cold water after a long time in the muggy steam room of Lowerspire/Halls.

What Has Surprised Others?

I did a little twitter survey while I was writing these, and this is what I got back by the time I decided to hit ‘post’.

@azerothme said: Seeing the environments, particularly Borean Tundra, in WotLK for the first time. That’s the good kind of surprise, FWIW. (Azeroth.Me)

@Elsen_TerenasEU said:when this morning I realised Oneiros in Feralas is named after “dream” in Greek, and it’s the loc of an emerald dream portal! (View Through Branches)

@lorekeepercat said: The connection betweenhttp://bit.ly/aqqGUu and http://bit.ly/cprrBk :) Also, I know that’s old news, but it was the first thing that sprang to mind since we’re in the middle of season 4 right now. though in general I love little surprises that show more shared interests between myself and the people who make the game. ;)

@NDMiko said: The feeling I had when my group finally downed LK. Tears when the cinematic loaded. All the struggles I had to get there. I did not expect that reaction at all. It came out of nowhere.

@storiesofjen said: Sad, but: whenever I read on a blog about a place I had no idea about. (I focus on what I’m killing and not look around…) (Stories of WoW)

@Failadin said: When I started playing in Wrath, with the vehicle mechanics. That’s the last time the game really surprised me. (Faildin)

@Guillin said: That’s a very good question, and I honestly can’t think when WoW last surprised me.

Well, what I take from the above is the obvious – we’ve had no new content for some time, so there is very little about Wrath to surprise us, and it’s a while since it did. Those of us who enjoy pop culture references and lore details, or who missed Vanilla and TBC when they were ‘fresh’, will have more current mileage out of the existing game, as there is a wealth of detail out there to discover.

How Important Is Surprise?

Larisa posted a little while ago about the reasons why ‘Beta’ was fun. The lack of obvious, mapped out path, the lack of pressure to do exp/h efficient levelling and so on. Beta has been something of a magical experience for me, and I’m saving much of the 1-60 content to do on the live servers because I don’t want to burn out on it. I’ve been doing a lot of quests in Deepholme etc while being ‘maxed out’ on XP, and it brought back to much how much I enjoy the stories of these zones. How much I prefer something like Deepholme, while it is a process of discovery, over a more open ended and random zone. I might be a ‘sheep’ needing my shiny path, but I truly enjoy narrative story and lore.  If I reactivate my account before Cataclysm my plan is to chill out and go for Loremaster, Seeker, and a complete set of Hippogryphs.

Combine that with a lack of map, and ‘kill 10 rats’ quests that have an element of surprise in them and questing without maps or addons has been a fun experience (and I’m looking forward to going back in live.) These zones feel massive. I thought Storm Peaks was ‘big’, well, nothing is big like a Whale Shark. The surprise of some of these questing elements and story twists has been a large part of the fun for me. Those same old same old quests have elements in them that make them more than collect/kill ex, and the way Blizzard has done this is make the mobs do interesting things, and made them more powerful in general. A surprise add makes a much bigger difference now. As a player you need to use your knockbacks and silences, interrupts and CCs just to complete quests, it’s not just a nuke-fest anymore.

They are still kill/collect quests, but phasing and mob mechanics contrive to make each one different. So in PVE solo play you have constant mini-surprise. I also recommend turning your map off, because it really makes you LOOK around.

And yet I’m also a raider. I learn the steps and I try to execute them competently. A lot of folk compare raiding to ‘scripted play’, yet I wouldn’t deny that dancing doesn’t take a huge element of planning and preparation, of know what you’re supposed to do when, of working with your team, be it a Ballroom dance, or ballet, or formation. Yes, you can improvise, but much of the skill is in choreography and practise (so does that mean PvP is an improv dance off?) There is fun in that too, even without the surprise of going into a fight blind ((Every guild should do a fight blind every now and then, just to keep their raiders thinking.)) The ‘surprise’ in raiding comes from unexpected situations, the first time you have to deal with a mechanic, the miraculous recovery, the triumphant kill.

‘Surprise’ can’t last forever, of course, but maybe sometimes we have to go looking for it.

