Category Archives: Commentary

My Mod/DLC Dilemma

I started playing Torchlight 2 a few weeks ago, and I am having some issues. Now, I did not like the original game all that much, but picking up the sequel for $5 during one of those crazy Steam sales seemed safe enough. And so far, I am not experiencing the same acute symptoms of frustration as in the first game. Except… now I kinda am.

My biggest gripe with the original game was that the loot system was broken. Specifically, there was no real sense of gear progression in a hack-n-slash Diablo-clone genre that is based entirely on gear progression – I used the same “legendary” level 3 necklace all the way into the endgame, never finding an upgrade. While I have not ran into this problem as much in Torchlight 2, the contours of the issue remain in place. For example, I ran into this gearing decision the other day:

We're back to getting Best-in-Slot at level 7, I guess.

We’re back to getting Best-in-Slot at level 3, I guess.

Maybe “higher level = better” is too simplistic a progression design, but… is it really?

The more pressing concern in Torchlight 2 though, is how a lot of things that should be rewarding are really not. Each main area map has a Locked Golden Chest which contains, as you might imagine, a lot of loot. The key to this chest can drop randomly from any mob on that particular map, or from a specific fairy mob 100% of the time.

Compelling design, right? It would be, if these chests dropped something more than vendor trash.

Random loot is random, but after spending more time than strictly necessary opening these chests up and walking away with nothing of any value, I am finding myself souring on game in general. Indeed, even the extra-large treasure chests at the end of boss encounters reveals greys and greens more often than not. Why should I be fighting bosses when smashing pottery is clearly the more profitable activity?

Par for the course.

Par for the course.

In Torchlight 2’s case though, there is a “solution”: mods. In fact, the #1 highest-rated mod in the Steam Workshop is one that tweaks Golden Chests (and boss chests) to always drop a Unique item. That’s not as broken as it sounds – items are still random, scaled to your level, and sometimes class-specifc – and does a lot to fix what I otherwise consider a problem. There are mods for all sorts of things, in fact, including Skill tweaks, doubling the amount of gold drops, Respec potions (base game only allows reshuffling of last 3 Skills), improving game textures, increasing view distance, and even additional whole classes. Indeed, one of the big selling points of Torchlight 2 was its modability in comparison to Diablo 3.

Thing is, I don’t like using mods on my initial play-through of a game. Hell, I usually don’t even like loading in DLC that affects the core game, even when I’m playing the Game of the Year version that bundles it all together.

My situation is a bit unique (and self-inflicted) insofar as I fancy myself a game reviewer. But even before this website, I preferred going in vanilla and raw. Not all my friends had the extra spending money for the expansions and whatnot, so telling them Diablo 2 was better with Lords of Chaos installed really just means “the base game is deficient.” Well, perhaps not deficient in D2’s case, but you understand my meaning.

Good game design is supposed to be good out of the box. If developers are stumbling around for the first several months from release, that stumbling needs to remain part of the overall narrative. I failed to mention in my Fallout: New Vegas review that the game was literally unplayable for the first two weeks without downloading a crack that fixed the DirectX issues; it’s an important detail to know for when the next Fallout game is released, lest it too require Day 0 patching from players to fix what the devs rushed to production.

I suppose some of this harkens back to that debate over whether MMOs (etc) are toys vs games. There is no wrong way to play with a toy, no real rules to govern your interaction with them. In this sense, mods are sort of like adding salt to your meal – some chefs might see that as an insult, but perhaps your individual taste skews more salty than the others sharing the meal. Ergo, developers letting mods fix any subjective “problem” only makes sense. Keep the vanilla pure, and let players add the chocolate and sprinkles as they wish.

Personally though, I am much more interested in the game portion of things, or more specifically: experiences. Show me the genius of your rulesets, the compelling nature of your narratives, the excellence of your craft. Anyone can imagine a stick into a lightsaber, just as anyone can turn a crappy game good with tweaks. I am interested in what you can do, Mr(s) Game Man Person, not mod developer XYZ. I want to be excited that you are releasing another game, not that the modding community has another opportunity to fix a deficient product. And besides, only one of those two parties is getting paid. Hint: it’s not the person/people improving the game.

It may not be entirely rational, but there it is. Odds are that I will keep trucking along in vanilla Torchlight 2 so that I can give an accurate report on its (so far) many failings. It is worth noting that while you can import your vanilla save into the “game + mods” version of the game, you cannot thereafter go back – neither your character nor your gear will appear under the default game any more. While that probably has little meaning beyond the people interested in Steam achievements, it sort of highlights how even the developers believe a segregation between the two ought to exist.

In which case, I shall play their game and complain about it, rather than fix things myself.

Keeping An Eye On

I am not usually someone who risks getting my hopes up for games that aren’t even in beta, but I have the occasional moments of weakness. Here are a few of the games I am keeping an eye on:

Sir, You Are Being Hunted.

Basically an indie procedurally-generated, open-world survival game where you are being hunted by British robots. Yes, really. As much as I like the premise though, this is the sort of game that is going to live and die on the player perception of how/if the robots “cheat.” Were you really engaging in risky behavior, or does the AI just sort of auto-spot you within 30 meters? Maybe it is fun either way, who knows. The game is supposedly going to be released in July 2013, aka two months from now, so we’ll see how it shakes out soon enough.

Dying Light

Dying_light

First-person free-running zombie survival game from Techland, aka makers of Dead Island. Whatever your opinion is on zombies it’s wrong, a lot of Mirror’s Edge comparisons are being thrown around, which automatically makes it potentially more awesome. Some of the news sites are looking at this as a potential disaster given that its from the makers of Dead Island, but as you know, I enjoyed the original quite a bit. More of that in more open environments, please.

Incidentally, I have not picked up Dead Island: Riptide yet (with it’s 63 Metacritic score), but supposedly that game was made by a different team than the original. One bitten, twice zombie… or something. In any case, I wasn’t bitten. Dying Light appears to be a “hopeful” 2014 release.

Hex

The last time I talked about Hex, they were fast approaching their $300,000 Kickstarter goal. As of the time of this writing, they are sitting a $1.3 million, or more than 400% funded. The average backer spent just shy of $160. Me? I only paid $85.

Hex_Backer

My concerns about how TCGs naturally (and insidiously) combine both P2W and gamble boxes hasn’t really changed. What has changed is where exactly I place Cryptozoic on my internal Nefarious Scale, which ranges from indie all the way up to EA.

Cryptozoic is here to make money, no doubt, but their communication and outright concessions throughout the 18 Kickstarter updates has been downright refreshing. For example, their $250 Pro Player tier granted 1 free booster draft for life, which sold out in a week or less. Meanwhile, the other $250 tiers had bonuses tied to the PvE portion of the game, which is less of a value even if you planned to only play PvE (you can use PvP cards in PvE but not vice versa).

Solution? Every $250 tier now grants a free booster draft per week for 1 year.

Now, that could be construed as cynical marketing given that the Pro Player tier was sold out but the other $250 tiers were not – what better way to convince late-comers to boost their pledges than virtually increase the most popular tier? And, of course, it costs nothing to make all manners of promises in a Kickstarter campaign. At this point though, I want to believe. Just look at this:

960K – Keep Defense 
Become the master of your own domain! Every Lord of Entrath must defend their Keep, so we’re turning it into a game. Players will be able to set up a series of decks to defend their Keep, which will be played by our powerful AI (so you don’t need to even be online!). There will be rewards and prizes for those who are victorious in both defense and offense.

“Prizes” probably won’t be booster packs, so I’m not getting my hopes up about that part. But put that aside for a moment: this is asynchronous player-generated content to the max. Can you see it in your mind? Browsing your collection, building decks that you think will be useful in assaulting these keeps. And then turning around and brainstorming decks to stymie and frustrate the worms that dare defy the sanctity of your realm? Shit, I would do this all day long for free! Er… well, I guess I’m quite literally paying Cryptozoic to create content for other people, but that’s okay too.

In any case, this is quite literally the first Kickstarter I have ever pledged towards, and jumping right in at $85 given my mercilessly frugal gaming habits is pretty crazy. Dropping $10 for a beta invite probably should have sufficed. But, well, sometimes you have to put on your Press™ Pants and go full gonzo. At least, that’s what I’m telling myself. The Hex beta starts in September 2013.

Please don’t be bad. Please don’t be bad. Please don’t be bad.

Xbox One11!one1!