Rip out my heart: Heteronormativity, Goblins & MMORPG storytelling

It’s a big word. It is, as per usual, a big subject. It’s long and rambling, and I’m certainly not an expert on the experiences of gay, lesbian or transexual gamers. This is not about calling anyone homophobic, or anything like that. This post is just about looking at these issues and questioning ourselves and our attitudes. I’m hoping I will have a guest poster soon who will be able to hold forth on this better than me. This post contains spoilers for the Goblin starter area.

Edit: It’s also been pointed out to me that ‘Heteronormativity’ is a rather big word that isn’t used commonly, so here is a link for you to read on that

Her still-beating heart

There is a quest in the Goblin starter area that culminates, for both male and female NPCs, in the player ripping the still-beating heart out of a cheating girlfriend or boyfriend. For the male goblin player character, first you kill Chip Endale for betraying you and dating your girl, and then you rip the heart out of her ‘fickle chest’. I can’t find the equivelants for the female characters in the wowhead or MMO Champion Cata databases, but I’ve been assure that there is a female equivelant which first has you killing your female rival, and then killing your ‘cheating ex’.

Problematic and violent quests in game are nothing new. We’ve had to torture, main, kill, poison, steal, desecrate; in short as part of computer games in general and as part of World of Warcraft, the game asks us to do some very unsavoury things. The original outrage about this quest, before it was confirmed that there was a female equivalent, is that it brings domestic violence into the game and makes a joke out of it in an environment which already has many tropes of female golddiggers, jokes with references to bondage, a joke that still hasn’t been cleared up as to whether it refers to rape or not. Etc.

However I’m not here to talk about the problems of bringing domestic violence, and whether it’s sexist or not, right at this very moment.

Is this the first time that Warcraft has defined the sexuality & personal relationships of the Player Character?

There is a lot of discussion in the LGBT gaming community about how sexuality is incorporated into modern adult games. How some games allow Lesbian relationships but not Gay relationships, or how such relationships are in danger of being tokenised rather than legitimate narrative components.

World of Warcraft has, to my knowledge, steered clear of prescribing players with romantic relationships until now. If player characters ‘fall in love’ or form attachments it has largely been at the player’s choice. If you don’t want to roleplay any romantic attachments, then that aspect of gaming never becomes part of your immersion. I fully accept that many people who game don’t really want to think about romantic attachments because they logged on to kill Internet Dragons (or zerglings, or whatever.)

However in Cataclysm, Blizzard has taken the step of putting the player in a romantic relationship as part of the Goblin Starter Zone. You do not get a choice to enter into this relationship, and you can’t chose to enter into it with an NPC of a different gender. As a female character you have your Personal Assistant and your Boyfriend. And that’s it. As part of the new, ‘immersive experience’ of the starter areas, we now play with preformed relationships. The worgen area, to my knowledge, lets you build the relationships (but doesn’t give you any choices as you go along) so that by the end of the starter zone your interactions have a history.

This linearity is turning WoW from RPG to Graphic Novel

Personally I would prefer not to have the faux-relationship with Chip Endale at all. I’d like to be able to avoid it. While the old quest hub system from Wrath has it’s problems with efficient questing, you can skip certain quests without locking out an entire zone of quests. Generally if you skip a quest line you can ignore it completely or come back to it later at your leisure. One of the problems with Vashj’ir and Mount Hyjal is that the number of quests you can skip is drastically reduced. Gazimoff spoke about this on the last episode of ObscureCast: there’s a bugged quest in Vashj’ir, and because you can’t complete it you can’t progress through the rest of the zone.

This is not locking you out of one story (e.g. Wrathgate, or some of the WotLK torture quests) this is locking you out of the rest of Dragonblight, for example. So I can’t help but feel the same is true for the Domestic Violence plot in the Goblin Starter area.  I’ve compared the Worgen Starter Area to a moving Graphic Novel as well, although in a more positive sense, but it doesn’t start the player out with romantic attachments that will jar with their own sexuality, or simply be something that they don’t want in the first place (and then tie the plot up by murdering your traitorous, cheating partner and the person they cheated with.)

(And yes I’m aware that the Girlfriend/Boyfriend is supposed to be arm candy and not a ‘real’ relationship.)

But isn’t the point that you can’t change certain plot points? Shared narrative and all that?