The Xbox One reveal reminded me, forcibly, that Microsoft is the company behind the console. I mean, obviously, right? But between Windows 7 and Bill Gates building better condoms, I temporarily forgot about Games for Windows Live, Windows 8, and all the markedly cynical shit the Redmond company pulls as it endeavors to further erode all consumer surplus and out-EA EA.

Remember the always-online brouhaha? Well, the new Xbox doesn’t require an always-online internet connection. Except when you play a game for the first time. Or if the game company feels like pulling a Maxis and “off-loading computations to the cloud.” And just kidding, your Xbox needs an internet connection to phone home once every 24 hours or it presumably bricks itself until you do.

So how often does it check your connection? “Depends on the experience,” Harrison said.

“For single-player games that don’t require connectivity to Xbox Live, you should be able to play those without interruption should your Internet connection go down. Blu-ray movies and other downloaded entertainment should be accessible when your Internet connection may be interrupted. But the device is fundamentally designed to be expanded and extended by the Internet as many devices are today.”

Oh, how nice of them that your Blu-ray movies “should” be accessible when your internet connection is interrupted.

In return for all of these restrictions, you get to opportunity to… pay full MSRP for all your games! There are no used games for Xbox One, there are simply game disks which will prompt you to pay a “fee” of the full price of the game to play it. Remember when we thought EA eliminating the Online Pass was a gesture of contrition and good will? Surprise! It was cynical bullshit because Microsoft is handling the Online Passes now and adding them to 100% of all future Xbox games.

A lot of the Xbox Apologists have pointed at Steam in making their arguments that things are not so bad. In fact, there is talk that you may be able to sell your used games game licenses to other people on the Xbox Marketplace, in a sort of virtual GameStop setup. Okay… details? If it is true, and assuming you can set your own price, and assuming there isn’t exorbitant fees, then great! We just had to give up renting games, letting your friend borrow your games, and in the case of Steam comparisons, getting 50% discounts on brand new games released just three months ago.

I am not an Xbox customer; I neither bought any of the prior consoles nor plan to purchase this new one. But this sort of shit will affect every one of us. We already see DLC for our PC games delayed because of “Xbox exclusives.” Ports of future Microsoft games could be pulled from Steam just like EA pulled theirs, ostensively so we can have the privilege of paying more money for no conceivable consumer gain. What we see today is what we can expect more of tomorrow – not just from companies like Microsoft, but from everyone who thinks they can get away with it.

And that sucks.

Hex Followup

Is it just me, or does the word “followup” just look weird after a while?

…anyway. Here are some relevant Q&A straight from the forums regarding the now-funded Hex:

Q: Any chance this might be headed to IOS as well?
A: Our immediate launch plans are PC and Mac, but the tech has built from the ground up for mobile.

Q: I would also like to know about the card rotation plan. Will there be standard and unlimited formats, or will all cards be legal to play forever?
A: Right now we’re planned for a 2 block format, as well as an everything format. That is the current plan. We might revisit it after 2 years of data.

Q: The estimated delivery sep 2013 is that for the full game or the beta stages ?
A: September is the estimated delivery for the beta, which will have all of the PvP content and some of the PvE content.

Q: Will the game require a big internet connection? I’m currently working 6 month a year in a inuit village with Satellite internet connection and wireless modems and I get a 5000 ping in online games like Path of Exile here. Wondering if the game will be playable in those condition (Drop out, Lags, ect).
A: The internet overhead of the game is very, very low. The amount of data that goes back and forth to the server is minimal, and we have a 3 minute reconnect timer, that if you lose connection during a game, you have 3 minutes to log back in and you will be automatically rejoined to that game. Any single player experience just uses save states, so you can actually rejoin almost any time after disconnecting.

Okay… hold up a sec. “Working 6 months a year in a inuit village”? You know what, nevermind.

Q: Weird question i know, but any plans of a post beta wipe, getting packs and such back?
A: We will not do a post-beta wipe. Once we give you something, we won’t take it away in even the most seemingly kind way (eg, by refunding packs.) If you open a super rare awesome card it’s yours until you decide to trade it.

Q: So there is currently no other way to get cards for PVP except through initial pledge and buying $2 each?
A: The only way to get PvP packs is through the KS rewards, at $2 each, or as rewards for playing in drafts/constructed tournaments. We will also have an auction house, and I’d expect that PvP commons can be easily picked up off there at budget prices.

So it’s official: you cannot earn booster packs in PvE content. In other words, the only way anyone is playing Limited/Draft formats is for them to have bought, traded for, or won boosters themselves. Based on other questions, it appears the first set is 350 PvP cards that only come from boosters, and 300 PvE cards that are only earned in PvE and cannot be used in normal PvP games (but there might be “anything goes” formats for fun). Now, it is likely you will be able to sell a particularly nice rare you got in a Draft (that you otherwise lost) to help purchase boosters to try your luck again, but otherwise these games are going to cost you $6 a pop for less than an hour of play.

By the way, the stretch goal for $540,000?

540K – Add Primal Packs

Primal Packs are “god packs” that will drop for lucky players when buying HEX booster packs. It is not a separate item in the HEX Store. Every card in this booster is a Rare or Legendary! In addition, each Primal Pack will contain a Legendary Treasure Chest that will hold some truly incredible items, which you can open or trade in the Auction House. Speaking of which, should you be lucky enough to get one of Primal Packs, they are tradable and can be given or put in the Auction House for others just like any other pack. To maintain balance in a tournament setting, you cannot get a Primal Pack during a draft.

“Yo dawg, I heard you like gamble boxes. So we put gamble boxes in your gamble boxes […]”

If it sounds like I am being unduly harsh, it’s simply because I know the effect these sort of games have on me. Drafting is addicting: you get to see 24 boosters being opened, passed around, and picked apart, plus the 30 minutes of frantic deck-building, plus the very-real pressure of best-out-of-three duels with the prize being enough boosters to join another draft for free. That’s a sex, drugs, and rock & roll combo of endorphins right there.

But you’re going to pay. A lot. Unless you’re good, I suppose, in which case the poor players will be subsidizing your gameplay.

Just screwing around in 1v1 Standard duels is fun and all, but you won’t be getting any new cards; there is no progression without pay. Then again, I suppose that is what the whole PvE side of the game will be about. Will it be enough? You cannot use your PvE cards in PvP. Then again, PvE cards do not “expire” and yet there will be additional PvE sets in the future, presumably along with additional monsters/dungeons/raids, so… yeah. Maybe Cryptozoic will be able to shore up the one weakness Magic Online has.

I suppose we’ll see in September, once the Beta is released.

Hex

In the event that you didn’t read last Friday’s Penny Arcade, they talked about the Cryptozoic Kickstarter for a “MMO-TCG” called Hex. Basically, Hex is Magic Online meets WoW TCG meets cards that can get socketed gems, equip gear, gain XP, earn achievements that expand artwork and upgrade cards to foil versions. Also, there will be PvE, apparently including dungeons and raids. And all of this is Free to Play.

Of course, just like with Hearthstone, calling a TCG “F2P” is criminally misleading.

I have some concerns with Hex. First, while I am frankly excited about the unique opportunities involved with an all-digital TCG – cards that buff your creatures do so for the rest of the match, you can put tokens on cards that get shuffled into your library, and all sorts of crazy nonsense that physical card games couldn’t pull off – this game skews so heavily towards Magic Online that I’m surprised Wizards of the Coast hasn’t issued a takedown notice.

Seriously, look at this video:

I’m not talking about Apple’s “rounded corners” copyright bullshit, I’m talking about Grand Theft Mechanics. Creatures have summoning sickness, there is First Strike, Haste, seven cards in the opening hand, 20 life per player, four copy limit on individual cards, 60 cards per deck, land cards, instants, discrete turn phases (Draw phase, main phase, declaring attackers/blockers/combat damage, end step), and even the goddamn Stack.

That’s not even really my concern here though. My concern is what occurs about 200 times in the bottom right corner of that video: spamming of the Pass Priority button.

This is alpha footage, things can change, etc etc etc… but not really. Magic is an incredibly nuanced card game with thousands of pages of technical rules that few follow to the letter in non-tournament settings; friends usually don’t ask each other if there is any response to their Draw Phase, unless one of them was packing a relevant card in their deck. My initial few weeks with Magic Online was a brilliant experience because the game reminded you of all the sort of routine Upkeep triggers and the like that can bog down/derail completely a physical game when you forget one. Trouble is, Magic Online is going to ask you every damn time because it has to. You can manually change your settings to ignore certain steps if you want, but again, Magic is an incredibly complex beast – if you aren’t careful about when you cast a spell or use an ability, you can snatch defeat from the jaws of victory in an (cough) instant.