Well, yes. I’ve always seen World of Warcraft a little bit like Doctor Who – you can change or chose to do many things, but there are fixed points in Time and Space where you can’t stop the Big Tragedy. You can’t stop or change Wrathgate, but you can participate in it. Along the way you can chose not to torture NPCs (except that wait, if you’re in Borean Tundra and you want to go to the Nexus 5 man and get the Wyrmrest Accord Dailies there, you couldn’t skip it!)

The Goblin Girl/Boyfriend crosses a line from participating in the world and making choices about it, to making choices for you. There isn’t much choice involved in questing or levelling to begin with, so for me this particular storyline was somewhat jarring. The reactions of some lesbian and gay players I know has been ‘gee, heteronormative much?’ There’s no real outcry about this, because it’s a small quest in a game where relationships and romance take a back seat in WoW (for players at least) compared to a game like Mass Effect 2 and Dragon Age where the relationships with your crew and team mates are part of the roleplaying experience (and you have some choice about how those go down.)

What are you saying Pewter?

I don’t quite know. I’m not comfortable with the line crossed by Blizzard in RPG terms. There is Lesbian and Gay subtext in the presentation of player characters and some NPCs, but it remains in subtext. At the same time I suspect that a lot of people don’t want anti-gay pundits crawling all over the game and lambasting it for including non-heteronormative quests in the gaming world. Yet the game is strongly heteronormative (in most of the presented relationships) and has now stepped into forcing goblin players into a relationship (even if it is just for show) in a time when RPGs are under greater scrutiny by the LGBT gaming community. This relationship also highlights how lack of choice impacts on the RPG component of World of Warcraft as a roleplaying game as well as an MMO.

I think it was a poor story choice on the part of Blizzard. It makes the player the centre of the events in the Starting Area, but at the same time it makes everyone else the centre of the same events. The Guild Wars 2 trailers talk about this issue – all of us doing the same thing, even when we are the centre of the story. I’m not sure that Guild Wars 2 will do any better with this (as the story of the player in GW2 seems to be a solo component of the game rather than a true MMORPG).

In an effort to escape the heteronormative assumptions and homophobic bullying present online, Sarah Andrews, a gamer who actively recruited members for her guild – a group or team that comes together to achieve game objectives – stated that her group was not “GLBT only” but “GLBT friendly.” Blizzard Entertainment, the owners of World of Warcraft, argued that Andrews’ recruitment inside the game was a violation of sexual harassment policies and policies protecting against sexual orientation discrimination. Blizzard threatened to ban her and her guild, dismantling the group before it began in an effort to protect online gamers, many of whom are adolescents, from harassment (Terdiman 2006). The heteronormative matrix became a filter through which preventing discrimination resulted in silencing the discourse on sexuality. Andrews was later allowed to reinstate her guild. If this action had occurred in an environment where there was little or no homophobia, heterosexism, sexism, racism, etc., then Blizzard Entertainment might have had an argument, however, a quick venture into this world proves otherwise. So in an alternate world to Second Life populated by many youth, any discussion of sexuality outside of the bounds of traditional heteronormative assumptions is eschewed, and sexually diverse users are acceptable if they silence themselves.

This article at Beyond Current Horizons is quite applicable here. I suspect any outcry from LGBT players (and I apologise for the acronym :( ) would be silenced by the player base at large, and the heteronormativey of the game explained away and excused by the heteronormativity of the world, genre, gaming culture and of the designers who created it. I am sure there are gay and lesbian gamers who are not at all bothered by this quest, because they (like many straight players) don’t play for romantic/relationship storylines, and also because they are used to seeing heteronormative relationships as the norm in traditional and new media. Blizzard doesn’t have many games in the stable, and none of them are really good with anything other than subtext (and sometimes not even that, apparently SC2 is completely lacking in it.)

I guess what I’m saying is that the quest is both problematic for it’s presumption of the sexual orientation of the player character, and because it highlights the lack of RPG in the starting areas, and the problems with zone wide linearity. There is a difference between an RPG where you control an established character (e.g. Link), and an RPG where your avatar is supposed to be grown out of your choices.

But a little discussion, a little noticing of these things doesn’t hurt, right?