So that’s concern number one: the Pass Priority button is going to simultaneously be annoying as hell and be the reason you lost a perfectly winnable match. It’s also incredibly high-brow for as much as Hex is being marketed as “easy to get into.” I was a tad disappointed at first when I watched the Hearthstone duels and realized that there would be no “in response I play X!” back and forth. But seeing Hex and being reminded about how cerebral Magic can get… I think the Blizzard folks are on the right track, at least for a casual audience.

Calling it now: this will sell for at least $60.

Calling it now: this will sell for at least $60. Each.

Concern number two? You’re going to spend probably $100-$200 a month playing this F2P game.

Look at this paragraph from the official website regarding the above card Extinction:

Every last troop in sight bites the dust. This card will be a crucial staple of many control decks in any tournament format for a long time to come. In other words, in addition to being awesome, these will be quite valuable to all types of players. If you’re dungeon crawling instead of tournament crawling, you can even keep troops off the board for another two turns while you finish your master plan, with the all-powerful equipment Grips of the Unfortunate!

Translation: everyone will be paying out of the ass for this “crucial staple” of a card.

Even if you don’t see yourself competing in the sort of obvious P2W Constructed deck format (or presumably high-end PvE raiding), you will still probably be spending many times the average monthly subscription if you are remotely interested in the game. It is all right there in the Kickstarter page:

For experienced TCG players, we have designed the card set around Booster Draft and Limited play. We have engineered the card sets to launch three times a year, like a standard TCG.

In Magic Online, a Booster Draft = eight players buy three booster packs apiece. Open pack, take one card, pass remaining to the left, repeat. Build deck. Limited = buy six booster packs, open them, build deck. Booster packs in Hex will cost $2 for 15 random cards, which is half of what WotC charges. Magic Online rewards the winners of these mini-tournaments with extra booster packs, such that those coming in 1st and 2nd place can generally leave with a profit of a few packs; I assume Hex will reward similarly. Everyone keeps the cards they play with, so you don’t leave empty-handed if you lose, but… well. Suffice it to say, I finally overcame my game subscription aversion when I realized I spent $24 in the course of a one hour in Magic Online. Suddenly, a mere $15/month seemed like a total steal. Cue WoW purchase.

Frankly, Booster Drafts and Limited are the best Magic tournament formats to play in because there is no Pay 2 Win pressure – everyone starts with the same random chance to get good/bad cards, and skill plays an exceedingly strong role thereafter. But, again, in Hex you are looking at dropping $6-$12 to participate in “content” that evaporates after an hour, if you’re lucky. This is to say nothing about the fact that new sets will come out three times a year, which means most of your cards will be unplayable in Standard settings (which is the big set and its two smaller components in Magic). You can still play older cards in Magic, but only in Extended formats where most people are still packing the overpowered cards of 5 years ago, not the leftover garbage from your Limited games that just became old news.

My deck-building sense is tingling.

My deck-building sense is tingling. Or that could be the withdrawal.

If you haven’t noticed, I am extrapolating a lot about Hex from how Magic Online worked, but Cryptozoic has already stolen so much shit I feel safe that they will keep the theme going here. Perhaps Hex will feel a little different since it will have a PvE aspect, where some of your “outdated” cards might find a long-term home. Perhaps you could even earn boosters from said PvE – that would at least make the F2P claim less of a bald-faced lie. But make no mistake here: Hex, like any TCG (digital or no), will contain the two worst components of consumer-gouging videogame design: Pay 2 Win and gamble boxes.

And goddamn it if I’m still reacting like an ex-junkie, credit card in shaking hand.

Ouch. WoW down another 1.3 million

As reported by MMO-Champion, the subscriber total was 8.3 million at the end of the quarter, a loss of 1.3 million subs since Q4 (which had its own 400k loss). For those keeping track at home, Blizzard had 9.1 million subs back on August 3rd, 2012, during an eight-month lull of zero content at the end of Cataclysm, i.e. pre-Mists of Pandaria. That is a net loss of 800k this expansion – with a 1.5 million sub rollercoaster in the middle – and the lowest subscriber count WoW has had since 2007.

By the way, RIP to MMOData.net, which has not made an update in nearly nine months now. How can we pontificate without graphs? Sigh.

I went and signed up to listen to the investor report as there was not a transcript available, wondering where MMO-Champ got the rest of those bullet points. Plus, you know, Press™:

Nothing could go wrong with this.

Nothing could go wrong with this.

To save yourself 38 minutes, just trust me when I confirm MMO-Champ got all the relevant information.

What did interest me though was hearing how ultra-conservative Activision Blizzard is. I mean, that sort of thing isn’t a particular trade secret, but when Bobby Kotick explained that the company wasn’t interested in the mobile sphere because the Top 10 titles change every year, I cocked an eyebrow. Call of Duty and WoW still have a lot of viable milking years ahead of them, but this is the same company that gushed about their $1 billion Skylanders franchise that didn’t even exist two years ago. If CoD: Ghost ends up pulling a Warfighter along with the further expected losses (their words) in WoW subs, you can almost imagine a scenario in which they conserve themselves right off a cliff by the end of this year.

But, alas, the money machines continue unabated.

Finally, I sort of chuckled at this part of the WoW presentation:

  • There has been less engagement by casual players.

Well… yeah. What did they imagine would happen when you release one of the most alt-unfriendly expansion in the history of the game? And then proceed to put everything behind a triple-gate of dailies and rep, all but remove leveling dungeons (only to put them back), and then essentially stop all production of 5m dungeons for the rest of the expansion? Oh, and don’t get me started on the continued embarrassment of no-pop servers languishing.

At this point, all I’m really interested in is Hearthstone (as hopefully a cheaper Magic: Online) and maybe Bungie’s new game; Titan has been too much of a cocktease for too long to even get a rise out of me anymore. Otherwise Activision-Blizzard might join the ranks of EA as a big-budget publisher who only produces one title that I am remotely interested in, with all the “risky” indie ventures soaking up the money I leave on the table.

And as Doone points out, that’s probably the best thing for everyone involved.

The Cart and the Horse

Why would someone start playing a game that was only fun with the friends you made after playing the game?

One of the criticisms of my Darkfall series of posts was that I never even tried to join a clan. This is true, and I said up-front that I was not going to try; it is why I labeled the series “Unfair Impressions” in the first place. Part of the reason I made such a decision was that I am not particularly feeling sociable at the moment. Another part is that, ironically, it didn’t seem fair to whomever’s social fabric I would be using like a dish rag; I don’t fully subscribe to Gevlon’s worldview, but getting a social benefit without returning the favor does feel like leeching to me.

The biggest reason though, is that I fundamentally believe that games (even MMOs) should be fun in of themselves first.

Think about your first MMO experience. Did you start playing alone? I walked into Azeroth with nothing, and left six years later with a half-dozen friends from across the country who still ask me to join them at the next New England meet-up. That is the sort of MMO and “virtual world” dream scenario, right? But just like any relationship, it did not develop overnight. It took time. Time spent playing the game without said friends. And at any time, that window of opportunity to convert me to long-term guild player could have closed if I didn’t feel engaged or entertained enough compared to my gaming alternatives.

I am not against a game requiring investment to play, or even a game in which the most enriching experiences are to be found in grouping. I am against a game requiring a priori buy-in to justify itself. It is not reasonable, to me, to suggest clan play makes the sort of new player experience I wrote about irrelevant. Maybe Darkfall doesn’t care about catering to new players or “hand-holding,” and that’s fine. But I feel that it is a tiny bit ridiculous to then claim the game is good (or another game is bad) when you have already committed to that position before even downloading the client.

Any game is better with friends. Requiring friends in order to have fun playing a game at all is not a strength, it’s a weakness. A deficiency. There will be thousands of players playing your game for the first time, alone. Does the game then facilitate friendships? Good. Does the game present a whole bunch of impenetrable nonsense? Bad. All your 30-minute boat rides and clever grouping schemes won’t work if the players never even make it out of what passes for a tutorial.

The longer I play something like Planetside 2, the greater the opportunity for me to get hooked into somebody’s social fabric, even if I’m kicking and screaming against it the whole way. In fact, joining an Outfit would be a sort of natural evolution to someone’s daily gameplay. But that evolution is only possible because the underlying game is fun to play, e.g. I’m playing it a lot right now, solo. With Darkfall, the consensus seems to be that the opposite is true: you have fun playing a lot only after being integrated into a social fabric woven before you actually start playing.

To me, that just sounds like putting the cart before the horse.

The Pro-Social Problem

There have been a number of posts lately about making MMOs more pro-social. As you might imagine, nearly every suggestion was a dusting-off of mechanics of the past. “Remember the good old days when you spent 30 minutes of your free time waiting for a boat?” The overall logic seems to be that if you stuff players into an elevator for long enough, eventually they will become friends.

Among the suggestions, what is left unstated is the only truly relevant factor: as a player, do you want to make friends?

To be charitable, let’s assume that that fundamental question has been left unvoiced simply because there isn’t much a designer can do about it. But that’s the thing. If a player of your game isn’t interested in developing life-long friendships, then a lot of your pro-social mechanics are likely to be annoying. For example, Rohan suggested a game in which you have to be in a guild in order to do anything. As someone with zero interest in (more) virtual obligation, that would prevent me from playing such a game at all.

I am not convinced that the “lack” (however that’s measured) of pro-social mechanics in modern MMOs is, in fact, a problem. It is true that I made some friends back in the TBC era of WoW, and that we still interact with one another 5+ years later. It is also true that I could not care less about making more friends; I’m full-up, thanks. How many of us are actively looking for new people to add to our lives?

Now, it is an open question as to whether I would have made the friends I did in TBC had the WoW environment instead been, say, Panderia. It might be easy to suggest I would not have, given we originally met as low-level Alliance players slogging our way through Horde zones to do a Scarlet Monastery dungeon. Between LFD and LFR, it’s quite possible I would not have met any of them even on my no-pop server. Of course, I almost didn’t meet any of them anyway, considering I could have decline doing a dungeon that day, they could have not needed a tank, not wanted another acquaintance, logged on an hour later, etc etc etc. I don’t find “what if?” scenarios especially convincing.

I keep coming back to the main question – do you want to make new friends? – because it doesn’t really matter how the game is structured if you do want to meet people. Communities exist for even single-player games, and so I doubt even a strictly anti-social MMO would stop friendships from forming. So who exactly are these pro-social/anti-solo mechanics even for? As long as the game is structured so that it’s fun to play with the friends that you have (i.e. grouping isn’t punished), I do not see what possible benefit there is to alienating the introverted portion of your audience with arbitrary and forced grouping.

I dunno, maybe I’m just not seeing it. I do not befriend someone because they are a good tank, or good healer, or are always doing the same dailies as I am at 8pm on Thursday evenings. That would make you, at most, a coworker, an acquaintance, a resource, a tool for my own edification. Friendship is something that endures past logging off, which means friendship exists outside of the game itself, which makes the entire pro-social movement seem silly. You can’t “trick” someone into making that leap of interest with some clever programming.

If game designers want to encourage more friendships – in an ironically cynical desire to drive long-term engagement – they need to make more tools for self-expression and other means of broaching out-of-game interaction. World-class rogue DPS? Sure, I’ll use you to ensure my own dungeon run is a success. Oh, your favorite game is Xenogears too? Now I’m interested.

Maybe the assumption is that if we do enough dungeons together, that this friend-making moment will naturally occur. If so, it all seems so hopelessly passive for as disruptive it ends up being for the solo player.

Interesting Choices

Tobold put up a rather cringe-inducing critique of Mass Effect 3 the other day, prefaced by the Sid Meier quote of “good games are a series of interesting choices.” From there, Tobold argued that ME3 was not a good game, because the story choices being presented did not lead to gameplay changes. Indeed, he goes so far as to say in the comments:

My point is that this is supposed to be a GAME, and not just some interactive story. Choices that only affect the story, but change nothing in gameplay shouldn’t be in a game. Otherwise I might as well wait for “Mass Effect – The Movie”, and not bother playing at all.

First, that argument is so absurdly cliche that I started questioning whether he was simply trolling us at that point.

Secondly, in point of fact, you could not simply wait for Mass Effect: the Movie because any such film could not encompass the varied plot choices you can make over the course of the game. Characters can die in Mass Effect 1 & 2 and thus not show up in Mass Effect 3, cutting out entire swaths of character arcs. Who makes it through the Suicide Mission? Would the film feature a male Shepard or FemShep? Would the choices be primarily Paragon or Renegade? Which races get the shaft? Would the conclusion be the Red, Blue, or Green Cupcake?

The green one. Always the green one.

The green one. Always the green one.

Third, I believe Tobold’s stance is exceedingly pernicious to the maturation of gaming as a medium. It simply boggles my mind that a self-professed lover of D&D would twist “interactive story” into a pejorative; are non-interactive stories supposed to be preferable?

Individual agency has a way of submerging players into a narrative in a way that traditional storytelling does not. Just look at the mind-bending (at the time) twist in the original Bioshock and the narrative arc in Far Cry 2. Even if you were not particularly impressed with the depth of these narratives, those story mechanisms simply cannot be replicated in book or movie form. Reducing games to their mere mechanical components would be an incredible tragedy of potential.

What the exchange highlighted to me though, was how squishy the venerable Sid Meier quote actually is.¹ To me, the choice between curing the Krogan genophage or deciding not to was interesting. In fact, I spent ten minutes or so agonizing over it when the dialog wheel was presented. Was it fair of us to cripple an entire species because we feared their hardiness and breeding speed? At first, I was worried about that hypothetical. Once the Reapers were gone, who is to say that the Krogans don’t simply out-breed and out-muscle the rest of us out of the universe? Then I thought: wait a minute, is this not the same sort of argument used against inter-racial marriages in the past, and even concerns about Islam today?

In contrast, Tobold simply picked whatever gave him the most War Assets.

This was meaningful to me, god damn you.

This was meaningful to me, god damn you.

I do agree that a good game is full of interesting choices. But what should be obvious to anyone spending more than a minute thinking about it, is that what is interesting to one person can be boring/irrelevant/pointless to someone else. “Interesting” is not an objective term; Sid Meier may as well quipped “Good games are full of fun” for all the sage wisdom it contains.

¹ The full quote is actually: “According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice.” (Rollings & Morris 2000, p. 38.) This does not meaningfully change my objections, as whether an option is “clearly better” and/or “equally attractive” is necessarily subjective. For example, I almost always prefer passive abilities to active ones, to the point that most of the WoW talent tree levels have only a single rational (to me) option.

Wait, When Did THIS Happen?

European Courts have ruled that it is legal to resale digital software licenses:

Buying and reselling any form of digital software is perfectly legal, the Court of Justice of the European Union has ruled. Software authors – or in the gaming world, publishers – can not stop customers from reselling their games, even if the publisher attaches an End User License Agreement prohibiting resale.

“The exclusive right of distribution of a copy of a computer program covered by such a license is exhausted on its first sale,” the court has found.

This ruling covers customers in European Union member states, and games bought through services such as Steam or Origin. […]

Okay, so I do know when it happened: July 3rd, 2012. But… who… when… huh? That is damn near a year ago. Has anything gone forward since then?

I mean, the absolute latest news was April 2nd, when a US District Court stated that reselling iTunes songs violated copyright laws. Conversely, buying textbooks from Thailand and selling them in the US for profit is legal, according to the US Supreme Court. As is streaming TV service Aereo, for that matter.

Looking at that European ruling again, I would actually say there wouldn’t be any contradiction in reselling a license. You aren’t copying any files, you are merely removing your own rights to a digital good and granting them to another… and they’re the ones downloading it. Hell, in an always-online-esque DRM scheme, such a transfer would arguably be the safest for the publisher considering the seller literally cannot access the game anymore (as opposed to the honor system when it comes to reselling music CDs).

Obviously every publisher everywhere would fight tooth and nail against this breaking of their digital monopoly, just as companies like Microsoft (and Sony for a while) contemplate ways to smother the used game market. But the question of licenses has yet to be settled, and I am inclined to show uncharacteristic optimism in this regard. Most people would not look at playing Halo at a friend’s house as piracy or consider yard sales as theft, and yet that is what these companies would want you to believe.

Personally, I think it is only a matter of time until logic and common sense forever strip the asinine “you don’t own a videogame!” argument from corporate apologists everywhere. Physical game or license, you nevertheless (should) have the right to sell it. Nothing less makes sense.